Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Wednesday, 27 June 2012

White Mountain - 30 Years War Rules


Just a quickie (matron). This may all be well-known, but it is new to me. I came across a hex-&-command-card game for the 30 Years War (and, by implication, the English Civil War) called White Mountain. This is available for free download from Anubis Studios. It is very obviously a close relative of Commands & Colors, and appears to be played on a CCA board. The download includes rules (4 pages), QuickRef, text explanations of the cards (you have to make your own) and some pretty snazzy looking stickers to put on wooden blocks.


I had a quick squint last night - a little more of the philosophy behind the game would have helped, but there may be some of that on Anubis' pleasantly wacky website. At first glance, there are a number of interesting features in the game - units accumulate "disruption" points as well as losses, direction of facing is used to identify flank and rear attacks, command appears to be only at unit level. Some of it looks pretty clever, though it is possible that some of the simple elegance (elegant simplicity?) of C&C has been lost among the bells and whistles. The move sequence, for example, includes a number of options which I was still thinking about when I dozed off last night.

This has not compromised my devotion to Victory without Quarter, I hasten to add, but it is free(!), and may give an appetizer for Richard Borg's mooted prototype ECW Commands & Colors game, which I am definitely watching out for.

Having got a few decks clear, I hope to start painting my first ECW units this coming weekend, so am looking forward to that. A couple of fairly generic units of foot to start - one of Royalist blewcoats and some whitecoat Parliamentarians, I think. I have bought in a small stock of florist's wire for cheapo pikes, but I hear a rumour that they also make brown florist's wire, so am looking around for that. Painting wire is not hard, but it's dead boring.

Anyway - thought I'd mention White Mountain.

Friday, 18 May 2012

Where the Heck was I?

Today I was going to do a little post on my new Spanish line officers, but sadly I haven't finished painting them, so that will have to wait a day or so. I was also going to write up the next week of the solo campaign, but I haven't got the housekeeping sorted out yet, so that will have to wait as well.


One of the things which has taken up time in the last couple of weeks is the auction of various Historex items which I volunteered to sell on eBay to raise money for cancer charities. Since I volunteered I can hardly complain about the hassle, but it has reminded me of the amount of labour needed to sell stuff on eBay, especially if you are as verbose as I am when it comes to the listings. Then there's all the questions to answer, and all the peeking to see if anyone else is watching or bidding yet...

Everything is sold now - some 100 unopened kits from the 1970s, plus a collection of 60-odd finished figures. Some things I learned about Historex during the last few weeks:

(1) The interest is very substantially from outside the UK - most of the items have sold to buyers in Italy, Germany, France and the USA. Unfortunately, because of the weight, I could not offer the big collection of complete figures outside the UK, though most of the questions and interest I got came from overseas. In particular, the insured shipping cost of the 2Kg+ parcel to the USA worked out at about £90, which is crazy.

(2) Maybe predictably, the kits generated much more interest than the completed figures - there seems to be more interest in building them than purchasing someone else's efforts, however good. That shouldn't have been a surprise, I think.

(3) The completed figures are horrifyingly fragile - you dare not sneeze near them, and some of them will hardly support their own weight. A challenge - even for a fastidious (fusspot) packer like me. (I love the sound of bubblewrap in the morning.)

Anyway, they are all sold and mailed now - one or two still have to be formally accepted as safely received, but shipping has been remarkably quick. One small packet to Indianapolis arrived in a little over 2 days, which is fantastic. I have to make a detailed breakdown of proceeds-less-expenses, since I have to pay the net amount over to the charity, so I have been more than usually focused on the fees charged by eBay and PayPal. Man, they are not cheap. OK - I'm not really grousing - there is no other easy way to sell stuff like this, but the 10% completion fees on eBay really add up. However, I'm delighted to say that - assuming the last few items have arrived safely and we don't get into any disputes, we should have raised about £730 for the charity, so I'm very pleased with that.

It fairly knocked a hole in the time available for painting and other hobby stuff, though.

Next topic. I wrote a post not long ago about my apparent weakness for big shiny wargame books, and how they are usually not as useful as they might look. Well, I did it again. Having already bought and browsed Wargames Foundry's Napoleon rule book (great title, by the way, guys), I had decided against looking at Warlord Games Black Powder publication, which looked like another of the same sort of figure-promotion-disguised-as-rules jobs.


However, a few people whose judgement I have a lot of respect for have played the game and made positive noises about it. The most guarded comment I have heard was from John C, who said the game he played was "the most excellent fun, but had very little to do with Napoleonic warfare". So, when I got the chance of a good, cheap, second hand copy, I bought it, and it has been my bedtime reading this week - it is a bit large and heavy to be ideal for bedtime reading, and it also tends to hit the floor with an alarming thump when I doze off, but it has been most enjoyable.

It is refreshing to read a wargames book which appears to have been written by adults who have a nice way with humour and who can actually write both entertainingly and grammatically, and without getting unpleasantly nerdy or giving in to the temptation to slag other people's efforts. Anyway, the book is entertaining, the game looks like a lot of fun, and a few bells rang.

For a start, all ranges, moves and everything else are given in multiples of 6 inches - Ding! - hexes, I thought. I'm not sure if I intend to rush to try the rules - I think I'd like to sit in on someone else's game first. Fat chance around here. One slight difficulty I have is that, since the book is written in a nice, conversational style, there isn't a formal statement of scales and so on - or at least I didn't find one. The illustrated scenarios seem to be played with 28mm figures (as you would expect) on a 6-feet-by-12 table (and no-one expected that...), but they do not appear to be very large games, in the sense of numbers of units.

Anybody played Black Powder? Any views on what size of battle it works for? What did you think of it? I realise a lot of people use these rules, but I hadn't really considered them before. They look practical, and I like the simple, commonsense approach - anyone like to offer a brief critique?

If you'd like to invite me to watch a game, I'll be delighted - please just send the return air fare and I'll bring some beer.

Sunday, 13 May 2012

Solo Campaign – Siege Tweaks Re-tweaked


If something is worth doing, my grandmother used to say, it’s probably worth doing over again. Here I was, quite happy with my new Hassle-Be-Gone automated siege rules, and then some insightful comments from Ross on my recent post and an unusually coherent email from De Vries the Impaler sent me back to the drawing board.

One of the truly great things about blogs is that you can get other interested parties to shine some light on your own thoughts, and you can learn a huge amount. [By the way, any fans or students of Water Logic? – I used to be a firm believer in all that creative evaluation stuff, though I seem to have forgotten about it since I stopped being paid to think. I might do a post about it sometime – you have been warned.]

The purpose of my mathematical, off-table siege rules is to strike a workable balance between convenience and realism such that sieges can be handled easily in the background while the campaign rolls on. The tricky bit is finding the correct balance – rephrase that – an acceptable balance.

The part of the siege under particular scrutiny here is the actual assault or storm. For a start, Ross raised the very good point that not all sieges are the same. If the defenders are unusually determined, it can change things. I carefully avoid the use of the word “fanatical” here, since it has kind of rabid overtones. Let us merely identify that there are certain situations and certain armies where the defenders would be prepared to fight for every building, and to sustain unusually high levels of casualties. De Vries’ original suggestion was that the defenders might be “Spanish or mad”, but that won’t do at all. 

Further, De Vries cited the Agustina Effect (after the heroic lady celeb from the Siege of Zaragoza), where the civilian populace are prepared to help with manning the guns and the barricades – i.e. commit to a level of active combat over and beyond merely trying to defend their own property. We also agreed that there might be situations (though I’m struggling to think of an example) where the citizens are on the side of the besiegers, and take a part in the attack on the garrison. To put all this into effect, I have changed the calculations of ASS and DSS (as defined in the rules below) in the storm – the defenders can get an extra dice if they are ready to fight for every building (the Suicide Dice - suggestions for a better name will be most welcome), and either the defenders or the attackers might possibly get yet another bonus dice (the Agustina Dice) if the civilians are prepared to fight on their side, during the actual storm. All storms take a week, however they go.

Agustina de Aragon - "No - it's OK. If she really wants to stand there when
we fire, just let her get on with it..."

Ross raised the matter of levels of loss – applying an overall factor to the complete besieging army’s strength to get the casualty figures is over-simplifying things, and may give inconsistent or illogical results. Prof De Vries also pointed out that calculating the besiegers’ losses retrospectively for the whole siege, based on the “total force employed” is, to use his terminology, dumb, for a number of reasons:

(1)  Though the total force, represented by the variable Assault Value (AV) may justifiably be regarded as all at risk during the weekly routine Bombardment Phase (which includes all kinds of missile fire, mining, sorties, hunger, disease, bad breaks and random demoralisation), this number AV will vary from week to week, apart from losses, as a result of troops being detached from the siege, or new troops joining it.

(2) During the actual storm (as Ross also mentioned), only a portion of the total available AV may be called upon to actually assault the place – losses for that week should be restricted to this subset.

(3) In a campaign where weekly returns are made for all units, it makes no sense at all to do the casualty calcs for a siege only when it has ended. It is much better to perform the calcs week by week, as AV varies up and down (or is subdivided), and carry forward the actual totals.

Though still determined to keep this manageably simple, I accept all of this, and the re-tweaked section of the Siege Rules now reads thus:

11.3.3 Storming:
Defenders’ Storm Strength, DSS = FV + GV + 1D6 + the Suicide Dice + the Agustina Dice
Attackers’ Storm Strength , ASS = AV(st) + 1D6  + the Agustina Dice     [BV, the Battering Value, does not count in a storm]

Where:

* The Suicide Dice is a bonus 1D6 available to the defenders if they are prepared to fight for every building.
The Agustina Dice is an extra bonus 1D6 available to either side if the civilian population of the town will fight for them.
AV(st) is whatever subset of the full current AV the attackers commit to an assault.

Results:

* If ASS > DSS then the fortress falls and the garrison surrenders. Attackers lose 0.25 x DSS (rounded to nearer whole number) from AV(st). Defenders lose 0.5 x ASS from GV.
* Otherwise, if ASS <= DSS, storm is repulsed; attackers lose 0.5 x DSS from AV(st); defenders lose 0.125 x ASS from GV
[Losses in GV and AV are not simply casualties – they represent all manner of loss of ability to continue – and note that GV and AV can become negative].

Each week during a siege, losses for each side are calculated as one tenth of the percentage loss in AV or GV for the week. During a storm, AV(st) replaces AV if it is different. Thus, for example, if AV is reduced from 7 to 6 during a particular week, the actual loss to the besieging army in killed and wounded is 1/10 x 1/7 = 1.4% of the troops present/engaged.


Wednesday, 9 May 2012

Solo Campaign - Siege Rule Tweaks


Since it looks as though my campaign may produce a siege quite soon, I was encouraged to go back to my mathematical siege rules, since there were some bits in there I wasn't sure about. There was a post on this system a few months ago - I explained there that, though an algorithmic system for sieges is certainly not a big attraction from visual and fun-generation aspects, it is (sadly) necessary to handle sieges in this way in a map campaign, since a siege will last for a number of campaign moves (and thus must be able to coexist with armies marching and fighting elsewhere on the map in a different timescale) and also since it might be necessary to have more than one siege running concurrently.

The particular bit I wasn't happy about was the section on Storming. Without getting too deeply into the nuts and bolts (again), the idea is that the defenders have a couple of numbers associated with them - a Fortress Value (FV), which represents the strength of the place and its guns, and a Garrison Value (GV) which indicates the fighting capability of the guys in the fort - this is a kind of lumpy amalgam of numerical strength, attitude, and their current ability to carry on - for whatever reason. Similarly, the besieging force have a Battering Value (BV), which is a measure of their heavy artillery capability, and an Assault Value (AV), which is the amount of force they could bring to bear in the event of (you guessed) an assault, but this number also makes allowance for the men who are available for digging ditches, carrying stuff and just constituting a threat.

The detail of the siege rules is set out in the orginal notes, here and here, so I won't go through all that again, but the idea is that bombardment and (implied) sorties and mining etc wear down these numbers. At the point that a storm is attempted, the appropriate section of the rules is set out in its new form below, with the odd explanatory annotation here and there. The inclusion of a dice roll for the defenders and the besiegers is intended to reflect performance and luck on the day. The calculation of losses bothered me - something struck me as counter-intuitive. If the totals for ASS and DSS (as described below) were very close - in other words, if the result of the storm was a close call the casualties would tend to be relatively light, which intuitively seemed completely wrong. A close-fought storm might have the heaviest casualty rates of all, so I've made a couple of changes - I now use the absolute values of DSS and ASS, rather than the difference between them, when calculating loss, and have changed the formulae slightly. It's a minor tweak really, but I'm a bit more comfortable about how it works now. In a campaign, losses have a lasting significance.

Here's the revised section from my Campaign Rules:

11.3.3 Storming:
Defenders’ Storm Strength, DSS = FV + GV + 1D6
Attackers’ Storm Strength , ASS = AV + 1D6  [BV, the Battering Value, does not count in a storm]

* If ASS > DSS then the fortress falls and the garrison surrenders. Attackers lose a final, further 0.25 x DSS (rounded to nearer whole number) from AV. Defenders lose 0.5 x ASS from GV.
* Otherwise, if ASS <= DSS, storm is repulsed; attackers lose 0.5 x DSS from AV; defenders lose 0.125 x ASS from GV
[Losses in GV and AV are not simply casualties – they represent all manner of loss of ability to continue – and note that GV and AV can become negative].

Whenever it is necessary, at any moment during the siege (or when the siege is broken off or completed), actual casualties may be computed as one tenth of the %age loss of AV or GV since the start of the siege. 

Example – if a successful besieging force started out with AV = 8, and end with AV of 6, then they have lost one tenth of 25% = 2.5% of the total force present; if the defenders started out with a GV of 5 and end with GV = -1 then casualties are 1/10 of 120% = 12%; if the fort surrenders, the remaining 88% will become prisoners.

[It occurs to me that if I don't actually get to a siege in the campaign then it doesn't really matter that I've improved the rule, but it's the principle of the thing!]

Monday, 16 April 2012

ECW - VwQ Rules - Pt 3

Here's the last part of the Victory without Quarter rules, as published by Quindia Studios.




Also, offered in all humility and with no disrespect at all to the original, here are my current thoughts on a number of aspects of the rules which seem to me to need a little more detail. In my recent VwQ game with John, we found that dragoons - as we interpreted the rules - caused us a few problems. To be more accurate, they caused John problems, since my dragoons' fire effect was fearsome - ridiculous, you could say! - and was one of the few encouraging aspects of my army's performance.

The way artillery become involved in melees also seemed a little vague, so we identified a need to add some house rules to clarify that a little. Subsequently I found a few other odd things I thought would improve/clarify the game as it stands. If you find they are unnecessary, or don't actually improve anything, then no problem - don't use them, or else just regard them as my imperfect understanding of what was intended. I wish to emphasise once again that no criticism of the author (Clarence Harrison) is intended - if I didn't think the game was worth the trouble, I would not have gone into this amount of detail.

Here goes - these are all suggested changes for my use of the rules:

Dragoons. The main issue I have with dragoons is that when mounted they consitute a stand of 3 figures, so it seems most logical to keep that arrangement when they dismount. Thus a unit of 12 (say) organised as 4 stands of 3 mounted figures - one stand being command. The command stand remains mounted to represent horses and holders when the unit dismounts - the other 3 stands are replaced by open order stands of 3 standing figures. Dragoons can move 1/2 distance and mount/dismount, or mount/dismount and move 1/2 distance in a move (and still fire).

They are not allowed to fire when mounted, but otherwise will behave exactly the same as ordinary horse (ncluding charges and countercharges), but do not pursue if they win a melee. Mounted dragoons get 2D6 per stand in a melee (which is miserable), and also get the "horse" saving throw of 6+ against hits from long-range muskets.

On foot, they always count as open-order, and they fire like normal musketeers (but only get 2D6 per stand). Since 2D6 is quite generous for a half-strength stand (normal musket-armed infantry are based in sixes, and get 3D6 per stand), they do not benefit from a "volley fire" bonus, and thus do not get RELOAD markers. In melees on foot they may not charge or pursue, and count 1D6 per stand. They may Stand & Fire or Evade if charged - the firing range is calculated as for foot units, but if they Evade they are assumed to have jumped on their horses, so will have Evade and Rout distances calculated as though they are horse.

Small arms fire - additional adjustments to dice throw table: -1 if raw troops firing, +1 if veterans seems appropriate. I would expect the level of training to be particularly telling in musket fire.

Artillery – may Stand and Fire if charged (like infantry), and can be charged - if they are contacted they are eliminated without fighting back (same as Evaders and Routers).

Morale - The universal progression Steady > Shaken > Rout seems too predictable - you always know the worst that can happen. Change made such that morale tests when taking artillery hits, having a Casualty Marker allocated and losing a melee will allow a Steady Unit to go straight to Rout if the morale test result is bad enough - in these situations, a morale test total of 2D6 + adjustments < 7 will Shake a Steady unit and Rout a Shaken one (as at present) but a total of < 4 will take a Steady unit straight to Rout.

I'm not a big fan of morale tests, but I propose to add an extra one to the rules - if a unit being charged elects to "Stand & Fire" (or even just to Stand, if they are unable to fire), then it seems appropriate to test their ability to face the charge first. This becomes especially critical if the charge is coming from flank or rear.

Linear obstacles - deduct 3" from move for each, rather than "half move" penalty, which is awkward if there are 2 in a move. Artillery have to use gates.

Flank/Rear attacks in melee – Any unit allowed to charge (i.e. not dragoons on foot) may attack a steady unit in flank or rear without testing morale first - adjustments to melee combat dice throw to be +1 attacking flank, +2 attacking rear, -1 attacked in flank, -2 attacked in rear. Morale: -1 for flank, -2 for rear in morale tests for Stand & Fire (against a charge), Countercharge and Form Stand of Pikes, and also for defender who loses melee; attacker who loses a melee in which he was making a flank or rear attack (fools!) gets +1, +2 adjustment respectively in the morale test following the melee.

Cover in melees: -1 adjustment to dice if attacking troops behind soft cover, -2 if attacking hard cover. Since the rules specifically allow foot to charge foot who are defending a barricade or obstacle, it seems correct for the rules to cover that kind of melee.

Sunday, 15 April 2012

ECW - VwQ Rules - Pt 2


Here's the second lot of pages (of three lots). I had originally given serious thought to producing an adaptation of the game which worked on my hex grid - this would mean a conversion of 1 hex is (about) 5 or 6 inches. I have abandoned this for the time being because

(1) the differences in movement rates and weapon ranges for the different troop types in VwQ are quite specific and subtle (and hexes, as a crude approximation, might unbalance the game), and also because

(2) the nice twiddly bits about units routing 2D6 inches (3D6 for horse) or getting off a volley at a range of 2D6 inches if charged (1D6 if charged by foot) - things which usefully help reduce predictability for a solo game - would be changed completely by rounding everything to the nearer (or more convenient) whole hex.

So I'll keep the hexes as an interesting idea to be pursued, but my initial use of the game will be in inches, as written. I shall try to ignore the hexes on my tabletop when it is appropriate to do so, or I could paint the back of my boards plain green. Or I could dig out a rather fine sheet of heavy-duty green baize that I haven't seen for a while, but it is awfully dark green baize, and I think I've gone off that idea already...

Inches are fine in any case - the VwQ game as I played it at John's home in Wales recently was untweaked and the inches were not a problem at all, though in recent years I have developed something of an aversion to tape-measures as another source of clutter and potential breakage of bayonets! This is probably due to exposure to a number of congenital button-twiddlers in the past - a spring-loaded tape-measure in the wrong hands has an effect similar to that of canister shot!

Anyway - here is the next instalment of the rules.

Saturday, 14 April 2012

ECW - VwQ Rules - Pt 1


I got an email from someone asking me where he could download Clarence Harrison's Victory without Quarter miniatures rules for the English Civil War, and I had a look around and I'm no wiser. It is a damned good question. I believe that if you email Clarence he will send you them, but a couple of discussion threads I saw mentioned that he is in any case very busy with his own life, and this might be both onerous (for Clarence) and slow (for everyone). I have a pdf which was sent to me very kindly by Clive, but as far as I can see the Quindia Studios site doesn't have a download available at present. I have emailed Clarence myself, but thus far have no response.

So I thought I'd take it upon myself to put the rules up here in a series of short posts - not because they have anything to do with me directly, other than my own enthusiasm for them. I don't think this should cause any offence against copyright, since I am not selling them and since they are not offered commercially anywhere anyway. I'll put them out in three instalments, and I will also say a few things about why I like them, how I propose to use them, and about a few things I propose to build into them. If this does step on anyone's toes, or causes any problem, then please shout and I'll pull the posts as necessary. They are intended to be supportive and encouraging - the game should be widely available if it is not already.

Reviews of any sort are always a bit dodgy, since they often tell you more about the reviewer than the item under review, so I hasten to add that any criticism implied here is entirely my personal view, and that overall I think VwQ is an unusually good game. There will be the odd enthusiast who feels moved to say that I should just use Forlorn Hope, or 1644, or De Bellis Renationis, and be really cool (like them). If anyone thinks anything along these lines, then I'm sure you are right, and I will probably have a go at these other rule sets at some time in the future - I have certainly looked at and considered all of these, and a number of others going all the way back to George Gush, Terry Wise, Wm B Protz et alia. I have recently played Charlie Wesencraft's rules from his Practical Wargaming and enjoyed them, but I'm still pretty firm on VwQ as my game of choice for what is - for me - a completely new period.

Why? Well, first and foremost, I likes 'em. I like the philosophy, and I identify very strongly with Clarence's stated objectives and preferences in his own games. In particular the multiple-figure stands, the lack of rosters and record keeping (casualties are not removed), the simplified tactics are all very appealing, and the card-driven activation system is good anyway, but is eminently suitable for solo play, in which I need just the right amount of control to be be placed in the lap of the gods.

Because of my solo game interests, I have also produced a computerised management program incorporating VwQ for my own use. The program is useable in solo or non-solo contexts, of course, but is especially useful for solo stuff, in which the banter and jollity surrounding card shuffling and dice throwing duties are conspicious by their absence, and such functions can become a pain in the butt. The solo gamer (at least this particular solo gamer) is certainly looking for a pleasurable experience, but he is primarily a facilitator for a little piece of (fake) history, and some of the social traditions of miniatures gaming can become a little wretched without a room full of pals. I will trust my laptop to shuffle cards accurately, without cheating and without dropping them on the floor, and to test morale every few seconds without developing the Screaming Habdabs or losing the will to live.

So the program exists, it runs, though it still needs some debugging and the Optional Rules (notably the Event Cards) are not in there yet. Writing the program undoubtedly cements understanding, but it also revealed a few gaps in the game - things which are not covered. Clarence, in his introduction, makes no claims for originality or even completeness of his game, and there are some interesting and useful expansions on the League of Augsburg forum. I do not think it would be disloyal of me to say a little about some of these gaps, and what I have done about them - in any game of this type, there will be a good many points where the author knows what he meant, and takes as understood certain house conventions of his own which he carries in his head and which make sense of situations which are not explicitly covered - Clarence even invites gamers to add their own extensions where they think they are needed.

I'll say a bit more in later parts of this about the add-ons which I (and others) have - erm - added on, and I may even say a bit more about my computer program. In the meantime (at last), here are the first sheets of the rules. If there is some more sensible way to incorporate pdf files in a blog post, I'd be very pleased to learn of it. Oh, and Clarence - if you are out there, I'd be delighted to hear from you.

Saturday, 31 March 2012

ECW - The Welsh Campaign

Now that is a wargames room...

Just back from two very enjoyable days in North Wales, as a guest of John (he of 20mm Nostalgic Revival) and Cynthia, whom I must thank once again for their wonderful kindness and hospitality.

Apart from collecting an order of Les Higgins ECW figures, one big attraction for me was the opportunity to get some experience of ECW gaming. Accordingly, we played a full game on each of the two days. I'll pass quickly over the fact that I lost both games, mumbling feebly that at one stage I thought I was winning each battle. John has an unnervingly vigorous style of generalship, which includes a fondness for sacrificing his cavalry as quickly as possible! The first game looked a tad ambitious for introducing a rookie to the period - around 1000 castings, and a battlefield which was scenically pretty complex, but it worked out fine - we deliberately used simple rules. Charles F Wesencraft's Pike & Shot period rules from his Practical Wargaming (back in print - a recommended book for those who have missed it - Wesencraft was never as fashionable as some of his contemporaries). We deliberately did not use the later rules from CFW's With Pike & Musket, which had been improved rather in the direction of contemporary WRG practice. So the rules we used are functionally very simple - for example, missile fire - you are either in range or not. The game does not bother with niceties such as short range or anything like that. The only change we made was to halve all movement rates - they are very generous in the original. I thought this might mean we had to halve the missile ranges, too, but leaving them unaltered still gave the same sort of balance you will find in other mainstream ECW rules.

The battle lasted all day, but the overall story is quickly told. Both armies were successful early on their respective right flanks, and the Royalist infantry successfully held the line of a hedged road across the middle of the table, but gradually they were worn down, and brought up their reserves, who in turn were eventually driven back and off the field. End of battle - Parliamentary victory, but a very expensive one, I have to say!

My Royalist foot hold the road, before it all turned to rat-droppings

For the second day, we fought a rather smaller action, using the Victory without Quarter rules. Our implementation of the game was definitely on the rough-and-ready side, with a partial deck of playing cards for activation and cardboard chits to identify the units and commanders on the field. Apart from the fact that early successes were on the left flanks this time, the game played out surprisingly similarly to the previous one - even down to my losing...

VwQ is a good, fun game. Considering how short the rule "book" is, we took a little time to get the hang of what is quite a different style of game from what we (well, certainly I) have been used to. Once we got into it, however, it has it's own kind of logic and swing, it becomes a simple matter to carry in your head everything you need to know, and it went well. I am still intending to make it my ECW game of choice for the time being (well - once I have armies to fight with...) , but a couple of observations might be of interest here:

(1) From the generalship point of view, we should have allocated more brigadiers in our game. Units may be given an order when their card is drawn, but when a general officer's card is drawn, all of his units within a certain distance may be given orders, which is a big help. Outlying formations on a flank can become pretty well stranded if there is no brigadier with them - this point is duly noted for the future.

(2) If the armies start off some distance from each other, and have to march into contact, it would be useful to have some kind of bulk-order cards available for a few turns, to get things moving and keep the armies in decent shape - I'm thinking about this.

(3) The rules are not claimed to be complete, but we found a couple of things which we thought need to be covered more fully. Melees involving artillery are dealt with very sketchily - I think I would like to allow artillery to stand and fire if attacked, but to have zero capability if the enemy makes contact - that seems to accord with the spirit of the rules, but is less vague. Also, flank and rear attacks needed some extra rules - certainly for morale tests, and probably for fighting the actual melees also.

There is a great deal which works well, and gives a pleasingly sensible game. Given the possible need for a couple of tweaks, then, the rules passed the test pretty well. It would benefit from a properly prepared set of unit cards, though, and some nice-looking tokens to denote casualties, the need to reload and "shaken" would be good. We used laid-down single figures as casualty markers, and this gave rise to the hilarious sight of units charging around, dragging dead men along behind them. Given a proper level of preparation, then, this is a very enjoyable game - suitable for maybe a dozen-and-a-half units a side - and well worth checking out.

Thanks again, John!

Saturday, 24 March 2012

ECW - Victory Without Quarter


I've been very busy this last week reading and comparing English Civil War rules. I've read a lot of rules, and some are very good, but I keep finding things which I don't fancy. If you like some or all of these things, then good for you - my main priority in starting this period is to keep myself happy, so if you disagree with anything that I say here then you are probably right...

I was surprised how many of the rules use singly-based figures - I don't like this system at the best of times, so the prospect of figures armed with dirty great pikes on single bases fills me with dread. I can see the advantages for flexibility of unit organisation and formations that this might offer, but don't want to go that way. A "best of all worlds" arrangement might be achieved by mounting single bases with magnetic sheet on collective sabots faced with steel paper. Thus far, my experiments with this approach indicate that it is good for keeping the little bases in order, but I have problems when I fail to remember to pick the stands up by the stand itself. Pick the stands up by the figures and they will tip towards each other, things fall apart...

I have been strongly tempted to go back to my Old School Charlie Wesencraft rules - I was a big fan of his Horse & Musket rules years ago, but I've never used his Pike & Musket rules, and it seems likely that I'm going to try these out in anger (perhaps that's the wrong phrase?) next week. In fact I'm starting to cool on this idea - the 36-inch light cavalry charge move seems remarkably spritely - I've seen aerial dog fight games with smaller moves than this. We've agreed that next week we will reduce Wesencraft's moves and ranges by half, or maybe use centimetres instead of inches, but I find another thing I am not enthusiastic about is the casualty table - I really dislike pieces of paper on the battlefield, and I prefer casualty calcs which are understandable and intuitive. I have considered Terry Wise's ECW rules, but there is a touch too much tactical detail in there for me. Forlorn Hope is obviously a quality product, but I don't care for the Vintage-WRG style casualty tables - the historic stuff and the organisational and uniform material are first rate, however.

And so it goes on. Overall, the rule set I have found most appealing on most counts is "Victory Without Quarter", by Clarence Harrison, which until recently was available as a free download from Quindia Studios. I like the multiple-figure bases, the absence of rosters and record keeping, the stand-level calcs, the non-removal of casualties, the simple mechanisms and general logic and flow of the game. I have not actually played the game so far, you understand, and I have had a few problems with getting a full understanding of the rules. They are well written, and everything is there, but sometimes you have to look for the bits. To understand how melees work, for example, you have to assemble a collection of elements from each of the sections on The Order Deck, Commanders, Unit Status, Melees (not unreasonably) and Morale. I am gradually getting the hang of where everything is, and I am reluctant to criticise, but things could have been structured more helpfully. I've had a go at reducing the rules to a short Quick-Ref sheet, and it is not straightforward.

Main issue, and the reason for the hours I've committed this week, is the card system for activation. This is absolutely central to the game - there is a card for each unit and general officer, plus some additional cards which allow universal reloading, artillery fire and so on. The card system looks to me like both a strength and an area for some concern. The player is required to make up his own pack of cards, which will be specific to each game being played. I really don't fancy the idea of spoiling the game by my sloppy card shuffling, or even of having the game based around nasty-looking handwritten cards. I have a feeling that an automated version would be smoother and less clunky for me - I'm going to give it a try, anyway. I've been writing a program to automate the game. If I am to rely on being told what to do next, I am just as happy for a computer to do the telling - it cuts down on the bits of cardboard, and I know for a fact that there can be no doubts about the computer's ability to shuffle. I'm also looking at the viability of having an option to have the game based on hexes - thus far, it looks like a goer. I am keeping the program so that it is switchable - at any point in the game, you can switch to hexes or back to inches, so all bets are carefully hedged.

That is really all I want to say about this at the moment. I won't have any ECW figures ready for fighting for a month or two, so I have some time to finalise my choice and implementation of rules.

Elsewhere, Week 9 of the Solo Peninsular War Campaign produced very little action worth noting - having had bad experience of the effects of trying to march in Winter conditions, both armies are consolidating and pretty much sitting tight, waiting for April and the better campaigning weather. I'll include Week 9 with Week 10 in my report in week or so.

Tuesday, 27 December 2011

Big Shiny Wargames Rules Books - and the occasional nugget

Every now and then I thin out my collection of wargames rules, and each time the process is roughly the same.

(1) I cannot find something that I know is in the bookcase somewhere - perhaps it's in the overflow area - well, maybe it's in the overflow area for the overflow area...

(2) What on earth is this? - I didn't know I had this rule set - when did I buy/download this? Let's have a cup of coffee and a browse for a minute.

(3) Hmmm - nicely put together, but I'm never going to use these. Put them in the OUT pile...

(4) Now - where was I?

In this way, I have had most of the Napoleonic rules you can think of at some time or other. The life-cycle is obscure - usually I can't remember buying them - they sneak in under the radar from somewhere, often via eBay, I guess - I have a preliminary read when they arrive, get bored or alienated part-way through and then forget all about them. I am constantly reminded, as I have discussed here before, how fashions change. There was a time when rules came in stapled booklets, sometimes with a few card pull-outs for templates and key tables, and the cover illustration would be done by someone who knew the uniforms but couldn't draw for toffee - the sort of artwork now found only on Odemars boxes.

However, at present there are a lot of big, very impressive hardback rules volumes on sale - I just did a quick scan of Amazon, and found all sorts - often retailing at around the £30 mark, usually around 200 pages, and copiously illustrated. The cost puts me off most of them anyway, but also many seem to be picture books about the whole subject of wargaming. They are attractive, and I quite enjoy looking at this sort of thing (though I probably wouldn't choose to own many), but often they appear to be written for newcomers to the hobby. Field of Glory looks nice (though anything published by someone called Slitherine somehow puts me on my guard - someone may think it's trendy and now, but it puts me in mind of a period many years ago when I used to have to try to take seriously commercial software companies with names like Shadowfax). I haven't read the Black Powder book (books?), but it looks (they look?) terrific. And then there's the Neil Thomas books, which seem to get a mixed press - all potentially of interest. Anything which promotes the hobby and attracts new people to it is to be welcomed, I suppose, but we have to be sure to remember why we are buying what we are buying.


So it came as a surprise to find I have no less than 3 big shiny books which I haven't read yet. Since they all finish up in the same end of the Tall Books shelf, their threeness was made even more obvious. In the kind of phoney war period just before Christmas, when the visitors haven't come yet but I have put away my paints in readiness, I got the Big Three down and had a look.

I have the Wargames Foundry Napoleon book by Matthew Fletcher - I have it because it was on a half-price offer and they were offering free shipping on paints if you bought a book. Ker-ching. The book is fun - it is exactly the sort of promotional view of Foundry's gnomish figures you would expect. The rules are wordy and quite Grand Manner-ish - laborious handling of skirmishers, for example - but they appear to boil down to a 2-page QRS - which you would have to photocopy if you wanted to make use of it. The rest is a hotch-potch of history, painting guides, pictures and more pictures - only some of which are relevant to the text. I enjoyed looking at the book, but will never refer to it again, will never attempt to read it right through, and am left thinking that it falls between two stools - it is too padded to be a useful presentation of a rule set, but the tables and so on make it far too fiddly a read for someone looking for a general introduction. Nice though...

Next to it is Lasalle, from Sam Mustafa's Honour series. Now I'm not going to say anything critical about Lasalle - it has a lot of enthusiastic followers, and looks like a good game, though I'm not crazy about the Command rules. I also have a faint concern that Mustafa - not noted for accepting the views of others - might arrange for a horse's head to be placed in my bed if I make any dissenting noises. I am actually a fan - I have played Grande Armée, and I liked Fast Play Grande Armée (which really only existed in unpublished, beta-test form), though eventually I was disillusioned when the Command rules did not provide the degree of Fast Play I was looking for. My main gripe against Prof Mustafa is that he seems to have given up on Bluecher - the grand tactical bit of the Honour series which was the one I was really waiting for - but his credentials are well established - his games are played by many experienced people, and I am sure they work well. I am disappointed that my (second hand) copy of Lasalle shows signs of splitting down the spine - this is not a cheap production - but it is all there, including a heavy duty pull-out QRS. Looks good, actually - I have decided I will have a serious go at Lasalle sometime soon.

The most surprising one of the three is the rule book for Napoleon at War, which is the new figures-&-rules-&-concept-&-packaging move from the man who brought us NapoleoN Miniatures. The figures are 18mm - I have only seen pictures - and I have no intention of buying any, but I bought the book for old time's sake. It is clearly related to the old NapoleoN rules - the hexes are gone, but the interesting rule whereby moving and manoeuvring is slower and more difficult when close to the enemy is still there, overall the game looks sensible and well thought out and the translation into English is a lot smoother. For me, it does have the advantage of being aimed at the sort of big battle I enjoy most. There is a little bit of the rules which I took a great liking to - it is maybe not that significant - it may not even be original (some of the NapoleoN systems were said to be borrowed from Flames of War, for example, which is a noble tradition), but I liked the simplicity.

It is in the very basic area of casualty calculation. Personally I cannot be bothered keeping written rosters, I don't care for casualty markers or miniature dice (though I have used them), and I don't want singly-based figures (too much hassle and too many broken bayonets) - I like my units to be either still in action or not - or at least to be disabled in big enough lumps to make the handling and the arithmetic easy and the level of attrition to be immediately visible. I like my casualties to come off in complete subunits or not at all. The NaW rules have infantry battalions which typically comprise 6 square bases each of 4 figures; the approach is buckets-of-dice - each base in the front row gets 2D6 when they fire (only 1D6 if they are moving, or being charged for less than a full move), and a 4 or better on each dice gets you a hit - there are further adjustments for cover and troop class and all that, but basically Peter Young would recognise this as a good standard approach. And then there is a Saving Throw - before you groan out loud, it is a Saving Throw such as I have not seen before, though you may have.

Each complete 4 hits removes a base, and any odd hits left over are the subject of a 1-dice Saving Throw (carried out by the owner of the target unit). If the dice comes up greater than the number of odd hits, then you forget them - if not, you lose another base. I like it - it is crude enough for me to be able to remember it, it gets the commander of the target unit involved in the firing process, and makes the "luck" element of the game lumpy enough to be entertaining. I do not use 4-man bases, but I do use 6-man bases, and it occurs to me that the same mechanism would work just as well for them. No doubt I'll forget I read this too, but - if only briefly - I did like it.

Tuesday, 4 October 2011

CCN - a belated afterthought

This post is primarily one for us CCN nerds, so may be of even less interest than usual to anyone who is not an enthusiast...


Back in July, I did a short write-up of an encounter battle fought using Commands & Colors (CCN) rules. The scenario was a bit of an experiment, and gave an entertaining, if lengthy, game. I am thinking about running another such game, so have been re-reading the scenario add-on rules from that occasion, and I can see the need for a small-but-significant change.

In the original, after an initial deployment allowance on the first turn, the scenario rules required units and leaders to come onto the field only as cued by the play of the CCN Command Cards, which works fine (though it makes the game very challenging). This section of the scenario rules stated:

First move (French first) – place up to 4 units/leaders on the field, anywhere up to 5 hexes from your own baseline, but not within 2 hexes of the enemy.

Thereafter – units may only be brought onto the table as a result of activation by Command Card play. Leaders may not arrive already attached to a unit. Infantry may not arrive in square.

With the benefit of hindsight (and 3 months later, this is real history), the bit about Leaders not being attached on arrival was a bad mistake. Given a limited allocation of arrivals, since the Command Cards seldom do one any favours, we should not have been surprised to find that, given a straight choice between bringing on a Leader or a fighting unit, a stressed general would almost invariably go for a unit. The Leaders thus arrived late or never, and the lack of them distorted the game a little.

In future plays of this type of scenario, I'll change it so that Leaders are allowed to arrive already attached to units, which means they move free, without the expenditure of a separate order (as a passenger, almost!) until such time as they get a specific order to leave the unit. This simplifies the game a little, but should give a little more sense to the action.

Sunday, 10 July 2011

CCN - Street Fighting needs a Tweak


Experimenting with my (beta-test) solitaire variant of Commands & Colors: Napoleonics, I was looking at an action which involved a dispute over a larger (multi-hex) town, and I found that the standard game doesn't cope with this very well.

The rules were written to cover the situation where a single-hex village or farm is attacked from open country, and it correctly gives a heavy weighting toward the defenders. Infantry defending a "town" hex suffer no disadvantage, while the infantry attackers themselves suffer a pretty severe 2-dice penalty. My problem is that, if you have a larger built-up area, consisting of a number of adjacent "town" hexes, then this is too harshly in favour of defenders, if you abide by the standard rules, and the action quickly resolves into a stalemate, since there will be a tendency not to risk an attack.

This is not a unique problem for CCN - I cannot recall using a ruleset which handled this comfortably. As ever, I have not thought everything through fully, but my first-cut effort at a tweak is that a village-hex-to-village-hex melee should involve a 2-dice reduction for the attackers (as published), and a 1-dice reduction for the defenders (if they get to fight back). I reason that guys who take the initiative and expose themselves by attacking will still gain some advantage from the cover they have available.

I'll do some more work on it, but I do think it needs a change.

Wednesday, 6 July 2011

Action at Vado del Caballero


Early birds - the first of St Paul's Italians arrive on the French right

Today’s post is about an actual wargame, not a dandelion extractor, nor the architectural integrity of Liverpool waterfront. I thought it was probably overdue.

My dear friend Chester visited yesterday. Chester and I have been fighting miniatures battles off and on for fully 30 years, but he has no previous experience of using the Commands & Colors rules, so a suitable Napoleonic episode was set up, and battle was duly joined.

To get us started, I reproduce here our context notes and OOBs, slightly edited to remove private jokes and similar.

Action at Vado del Caballero, Castilla Vieja, Feb 1812

As a result of an administrative error, a French supply convoy has been ordered along the wrong road, and is headed for an Allied controlled area. In fact the situation is worse than this for the French, since Wellington has ordered Maj.Gen Karl, Baron von Alten to probe this very region with the Light Division and a brigade of light cavalry.

Gen de Divn Darmagnac of the French Armée du Centre has been despatched from the Madrid region with a rather motley force, mostly Italians and afrancesado Spaniards, to get there quickly and secure the area around the key river crossing at Vado del Caballero.

This is basically an encounter battle – neither side is really aware that the other is there. The main objective for each force is to defeat the enemy and retain control of the area. The Allies have the additional support of a couple of small groups of guerrilleros – they should be used with discretion. The French have a good-quality battalion of dismounted dragoons – since this unit consists largely of men from the elite companies of the 19th and 22nd Dragoons, they count as grenadier infantry.

Forces engaged (including CCN categories and “block” strengths) are:

French Army – mostly detachments from the Armée du Centre – including the Toledo garrison

Genl de Divn Darmagnac
Genl de Bde Verbigier-St Paul – Italian brigade
2nd Italian Light Infantry          [Italian LT – 4 blocks]
1/3rd Italian Line Infantry        [Italian LI – 4]
2/3rd Italian Line Infantry         [Italian LI – 4]
1/5th Italian Line Infantry        [Italian LI – 4]
2/5th Italian Line Infantry        [Italian LI – 4]
Regt “Dragoni Napoleone”      [Italian HC – 3]
7/1st Regt Italian Ft Artillery     [Italian FA – 3]
Capt Genl Casapalacios – Spanish brigade
1/1st (Castilla) Lt Infantry        [Spanish LT – 4]
1/2nd (Toledo) Line Inf            [Spanish LI – 4]
2/2nd (Toledo) Line Inf            [Spanish LI – 4]
1/Regt Royal-Etranger              [Spanish LI – 4]
Bn de Marche, Drag Provisoirs  [French GR – 4]
Col Vial – Light cavalry
13th Chasseurs à Cheval           [French LC – 3]
22nd Chasseurs à Cheval          [French LC – 3]
26th Chasseurs à Cheval           [French LC – 3]
5/5th Artillerie à Cheval            [French HA – 3]

Allied Army

Maj.Gen Karl, Baron von Alten
                Lt.Col Barnard – 1st bde, Light Divn
                                1/43rd Ft (Monmouth)              [British LT – 3]
                                1/95th Rifles                             [British RL – 3]
                                3rd Bn Ptgse Cacadores             [Portuguese LT – 3]
                Maj.Gen Vandeleur – 2nd bde, Light Divn
                                1/52nd Ft (Oxfordshire)            [British LT – 3]
                                2/95th Rifles                             [British RL – 3]
                                1st Bn Ptgse Cacadores           [Portuguese LT – 3]
                                Troop ‘I’, Royal Hse Art         [British HA – 3]
                Maj.Gen Geo Anson – light cavalry
                                11th Lt Dgns                            [British LC – 3]
                                14th Lt Dgns                            [British LC – 3]
                                16th Lt Dgns                            [British LC – 3]
                                Troop ‘A’, Royal Hse Art        [British HA – 3]
                Unattached
                                1st Cruzados de las Espinas     [Spanish GU – 2]
                                2nd ditto                                 [Spanish GU – 2]
                                Avila Volunteer Artillery           [Spanish FA – 3]

Scenario – action commences at first light. Each side gets 5 Command Cards, French move first throughout, and victory requires 7 “banners”.

First move (French first) – place up to 4 units/leaders on the field, anywhere up to 5 hexes from your own baseline, but not within 2 hexes of the enemy.

Thereafter – units may only be brought onto the table as a result of activation by Command Card play. Leaders may not arrive already attached to a unit. Infantry may not arrive in square.

Special rules in addition to normal C&C N – the Rio Hediondo is fordable at all points, and has two formal bridges. Italian troops fight like Portuguese; Spanish line troops (incl the volunteer artillery) also fight like Portuguese, but suffer double retreats. There are special rules for guerrilleros – they may move 2 hexes and battle, they may pass freely through woods and built-up hexes; they fight like Portuguese line infantry, but a single retreat eliminates them. Guerrilla infantry may not form square.

The Action

Allied advanced guard looking for something to charge

General view of the French position around Turn 4, with the Italians at the far end


The terrain was fairly broken, with small, rocky hills and wooded areas. The Allies put light cavalry and a horse battery into the field early, to cover the arrival of the rest of the troops. Sadly (if predictably), these light dragoons were subsequently wasted in pointless skirmishes with their French light horse opponents.

Darmagnac (who was not physically on the field until the very end of the battle) had arranged for his Italian brigade to advance into the hilly area on his right flank, while the Spanish afrancesado Line troops approached rather more cautiously, along with Vial’s light cavalry, behind the river on his left.

The Spanish brigade missed a big opportunity very early in the day. The Regt Royal-Etranger, admittedly somewhat discouraged by artillery fire, allowed the British 43rd Light Infantry to enter the nameless village in the centre of the field, a position which, vitally, they held with ease for the rest of the day. In general, the Allied light infantry made good use of their double-move capability throughout the action.

St Paul’s Italians made a concerted assault on the wooded hills on the right flank – at first this went very well, St Paul doing a fine job replacing fatigued units with fresh battalions, and, though the combat ebbed and flowed a bit in this area, it looked as though they must take this position, an impression which was heightened by the unaccountable rout of the 1st Cacadores and the most regrettable wreck of the 2nd Bn, 95th Rifles (who, inexplicably, refused to form square when charged by the Italian dragoons – a decision which was still being agonised over in the Indian restaurant after the battle).

Never underestimate a guerrillero in a wood

Eventually St Paul ran out of luck and men, and failed. One of the big surprises of the day was the performance of the Spanish guerrilleros. Two small, informal “battalions” of the Cruzados de las Espinas were present – my first experience of trying out my extension to the CCN rules to cope with these irregulars. These “GU”-class troops have some definite strengths – especially in speed of manoeuvre and their ability to move through broken terrain – but they are brittle – a single retreat will eliminate them. The 1st battalion were briefly exposed to long range cannon fire and, though they suffered no casualties, were shaken into a retreat, from which there could be no return. This was more than made up for by the outstanding valour of their colleagues in the 2nd battalion, who successfully held a wood, under the personal direction of General Vandeleur, and managed to break the final assault of the Italians (partly thanks, I am reminded, to some very, very lucky dice-rolls).

Oops! - George Anson goes on a surprise holiday in Verdun

That did it - the 1st Castilla fail conspicuously to take the village

The battle was very finely balanced throughout – eventually, both sides had 6 victory banners, but the day was won when the Spanish Castilla Light Infantry rather rashly stormed the 43rd in their village. The 43rd played a FIRST STRIKE Command Card, and duly wiped out the men from Castile with a single roll of 3 dice. Game over. One very silly moment came when the Allied commander left the cavalry commander, General Anson, isolated - he did, admittedly, have depressingly few cavalry to command by this point - and he was promptly taken by the French - a very easy victory flag for them (as if things aren't hard enough...).

Command & Colors Notes

Not a lot to say, really. A RALLY card and some fortunate associated dice rolls allowed a rather battered British RHA battery to return to full strength in a key position at a critical point in the battle, which rather led us to wonder where the guys had been. That was an influential moment, but these things are always welcome anyway for generating excuses.

We took all day – probably 5-and-a-bit hours to play the game, which is very slow for CCN. That is partly due to having to consult the rules a lot, but mainly because of the difficulty of bringing forces on to the table as the Command Cards allowed. The encounter scenario worked very well, however, and this kind of set up brings a lot of interesting challenges.

And I did learn (the hard way, again) that a square is a dashed good idea in the face of cavalry.

Really enjoyed it. Still very happy with CCN, and even more motivated to get to a proper test of my Solo variant while the table is still set up.


RESULT!

Sunday, 26 June 2011

Solo Wargaming - I may have lost something


Nothing serious, but I have been enjoying Ross's posts over on Battle Game of the Month about refining his solo rules, and I realised (with what must have been a pang, I guess) that I haven't been doing much solo wargaming in recent weeks and - since much of my wargaming is of the solo variety - this means I haven't been doing much wargaming. The reason is not hard to identify. My new, and very enthusiastic, commitment to Commands & Colors:Napoleonics as my miniatures rules of choice has left me a bit stranded, since the solo options for that game that I've seen thus far are not brilliant.

My in-house rules, which use a computer for activation, record keeping and calculation, do have the advantage that they support solo play pretty well. However, the simplicity and logical flow of CCN - which make the in-house game look more than a little turgid - have won me over, and recently my own rules have been unused.

I guess this is easily fixed. This morning I spent a little time fishing around on Google and there is a fair amount out there. The problem with playing CCN solo is that the Command (activation) cards do not work well if you can see both hands. A number of the workarounds I've seen use a dice system to replace the cards - I had already started thinking about that approach. Another places the "ghost" opponent's cards in an unseen stack, two cards are turned over, and the one which suits the ghost's position best is chosen, both cards being subsequently discarded and replaced. Or both players can be ghosts, treated in the same way. I have only just started thinking seriously about this, so I am not pessimistic - something will come up, I'm sure. At the moment it's a bit like "how you gonna get them back on the farm, after they've seen Paree?". The CCN game is so much better than my previous rules that I'm reluctant to use anything else, and CCN with an opponent is so much better than my solo attempts with it to date that there is a strong temptation just to find something else to do in the evenings.

I'll have to get moving on this. I've written a post-it to myself, this very morning - that should get something happening. I could try using Ross's rules, I suppose, but that would mean learning something new (ouch). Or I could try to recruit a new opponent locally, but people tend to take to their heels when they just hear about my soldier collection. Or I could try to get my son up to speed on CCN, but he is only 8, and it feels a bit like exploitation. Hmmm.

Sunday, 15 May 2011

Compromise in Wargames - (3a) Probability: an Afterthought

This follows from yesterday's post, and the comments on it. I had intended to make this a comment, which is maybe all it merits, but realised that no-one might read it if I did.


The suggestion was made that the figures "laid down" after a volley are not simply killed and wounded, but represent the number who are no longer available to fight back, for whatever reason, and that morale-type considerations will be a large part of this. I'm not talking about Charge! here, but I may well be talking about games of the same general style (and vintage?) as Charge! - if the "casualty" figures are really the overall reduction in combat effectiveness, as discussed, then they represent a nice get-out for those of us who find separate morale testing a tedious overhead.

Further - and this is where we get to this morning's wacky idea - this implies that your Old Guard should be harder to "kill". If they can fight on longer than lesser beings, then the proportional fall-off in CE should be slower in the same situation. It is a commonplace to allow good quality troops to shoot/fight better, and give them an extra dice (or something), but I do not recall ever seeing rules which gave an extra firing dice because the target unit were shaky. Maybe I should have? It would work, I think.

Saturday, 14 May 2011

Compromise in Wargames - (3) Probability: the Ludic Fallacy and Other Stuff


This is the last of my three posts considering the basic assumptions on which wargames depend, and the need for a commonsense approach when applying them. This one will concern itself with the gamer’s need for convenient mechanisms to simulate chance events, or events which are subject to the laws of probability. The obvious areas of focus – maybe the only important ones, are casualty rates and the maintenance of some measure of combat effectiveness during a battle. To protect my sanity a little, and save some typing, let’s call this effectiveness CE, for short, and let’s not fuss too much about how it is assessed – let’s just assume that there is such a thing.


I don’t know what the Very Beginning is, in absolute terms, but Young & Lawford’s excellent Charge! seems a Very Good Place to Start. In the opening chapter, the authors discuss the introduction of random events into wargames, mentioning topics such as Military Chess, a variant of the noble game in which a determined pawn may occasionally fight off an attack from a knight, for example. Random events – simulators of battlefield probabilities – are introduced as a characteristic of wargames.

In the basic game of Charge!, infantry fire requires the player to throw 1 normal dice for every 8 figures firing. The score on the dice gives the basic number of hits. For long range (over 3”) halve the dice score. For incomplete volleys (4 to 7 odd men), halve the dice score. Hits on gunners, cavalry are halved; for troops in cover, hits are halved. All these halves are cumulative, and adjusted hits less than ½ a man are ignored.

This is a practical, standard approach to the problem – some contemporary rule writers allowed saving throws in addition, but this was the state of the art in the 1960s. The implied theory is fine – circumstances which reduce the probability of a hit (range, cover, type of target, etc) are allowed for by reducing the number of hits. Whether the numbers which result are reasonable or correct might be a very subjective judgement – we could compare the results with known recorded events from history, but the main criteria are whether the game works, and whether the players are happy with it. Charge! gives a good, rollicking game which is easy to understand, though the arithmetic can still become troublesome at 2am after a bottle of wine.

Possibly as a reaction to what had become the establishment method, some dissatisfaction began to appear among gamers who felt this was too crude, that it was not “scientific” enough. Charge! uses large units – about 60 figures to a battalion, so the relatively large numbers of dice in use would cause some averaging of the results, but people with 20-man units would be throwing 2 or 3 dice, which gives greater volatility. I can imagine some disgruntled player whose grenadier battalion had just rolled two 1s at long range, feeling this was unreasonable, that he had been cheated by the rules. He might point out that the 20 figures represent 750-odd men, who could get off something like 1500 shots in a 1 minute bound. If we know the probability of a single shot finding its target, we should really be throwing 1500 dice (or similar), which would give a much more predictable, much more even result. I would be prepared to bet that some hero, somewhere, did attempt to throw a dice for each musket shot. However, “if we know the probability” is the key phrase – in fact we don’t really, but we’ll come back to this point later.

The Wargames Research Group produced their famous table – you worked out the combat factor for the kind of weapon and the circumstances, threw a dice or two, and looked up the table, and it would tell you that the target unit had lost, say, 27 men (not figures) which at 20:1 figure scale meant you’d lost 1 figure plus 7/20 of a figure. You kept a note of all the bits, and removed complete figures when appropriate, and this was widely accepted as a step forward – it was now pretty much impossible for your grenadiers to miss – they just hit very small parts of a figure, which would eventually accumulate to something which represented discernible damage. There were those of us, admittedly, who considered the extra record-keeping something of a nuisance, but progress can often have a small cost.

Combat losses still had some variability, but using this approach they were generally closer to expectation. An extreme case of this was developed in Arthur Taylor’s Rules for War Gaming, published by Shire Publications in 1971, which set out diceless rules; in a given situation, the casualties inflicted are always the same. I am not proposing to dismiss this approach – it was regarded as returning something of a chess-like precision and dignity to the wargames, but in its way it is just as daft as completely random results. [I used to have this book, but don’t seem to have it now – entirely out of idle curiosity, did anyone ever fight battles using Taylor’s rules?]

A big problem is that we do not actually know what the probability of a hit is – we do not know what it is in general terms, and we certainly do not understand the variations from man to man, from moment to moment. I remember that, like a lot of other gamers, I used to search for some clues which might give some evidence of what hit rates really were in history – just something factual to hang a hat on.

Contemporary diarists like George Simmons (95th Rifles) would occasionally give a tantalising glimpse of the reality – he might say that in a smart skirmish with the French outposts his company lost, say, 5 men wounded and 1 killed, which was considered light in view of the severity of the fighting. Very clearly, Simmons had some view of what sort of casualties you might suffer on such an occasion – it would not be a probability calculation or a dice throw, it would be what his experience led him to expect, and he probably could not tell you what the expected number was, just when it seemed heavy or light to him. That’s entirely subjective, but at least he knew what he was talking about, which most of us patently do not.

I was thrilled to bits when Bill Leeson translated and published Von Reisswitz’ Kriegspiel in the early 1980s. I was fascinated by a number of aspects of the game and the book, but in particular I spent many hours poring over the tables – here, at last, was something entirely relevant to horse and musket warfare, written by serving soldiers in the Prussian Army, no less – guys who would certainly know what was what. I confess I was surprised that the hit rates were so high – I would be reluctant to say I viewed them with suspicion, but Kriegspiel was bloodier than I had expected. That was when I first started to have doubts about how helpful actual casualty returns are when constructing wargame rules. [It’s appropriate to remind ourselves that Kriegspiel is alive and well, and nurtured these days by the splendid chaps at TooFatLardies.]

Let’s go back to my nice new CE acronym – if I find that the 50th Foot have a casualty return of 74 all ranks at some battle or other, out of a morning strength of 428, does that mean that their CE was reduced to 82.7% of what they started with? Well, 74 and 428 are definitely real, official looking numbers, and it’s tempting to use them in this way, but it doesn’t seem very likely, does it? We’ve had some discussion of this in this blog before – when a unit is fired on, over and above the initial problem that we don’t fully understand the maths which would give us the likely number of hits, what happens to the target’s CE, as I have chosen to call it? Some of the men will be physically disabled – some permanently – and some slightly hurt; some of them will be shocked into a state of reduced capability, some will be discouraged – some may even be discouraged enough to seek a change of location to somewhere less stressful. A unit of Prussian guard might be so outraged by the insult that their performance is actually enhanced; a unit of Napoleon’s 16-year-old Marie-Louises might suffer no loss at all, but be so upset by being fired at that they take no further part. Almost anything is possible – as we have discussed before, the concept of morale is central to this, the level of optimism in the army, the fact that they may be fighting on home soil for their liberty, the inspirational qualities of their leaders, the level of training and experience of the troops, their physical state, the weather (probably) – and so on.

So if Von Reisswitz reckons that a combat will result in a number of losses, probably what he means – or should mean – is that the effect of the combat is a reduction in CE equivalent to the loss of this number of men. Whether or not this number of men actually make it into the casualty returns is of no interest at all until we work out strengths at the end of the day to feed back into our campaign. Separate issue.

To those of us who have ever felt a temptation to snort at Little Wars’ simple blood-bath melees, in which equal sized units simply eliminate each other, just think – what are the chances of an evenly matched melee leaving the winners in a position to do much else for the remainder of the day? They are not dead, they are merely resting.


The big godsend to everyone with this sort of appetite for numbers was Maj-Gen BP Hughes’ Firepower, which was published in 1974. The timing was spot-on, and it presented a lot of fascinating and authoritative material in a readable and understandable way. I still think this is a great book, though I am a little saddened by the fact that some writers have used it subsequently to justify some pretty crazy extrapolations from the factual bits.


Hughes describes field trials of artillery pieces, and I would love to see contemporary pictures of the trials being carried out. Case shot, for example, was fired at a number of ranges at a large (battalion-sized) canvas screen, to estimate numbers of hits at various ranges. Brilliant. I have a lovely vision of gentlemen with large moustaches, solemnly marking off the holes in the sheet with the official crayon, to avoid double counting, and presenting a double-checked return to the officer in charge (lots of saluting and stamping boots). The Army would be in its element, ordering some poor grunt to count holes.

Hughes reports similar trials with various kinds of artillery projectile and small arms volleys, and painstakingly tabulates and explains the results. He also spends some time discussing the shortcomings of the data, and he examines Albuera, Talavera and a couple of other battles by analysing losses and the estimated effect of fire. Excellent.

One of the parts which most of the wilder enthusiasts did not read was Chapter 3 – Inefficiencies of the battlefield. In this he points out that the trials were designed to examine the optimal capabilities of the weapons, not to estimate their effectiveness in battle. The test circumstances were abstract, artificial, calm. Everyone would be on his best behaviour, the best gunners would be selected, all distractions would be eliminated, and anything which did not work would, presumably, be repeated. In a real battle, Hughes says, other elements would come into play which would change the situation out of all recognition:

1. The “animate” target – not only would they be moving and taking shelter, but the beggars might even shoot back

2. Technical failures – this includes routine misfires as well as more dramatic failures

3. Human error – now you’re talking – the sergeant can try to make you fire, but he can’t make you hit anything

4. The nature of the ground – unfavourable slopes, hidden areas, cover, variable bounce

5. Ammunition – the need to conserve it, and the variable quality of its manufacture and condition

6. Smoke – we think they’re out there somewhere...

What relevance do the battlefield trials have when applied to actual battle experience, then? Probably not very much, in truth.


While we are on this topic of the hopelessness of estimating probabilities of a hit, it seems appropriate to introduce a gentleman named Nassim Nicholas Taleb. He is a writer, quite a celebrity, in fact, and variously regarded as anything from a guru to one of the most irritating men around. I cannot claim to be an expert on his work, though what I know of him suggests that he has the rare gift of being able to present a limited number of important ideas in sufficient different ways, with different wording, to allow him to publish a surprising number of books featuring them. I recall that Edward De Bono used to be adept at the same strategy, but that was some years ago, and is, in any case, a digression. This is not to say, of course, that the ideas are incorrect – merely that over-exposure does not seem to improve their level of general acceptance.

In his The Black Swan: The Impact of the Highly Improbable (Penguin, 2008), Mr Taleb makes the important point that mathematical models do not work, and are unreliable for anything other than artificially simple games of chance and similar. Basically, what he says is correct, which is faintly disappointing for sad souls like me who spent years working with models to perform stochastic testing on populations, funds, stock markets and the like. He coins the expression Ludic Fallacy to describe what he sees as a practice which is inaccurate and even dangerously misleading – his main target is the world of finance. He identifies that economists, fund managers and investment analysts who grow to trust computer models set themselves up for catastrophic disillusionment and failure, since the model will not cover everything.

The world, says Taleb, is a dirty place, in which the things we do not know, or cannot measure, or (most importantly) just haven’t thought about will swamp the things which we can actually calculate. Tinkering with the decimal places of how many canister balls hit the canvas screen is worse than pointless when trying to simulate real battle action, when the numbers will be changed out of recognition by a whole raft of interacting intangibles, most of which we cannot predict or even fully understand. We may be doing our best with what we can actually get a numerical handle on, but we are – to quote my grandmother yet again – whistling into a gale.

Even the simple world of games is not clean. The odds of a head (or an eagle, or a zarg, or whatever) when tossing a coin is one half – 50% - every schoolboy knows this. If a coin turns up four tails in a row, what is the chance of a head? Again, the theory says it is still 50% - in an infinite series of tosses of our coin, we would expect 50% of the results to be heads, but 4-on-the-trot is a very small sample, and not significant. OK then – what about 99 tails in a row? What then? Well, 99-on-the-trot is not very likely, but it can happen, and the theory reassures us that there is still a 50% chance of a head on the next toss. However, at this point, you or I – or even a statistician – would start to suspect that the coin is dodgy, and tend to bet on another tail next time.

So where does that leave us? To be honest, I’m not entirely sure. I was brought up to trust in the purity of mathematics, but I can appreciate that calculating, for example, the effect on a raw battalion of a single volley is beset with all sorts of unknowns and things that can vary wildly from instance to instance. The WRG might expect them to lose an average of 4 figures plus 11/20 of a figure, give or take a few; even Rifles officer Simmons would have had some kind of expectation of that sort, but I suspect the fact of the matter is that a volley of 300 muskets in clear conditions at 100 paces might be expected to injure about 80 men (say), but the standard deviation is high, because of the unstable nature of the underlying probabilities, and the mixture which they present. It was not unknown for such a volley to hit no-one at all, and there must be a very slight chance that 200 men could be laid low.

We need mechanisms which give results which can be seen to be reasonable over extended experience of their use in gaming. The mechanisms should be simple to use, and they should allow a fair amount of variance – maybe more than the scientific wargamers would have claimed. We should give due weight to factors like first volley of the action (perfect loading under the NCO’s eye), and the steadiness and calibre of troops, but what exactly is due weight? Maj-Gen Hughes and our new friend Mr Taleb would agree that the things for which we cannot come up with exact numbers probably overwhelm the things for which we can.

You know what? The game is the most important thing - paramount. The more I think about this, the more attractive are the rules in Charge!, which seems a Very Good Place to End.