Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that
Showing posts with label Skirmishers. Show all posts
Showing posts with label Skirmishers. Show all posts
Thursday, 5 January 2012
History as Farce [3] – And It All Ended in Tears
And I knew it would. The first slightly uncomfortable moment came when the Imperial Headquarters were making themselves at home in Moscow. I was a bit worried about Napoleon riding his horse up the stairs, but the real shock came when someone burst into the room, shouting that Moscow was in flames, and when they drew the curtains back, sure enough, the whole city was an inferno. You'd think they'd have got some inkling of this a little earlier, but never mind - it was a great shot. The way home from Russia, of course, is very harrowing indeed - in fact this worked better than most of the film, since small groups of wretched stragglers looked more appropriate in this context. Then Napoleon is terribly rude to Metternich, who has come to Paris to tell him that it is all very well for him to declare peace, but the Allies would like to insist on a few conditions, and the subsequent unpleasantness of 1813 blends seamlessly into 1814 without any mention of Leipzig or anything significant like that. Next minute Paris surrenders and we're off to Elba. I am personally pleased to note that the surrender is blamed on brother Joseph, not on Marmont, for a refreshing change.
According to Gallo's script (apparently), Napoleon's decision to return to France is primarily triggered by his learning of Josephine's death, which seems a surprisingly oblique piece of whimsy, and when he gets there he is intercepted by the 5eme Ligne, commanded in person by Marshal Ney - an OOB which only ever existed in the screenplay for the Bondarchuk movie - I believe that in reality Ney turned up some days later. Waterloo is pretty much what you'd expect - a brave effort with sparse resources - but there is a strange moment when Grouchy has his classic argument with Gerard about whether their detached force should march towards the sound of battle. I’ve always envisaged this force plugging along muddy roads, but the artistic director prefers to have them arranged scenically around the countryside as though they were already in battle. Also, because of the obvious manpower shortages, battalions are seen marching about very smartly in what looks like about 33:1 figure scale - the units are 6 men wide by about 5 deep. It looks like a wargame played with real men - like giant chess.
There are some interesting bits while Napoleon considers a series of mad schemes to go to America (to become a scientist), to be smuggled through the British blockade in a barrel (which he rejects as inappropriate for the Emperor of the French) or to give himself up to the English and request a nice house near London with a few rose bushes. Of course, it's all baloney, and he ends up in St Helena, trying hard to re-establish some credibility as a nice guy. Hudson-Lowe, the governor, is brilliantly cast - the perfect Wicked Stepfather. As Napoleon's health worsens he has a series of flashbacks about his days at the military academy, where he was told that he would never amount to anything, and - infuriatingly - in his death-bed scene I didn't hear his last words, so will have to watch that bit again.
The scrolling text at the end explains that his ashes were eventually returned to France, where he now rests in Paris, and the splendid shot of Napoleon's tomb brought me a bit of a personal lump in the throat, since this is the exact spot where my grandfather introduced me to Napoleon and his adventures when I was 12 or so - and compromised the rest of my life! There is a family story that, years earlier, my grandfather, who moved to Paris in his early twenties, took his own father to the Invalides and the old man, who had a proverbially blunt turn of phrase, pondered the tomb for a while, and said, "Well, they certainly didn't want the bugger to get out of that again, did they?"
And on that note of appropriate bathos I shall leave Napoleon to the tender mercies of history, but I thought I'd mention a couple of points that came up in my reading this week - in the Campagnes du Capitaine Marcel, and in the autobiographical account of the Peninsular War by Lemonnier-Delafosse, I found two separate references to organisation of voltigeurs at brigade level, which I was pleased about because I have my wargames armies organised in this way, so all supportive evidence is welcome! Marcel was captain in charge of the voltigeur company of the 3rd battalion of the 69e Ligne, in the VI Corps in Spain, and he refers to a major of the 6e Leger who commanded the combined light troops of his brigade in action. Lemonnier-Delafosse was captain of the 4th chasseur company of the 1st battalion of the 31e Leger (who were, as it happens, Piedmontese) who were part of Ferrey's Division at Salamanca, which formed the reserve and covered the retreat of the French army - he describes the combined "battalions" of voltigeurs from each brigade being sent out en tirailleur to skirmish, with excellent effect.
That'll do nicely.
Thursday, 25 November 2010
The Grand Tactical Game - Combat Examples
Rather later than I had hoped, here are some examples of Combat under the draft MEP rules, which can be downloaded from here.
Two Units Attack One
In this example, Maucune's French Division of two Units (brigades), coming from the bottom of the pictures, attacks a single British Unit. Maucune is visible, with his right hand Unit. In all that follows, black dice are for the French, red for the British.

The first action is an exchange of skirmish fire - each of the Units has a skirmish (SK) value of 2 (denoted by the bright green counters next to each skirmisher base - yes, in a sensible example I would have skirmishers mounted individually, but I haven't), and the Brits choose to split their skirmish strength so as to take on both sets of French skirmishers. Skirmishers hit with a throw of 1 - in the exchange with the French Unit which has Maucune present, each side scores 1 hit, so they cancel out - no net effect; in the other exchange, both sides miss - no net effect.

The actual Combat is fought as two 1:1 Combats. Because there is no requirement for one Combat to be fought first, Maucune (the attacker), chooses to start with his larger Unit. This Unit has 5 Elements present (don't count the skirmishers) - the max number of Elements which can count towards PV is 4, so PV is 4. The adjusted PV has a bonus for the presence of a friendly Unit in the Combat, and for the presence of the General. Adjusted PV is theoretically 6, but since a throw of 6 is always a miss anyway, 5 is the maximum. The French are going for an all-out attack (in both Combats - must be the same for both), which means they roll 4D6, and they are looking for throws of less than or equal to the adjusted PV of 5 (for clarity, I've set the required throw on a large white dice). The British Unit has 4 Elements, so it may match the full 4D6 allocation set by the French, there are no adjustments applicable, so the throws have to be less than or equal to 4 to hit. In the event, each side scores 3 hits.

Because this is a tie (a "score-draw"), each side loses 1 Element (and therefore 1 from its SK), and the attacker (the French Unit) retreats 1 hex. We have to test to see if Maucune himself is a casualty - the Unit lost 1 point from its PV, so a throw of 1 will put Maucune in trouble. In fact it's a 3, so he's OK. Disgruntled, but OK.

Now the second French Unit attacks. It has 4 Elements, but it gets no bonus for multiple attackers, since the support has disappeared. No adjustment - PV is 4, it throws 4D6, and required throws for hits are less than or equal to 4. The British Unit now has only 3 Elements present, so it is restricted to 3D6, and throws must be less than or equal to 3.

In the event, the French have 1 more hit than the British, so the British Unit loses 1 Element (i.e. 1 from its PV), plus 1 from its SK - so the skirmish capability is now eliminated - and retires 1 hex. The French lose nothing, and since they were the attackers, they may advance into the vacated hex if they choose to do so.
Attack Against a Village

French Unit advances against a small British Unit in a rather unattractive village. First action is skirmishing. SKs are both 2, so each side throws 2D6, looking for 1s to hit. Both score a hit, but the British skirmishers are a Protected target, since they are in hard cover, so a checkroll of less than or equal to 2 is needed to confirm the hit. The checkroll fails (it's 6), so the British have a net skirmish advantage of 1 hit. French lose 1 skirmish point.

Now the Combat - French have 4 Elements (i.e it's a brigade of about 3000 men), and are attempting all-out attack against cover. PV is 4, so full 4D6 attack is allowed, but PV is subject to a deduction of 2 since the defender is in a village, so the dice must come up 2 or less for hits. British defenders have a PV of 2 (2 Elements), so may roll only 2D6, which must come up less than or equal to 2.

The dice roll gives the British a rather lucky win by 2 hits to 1, so French lose 1 Element (and therefore, also, their last SK point) and retreat.
A Flank Attack

In this example (and apologies to any Spanish readers - it's just an example!) we have a Spanish Unit which has 3 Elements and a Quality Bonus of -1 (white counter), and thus a PV of 2, and an SK of 1; it is charged in the flank by a Unit of French dragoons which has 3 Elements, plus a General. Note that the Spanish can't use their skirmishers here - skirmishers can act only to the front of the Unit, and, in any event, cannot act against cavalry. So the first thing to check is whether the infantry can manage to react to the charge, forming squares. For this test, their PV (which is 2) must be reduced by 2 because of the flank attack. The minimum of 1 for adjusted PV comes into play - a throw of 1 will allow them to form squares. In the event, the throw of 4 means they are unable to react in this way.

In this example I used red dice for the French - yes, it was a mistake. The French have a PV of 3, so may throw a max of 3D6, and the adjusted PV is 3, plus 1 for the general, plus 2 for the flank attack. The dice must turn up 5 or less to score hits. A flank attack is unopposed, so the infantry do not get to roll any dice in reply. In this example, the cavalry score 3 hits - the 1st hit is the white counter plus 2 Elements (plus the SK point), the 2nd hit is the last remaining Element, the 3rd hit is not required. The infantry have been eliminated, and the cavalry, if they choose, may occupy the vacated hex.
Two Units Attack One
In this example, Maucune's French Division of two Units (brigades), coming from the bottom of the pictures, attacks a single British Unit. Maucune is visible, with his right hand Unit. In all that follows, black dice are for the French, red for the British.

The first action is an exchange of skirmish fire - each of the Units has a skirmish (SK) value of 2 (denoted by the bright green counters next to each skirmisher base - yes, in a sensible example I would have skirmishers mounted individually, but I haven't), and the Brits choose to split their skirmish strength so as to take on both sets of French skirmishers. Skirmishers hit with a throw of 1 - in the exchange with the French Unit which has Maucune present, each side scores 1 hit, so they cancel out - no net effect; in the other exchange, both sides miss - no net effect.

The actual Combat is fought as two 1:1 Combats. Because there is no requirement for one Combat to be fought first, Maucune (the attacker), chooses to start with his larger Unit. This Unit has 5 Elements present (don't count the skirmishers) - the max number of Elements which can count towards PV is 4, so PV is 4. The adjusted PV has a bonus for the presence of a friendly Unit in the Combat, and for the presence of the General. Adjusted PV is theoretically 6, but since a throw of 6 is always a miss anyway, 5 is the maximum. The French are going for an all-out attack (in both Combats - must be the same for both), which means they roll 4D6, and they are looking for throws of less than or equal to the adjusted PV of 5 (for clarity, I've set the required throw on a large white dice). The British Unit has 4 Elements, so it may match the full 4D6 allocation set by the French, there are no adjustments applicable, so the throws have to be less than or equal to 4 to hit. In the event, each side scores 3 hits.

Because this is a tie (a "score-draw"), each side loses 1 Element (and therefore 1 from its SK), and the attacker (the French Unit) retreats 1 hex. We have to test to see if Maucune himself is a casualty - the Unit lost 1 point from its PV, so a throw of 1 will put Maucune in trouble. In fact it's a 3, so he's OK. Disgruntled, but OK.

Now the second French Unit attacks. It has 4 Elements, but it gets no bonus for multiple attackers, since the support has disappeared. No adjustment - PV is 4, it throws 4D6, and required throws for hits are less than or equal to 4. The British Unit now has only 3 Elements present, so it is restricted to 3D6, and throws must be less than or equal to 3.

In the event, the French have 1 more hit than the British, so the British Unit loses 1 Element (i.e. 1 from its PV), plus 1 from its SK - so the skirmish capability is now eliminated - and retires 1 hex. The French lose nothing, and since they were the attackers, they may advance into the vacated hex if they choose to do so.
Attack Against a Village

French Unit advances against a small British Unit in a rather unattractive village. First action is skirmishing. SKs are both 2, so each side throws 2D6, looking for 1s to hit. Both score a hit, but the British skirmishers are a Protected target, since they are in hard cover, so a checkroll of less than or equal to 2 is needed to confirm the hit. The checkroll fails (it's 6), so the British have a net skirmish advantage of 1 hit. French lose 1 skirmish point.

Now the Combat - French have 4 Elements (i.e it's a brigade of about 3000 men), and are attempting all-out attack against cover. PV is 4, so full 4D6 attack is allowed, but PV is subject to a deduction of 2 since the defender is in a village, so the dice must come up 2 or less for hits. British defenders have a PV of 2 (2 Elements), so may roll only 2D6, which must come up less than or equal to 2.

The dice roll gives the British a rather lucky win by 2 hits to 1, so French lose 1 Element (and therefore, also, their last SK point) and retreat.
A Flank Attack

In this example (and apologies to any Spanish readers - it's just an example!) we have a Spanish Unit which has 3 Elements and a Quality Bonus of -1 (white counter), and thus a PV of 2, and an SK of 1; it is charged in the flank by a Unit of French dragoons which has 3 Elements, plus a General. Note that the Spanish can't use their skirmishers here - skirmishers can act only to the front of the Unit, and, in any event, cannot act against cavalry. So the first thing to check is whether the infantry can manage to react to the charge, forming squares. For this test, their PV (which is 2) must be reduced by 2 because of the flank attack. The minimum of 1 for adjusted PV comes into play - a throw of 1 will allow them to form squares. In the event, the throw of 4 means they are unable to react in this way.

In this example I used red dice for the French - yes, it was a mistake. The French have a PV of 3, so may throw a max of 3D6, and the adjusted PV is 3, plus 1 for the general, plus 2 for the flank attack. The dice must turn up 5 or less to score hits. A flank attack is unopposed, so the infantry do not get to roll any dice in reply. In this example, the cavalry score 3 hits - the 1st hit is the white counter plus 2 Elements (plus the SK point), the 2nd hit is the last remaining Element, the 3rd hit is not required. The infantry have been eliminated, and the cavalry, if they choose, may occupy the vacated hex.
Monday, 18 October 2010
The Grand Tactical Game - More Skirmishing
Thanks very much for invaluable input - comments from Ross on previous post, and emails from Marco, Andy and Paul M. I've revised the draft of the Grand Tactical rules - you can download it here if you wish.
There are some changes for movement in woods and for combat involving buildings and built-up areas, but the big changes are for Skirmishers {Rule 9}.

I am impressed by arguments that casualties as a result of skirmisher fire would be mainly restricted to the other side's skirmishers, and thus would be unlikely to cause an enemy brigade to recoil or break. Thus I've changed the rule so that any skirmish hits will be deducted in the first instance from SK (the skirmish factor), if it is non-zero, until it runs out, and thereafter they will be deducted from the Unit's actual PV (which will require morale tests). This does mean that unopposed Skirmisher fire on an infantry Unit is potentially nasty if it scores any hits.
Skirmisher fire on artillery will impact directly on the PV, but, since an artillery battery is classed as a Difficult target (consisting, as it does, mostly of space), the required checkrolls will mean that the skirmishers miss quite a lot. Skirmish fire on cavalry can't happen, since skirmishers are not allowed to operate within 1 hex of cavalry.
I also took out the restriction on using Skirmishers in or against buildings - it's probably unnecessary - if you wish to use Skirmishers in such a situation then carry on, and the defenders can fire back, too.
Once again, thanks to all for your views - very pleased with that.
There are some changes for movement in woods and for combat involving buildings and built-up areas, but the big changes are for Skirmishers {Rule 9}.

I am impressed by arguments that casualties as a result of skirmisher fire would be mainly restricted to the other side's skirmishers, and thus would be unlikely to cause an enemy brigade to recoil or break. Thus I've changed the rule so that any skirmish hits will be deducted in the first instance from SK (the skirmish factor), if it is non-zero, until it runs out, and thereafter they will be deducted from the Unit's actual PV (which will require morale tests). This does mean that unopposed Skirmisher fire on an infantry Unit is potentially nasty if it scores any hits.
Skirmisher fire on artillery will impact directly on the PV, but, since an artillery battery is classed as a Difficult target (consisting, as it does, mostly of space), the required checkrolls will mean that the skirmishers miss quite a lot. Skirmish fire on cavalry can't happen, since skirmishers are not allowed to operate within 1 hex of cavalry.
I also took out the restriction on using Skirmishers in or against buildings - it's probably unnecessary - if you wish to use Skirmishers in such a situation then carry on, and the defenders can fire back, too.
Once again, thanks to all for your views - very pleased with that.
Friday, 15 October 2010
The Grand Tactical Game - Skirmishing
Here is the first of the explanatory posts on various bits of the rules of my new (and incomplete) Grand Tactical Napoleonic ("MEP") game. You can download the current draft here and, if you can't understand why I would want to produce such a simplistic set of rules, there's some background and a few objectives in earlier posts.
Old School treatment of infantry skirmishers is normally explicit, and very much the same as formed troops firing volleys - the most common difference is that the figures get a dice each rather than 1 dice per 4 (or 6, or however many), they can hop about all over the place and still fire, and they do not get on very well if they meet with cavalry in the open. This is all fine - if you have the time and space, this is a very good way to address the matter of skirmishers. If the battles get large and complex, the skirmishers become a nuisance. They get lost on the table, and separated from the people they are supposed to be with and, since they are never very effective anyway, tend to be ignored or forgotten as the action heats up. If you really try to keep them involved and busy, you get back into the problem situation where a lot of fiddly effort is required to produce very little effect. A regular feature of tidying up after one of my battles is trying to work out who all these lost skirmishers were supposed to be with, and how they got to be where they are.
A number of the rule sets for big battles, and Grande Armee is a good example, solve the problem by abstracting it - brigades will be allocated some adjusting combat factor which reflects the number and quality of their light troops, but the skirmishers do not actually appear on the tabletop. Or you also see rules where the skirmishing rules are optional, and you can just ignore them altogether for large battles.
That is practical and sensible, but it jars a little. For one thing, the use of skirmishers is pretty much one of the distinguishing characteristics of Napoleonic warfare, and it seems a bit disappointing not to have it represented on the table in some visible form - the special and valued role of the British Light Division, for example, becomes a difficult thing to demonstrate if they are just bog-standard line infantry in the game. For another thing, what about all those lovely painted skirmishers in The Cupboard? On balance, I would prefer to have skirmishers visible on the field, but I do not want them to bog the game down (or be such a nuisance that they end up being ignored, which is a close relative of the same problem), and I do not want them to be more effective than they should be.
Tricky. Getting some kind of a satisfactory answer to this has been a background task for many years. I have an approach for the MEP rules, which is in the draft. It makes some assumptions, some of which are maybe speculative, and I would welcome any guidance here.
My starting principles, and some of this is entirely in the interests of convenience, are
(1) Skirmishers are organised at brigade level, and hang around the edges of their parent brigade
(2) They are not enormously effective – annoying rather than destructive, though the odd good shot can have a disproportionate effect – the probability of causing significant loss of Points Value (PV) to the enemy is not high on any particular turn
(3) However, since they can get a shot both on their own and the enemy’s turn in each Push, and since there may be up to 3 pushes in a 1-hour Bound, they are bound to hit something occasionally
(4) Their primary role is to keep enemy skirmishers at bay, so my rules allow skirmishers to cancel each other out to some extent
(5) This is the area where I am guessing a bit – I assume that if a brigade is making a serious attack, its skirmishers will get out of the way, though they may stand off to the side to mask it from a neighbouring enemy unit. This is relevant in the MEP game because the rules state that all enemy units with whom you are in contact must be attacked in some way or other, and the ways available are by skirmishing or by an actual assault (which itself may have varying degrees of wholeheartedness). Now I’m confident that an assault might well involve some skirmisher activity, but for the purposes of the game I define these as mutually exclusive – in other words, a unit may attack an enemy unit by skirmish or assault, but not both at the same time.
(6) Again, this is in the research area – if a unit moves into contact with 2 enemy units, and is forced to engage them both, it may skirmish against one (not both), and may assault the other (not both).
(7) Let us also stipulate that a skirmish attack – which involves fire by both sides, remember – can only be initiated by the player whose turn it is. The other player cannot choose to take skirmish action against an attacker which has not itself used skirmishers against him.
That is quite enough words. Let’s try a couple of examples. Here’s a French brigade (at the bottom of the picture), with a PV of 4 (number of elements) and a skirmish factor (SK) of 2. Their opponents are a brigade of the Allied 7th Divn, with a PV of 4 (3 elements plus a Veteran bonus of +1, hence the black counter), and they also have an SK of 2.

In a sensible illustration, I would have all my skirmishers mounted individually, on pennies or similar, equal in number to the SK. However, all my skirmishers are currently mounted in threes, so I’ll mark the skirmisher base with the SK number.
The French advance up to the Allied brigade and engage with skirmishers. Both sides will throw a number of dice equal to SK – so 2D6 for each side, and each dice has to score 1 to hit, so this is an even match. Since the action takes place in the open, there is no need for checkrolls.
In this case, the French have thrown 1 and 6, which is a hit for the 1, and the Allies have thrown 1 and 2, which is also 1 hit, so the hits cancel out, and there is no effect. If the Allies had missed entirely, they would have suffered a net loss of 1 from their own PV, and their SK would reduce to 1. If the Allies had hit with both dice, they would have inflicted 1 PV net loss on the French, who would also suffer a corresponding reduction of SK by 1. Sorry if I’m labouring a simple system, but it is the very simplicity which I wish to demonstrate. So – in this case, no losses, no morale test. When all skirmishes and combats are complete for the French turn within this Push, the French will have the option to pull their unit back 1 hex to break the contact, since it was their turn.
Next example – same units, but this time the Allied brigade is in a wood.
The French thow 1 & 4, the Allies 3 & 3. So the Allies have missed, while the French have, potentially, scored a hit. Because the Allies are in a wood, they count as a Difficult target, so a check roll of 3 or less on 1D6 is needed to confirm the hit. In fact the checkroll comes up as a 2, so it is indeed a (rather lucky) hit. The Allies suffer 1 net loss from PV (take away the black counter – PV is now 3) and their SK also reduces to 1. [Remember that the loss of 1 PV does not mean the skirmishers have somehow eliminated a complete battalion, it means that the impact of the hits (mostly psychological, I guess – maybe they hit the brandy barrel) has reduced the overall effectiveness of the Allied brigade.]
Now we need a morale check for the Allied unit – their PV is now 3, but they get a bonus of 1 for being in cover – they throw 2D6, and need to get less than or equal to 4 on each dice to hold their ground. In fact, the dice come up 6 & 6, as bad as possible and, since both failed, the Allied unit breaks and routs out of the wood, which may be now occupied by the French brigade – rather a lucky result?
This is a very simple mechanism, and deliberately so. I’m interested in any views on how this works, and also on my starting assumptions. Subject to whatever debate comes from comments and emails, the next examples will be of combat (i.e. assaults).
Please remember, if you find yourself horrified by the over-simplification or the lack of elegance, that this game is designed for very big battles, and is (hushed whisper) really a board game!
Old School treatment of infantry skirmishers is normally explicit, and very much the same as formed troops firing volleys - the most common difference is that the figures get a dice each rather than 1 dice per 4 (or 6, or however many), they can hop about all over the place and still fire, and they do not get on very well if they meet with cavalry in the open. This is all fine - if you have the time and space, this is a very good way to address the matter of skirmishers. If the battles get large and complex, the skirmishers become a nuisance. They get lost on the table, and separated from the people they are supposed to be with and, since they are never very effective anyway, tend to be ignored or forgotten as the action heats up. If you really try to keep them involved and busy, you get back into the problem situation where a lot of fiddly effort is required to produce very little effect. A regular feature of tidying up after one of my battles is trying to work out who all these lost skirmishers were supposed to be with, and how they got to be where they are.
A number of the rule sets for big battles, and Grande Armee is a good example, solve the problem by abstracting it - brigades will be allocated some adjusting combat factor which reflects the number and quality of their light troops, but the skirmishers do not actually appear on the tabletop. Or you also see rules where the skirmishing rules are optional, and you can just ignore them altogether for large battles.
That is practical and sensible, but it jars a little. For one thing, the use of skirmishers is pretty much one of the distinguishing characteristics of Napoleonic warfare, and it seems a bit disappointing not to have it represented on the table in some visible form - the special and valued role of the British Light Division, for example, becomes a difficult thing to demonstrate if they are just bog-standard line infantry in the game. For another thing, what about all those lovely painted skirmishers in The Cupboard? On balance, I would prefer to have skirmishers visible on the field, but I do not want them to bog the game down (or be such a nuisance that they end up being ignored, which is a close relative of the same problem), and I do not want them to be more effective than they should be.
Tricky. Getting some kind of a satisfactory answer to this has been a background task for many years. I have an approach for the MEP rules, which is in the draft. It makes some assumptions, some of which are maybe speculative, and I would welcome any guidance here.
My starting principles, and some of this is entirely in the interests of convenience, are
(1) Skirmishers are organised at brigade level, and hang around the edges of their parent brigade
(2) They are not enormously effective – annoying rather than destructive, though the odd good shot can have a disproportionate effect – the probability of causing significant loss of Points Value (PV) to the enemy is not high on any particular turn
(3) However, since they can get a shot both on their own and the enemy’s turn in each Push, and since there may be up to 3 pushes in a 1-hour Bound, they are bound to hit something occasionally
(4) Their primary role is to keep enemy skirmishers at bay, so my rules allow skirmishers to cancel each other out to some extent
(5) This is the area where I am guessing a bit – I assume that if a brigade is making a serious attack, its skirmishers will get out of the way, though they may stand off to the side to mask it from a neighbouring enemy unit. This is relevant in the MEP game because the rules state that all enemy units with whom you are in contact must be attacked in some way or other, and the ways available are by skirmishing or by an actual assault (which itself may have varying degrees of wholeheartedness). Now I’m confident that an assault might well involve some skirmisher activity, but for the purposes of the game I define these as mutually exclusive – in other words, a unit may attack an enemy unit by skirmish or assault, but not both at the same time.
(6) Again, this is in the research area – if a unit moves into contact with 2 enemy units, and is forced to engage them both, it may skirmish against one (not both), and may assault the other (not both).
(7) Let us also stipulate that a skirmish attack – which involves fire by both sides, remember – can only be initiated by the player whose turn it is. The other player cannot choose to take skirmish action against an attacker which has not itself used skirmishers against him.
That is quite enough words. Let’s try a couple of examples. Here’s a French brigade (at the bottom of the picture), with a PV of 4 (number of elements) and a skirmish factor (SK) of 2. Their opponents are a brigade of the Allied 7th Divn, with a PV of 4 (3 elements plus a Veteran bonus of +1, hence the black counter), and they also have an SK of 2.

In a sensible illustration, I would have all my skirmishers mounted individually, on pennies or similar, equal in number to the SK. However, all my skirmishers are currently mounted in threes, so I’ll mark the skirmisher base with the SK number.
The French advance up to the Allied brigade and engage with skirmishers. Both sides will throw a number of dice equal to SK – so 2D6 for each side, and each dice has to score 1 to hit, so this is an even match. Since the action takes place in the open, there is no need for checkrolls.
In this case, the French have thrown 1 and 6, which is a hit for the 1, and the Allies have thrown 1 and 2, which is also 1 hit, so the hits cancel out, and there is no effect. If the Allies had missed entirely, they would have suffered a net loss of 1 from their own PV, and their SK would reduce to 1. If the Allies had hit with both dice, they would have inflicted 1 PV net loss on the French, who would also suffer a corresponding reduction of SK by 1. Sorry if I’m labouring a simple system, but it is the very simplicity which I wish to demonstrate. So – in this case, no losses, no morale test. When all skirmishes and combats are complete for the French turn within this Push, the French will have the option to pull their unit back 1 hex to break the contact, since it was their turn.
Next example – same units, but this time the Allied brigade is in a wood.
The French thow 1 & 4, the Allies 3 & 3. So the Allies have missed, while the French have, potentially, scored a hit. Because the Allies are in a wood, they count as a Difficult target, so a check roll of 3 or less on 1D6 is needed to confirm the hit. In fact the checkroll comes up as a 2, so it is indeed a (rather lucky) hit. The Allies suffer 1 net loss from PV (take away the black counter – PV is now 3) and their SK also reduces to 1. [Remember that the loss of 1 PV does not mean the skirmishers have somehow eliminated a complete battalion, it means that the impact of the hits (mostly psychological, I guess – maybe they hit the brandy barrel) has reduced the overall effectiveness of the Allied brigade.]
Now we need a morale check for the Allied unit – their PV is now 3, but they get a bonus of 1 for being in cover – they throw 2D6, and need to get less than or equal to 4 on each dice to hold their ground. In fact, the dice come up 6 & 6, as bad as possible and, since both failed, the Allied unit breaks and routs out of the wood, which may be now occupied by the French brigade – rather a lucky result?
This is a very simple mechanism, and deliberately so. I’m interested in any views on how this works, and also on my starting assumptions. Subject to whatever debate comes from comments and emails, the next examples will be of combat (i.e. assaults).
Please remember, if you find yourself horrified by the over-simplification or the lack of elegance, that this game is designed for very big battles, and is (hushed whisper) really a board game!
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