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


Showing posts with label Solo Wargaming. Show all posts
Showing posts with label Solo Wargaming. Show all posts

Wednesday, 7 December 2011

Solo Campaign - The Allied Army

...and here's the other lot. Ian commented on the number of infantry units in the French army - I fear it doesn't quite add up in a sensible way. "Provisional" units do exist in The Cupboard and could be photographed, but a (smallish) number of unnamed garrison battalions in each army exist only on paper. On the other hand, because of the way I field light infantry, each line infantry brigade also has an additional skirmish "battalion" made up from its combined light companies. I do this for both armies, since I find it convenient to handle skirmishers at brigade level - in the British army, these skirmish units will also include the attached rifle companies of the 5/60th, but brigades which have specialist light infantry regiments (7th and Light Divisions and all Portuguese brigades) do not have the extra combined unit. By the way, I regard French light infantry units as being indistinguishable from the line, apart from their uniforms and plumage - complaints to the usual address, please.

Clear as mud?

Here we are, anyway.



Allied Army

Anglo-Portuguese (Viscount Wellington)                      approx 34500 inf, 3500 cavalry, 42 guns
                First Division (Graham)
                                1st Brigade (Henry Campbell)
                                                1/Coldstream FG & 1/3rd FG + Coy of 5/60th
2nd Brigade (Blantyre)
2/24th & 1/42nd & 2/58th & 1/79th & Coy of 5/60th
3rd Brigade (von Löw)
1st, 2nd & 5th Line Bns, KGL
Foot Battery (Gardiner)
Third Division (Picton)
1st Brigade (Col Wallace, vice Kempt)
1/45th & 74th & 1/88th & 3 Cos of 5/60th
2nd Brigade (Col John Campbell, vice Colville)
2/5th & 2/83rd & 94th
Portuguese Brigade (Palmeirim)
9th (2 Bns) & 21st (2) Portuguese & 11th Cacadores
Foot Battery (Douglas)
Sixth Division (Clinton)
1st Brigade (Hulse)
1/11th & 2/53rd & 1/61st & Coy 5/60th
2nd Brigade (Col Hinde, vice Burne)
2nd & 1/32nd & 1/36th
Portuguese Brigade (Madden)
8th (2) & 12th (2) Portuguese & 9th Cacadores
Foot Battery (Eligé)
Seventh Division (Hope)
1st Brigade (Col Colin Halkett)
1st & 2nd Light Bns, KGL & Brunswick-Oels Bn
2nd Brigade (Von Bernewitz)
51st & 68th & Chasseurs Britanniques
Portuguese Brigade – absent
Horse Battery (MacDonald)
Light Division (Karl von Alten)
1st Brigade (Col Barnard)
1/43rd & 1/95th & 3/95th & 1st Cacadores
2nd Brigade (Col Gibbs, vice Vandeleur)
1/52nd & 2/95th & 3rd Cacadores
Horse Battery (Ross)
Cavalry (Cotton)
Le Marchant’s Brigade
3rd Dragoons & 5th Dragoon Gds
George Anson’s Brigade
14th & 16th Light Dragoons
Viktor von Alten’s Brigade
11th Light Dragoons & 1st Hussars, KGL & Brunswick-Oels Hussars
Von Bock’s Brigade
1st & 2nd Dragoons, KGL
Portuguese Brigade (Otway)
1st & 11th Portuguese Dragoons
                                Horse Battery (Bull)
                Reserve Artillery & Engineers
                                Portuguese Howitzer Battery (Arriaga)
Siege train
                                Bn of Portuguese militia (attached)
Bridging Train
                                Engineers & sappers

Spanish 3rd Army (part) (Conde de Espaňa)    approx 6000 inf, 700 cavalry, 6 guns
Infantry Division
2nd Princesa & 1st Sevilla & 2nd Jaen
Tiradores de Castilla
Cazadores de Castilla
Foot Battery
Cavalry (Sanchez)
1st & 2nd Lanceros de Castilla
                Garrison of Ciudad Rodrigo
                                3 Bns + garrison artillery

In addition, each of the Juntas of Castilla, Vizcaya, Navarra and Aragon can raise unspecified numbers of volunteers and guerrillas, strictly for use in their own province. If they have to appear in the field, each of these little armies has a maximum strength of
Voluntarios
4 Bns & 1 Foot battery
                Irregulars
                                4 (small) Bns & 1 cavalry unit

Tuesday, 6 December 2011

Solo Campaign - The French Army

I had some proper work to do this evening, but my computer is not co-operating. I am bored watching McAfee and Internet Explorer wrestling on the floor like a couple of elderly drunks, so here is the first part of the OOB for the solo campaign. My armies use a 33:1 figure scale, and garrison guns, since they can't be carted around, are not included in the army totals.

I haven't finalised the positions on the map yet, but at least I've got a definitive list now. The armies for the other lot will appear shortly (next time I'm bored?). There is a strong whiff of historical accuracy in this OOB, but it is only a whiff....

Marmont

French Army

Army of Portugal (Marshal Marmont)                         approx 21000 inf, 2500 cavalry, 48 guns
                Division Foy
                                Brigade Chemineau
                                                6e Léger (3 Bns) & 69e Ligne (2)
                                Brigade Desgraviers
                                                39e Ligne (2) & 76e Ligne (2)
                                Horse battery
                Division Clauzel
                                Brigade Berlier
                                                25e Léger (3) & 27e Ligne (2)
                                Brigade Barbot
                                                50e Ligne (3) & 59e Ligne (2)
                                Foot battery
                Division Maucune
                                Brigade Arnauld
                                                15e Ligne (3) & 66e Ligne (2)
                                Brigade Montfort
                                                82e Ligne (2) & 86e Ligne (2)
                                Foot battery
                Heavy Cavalry (Cavrois)
                                Brigade Picquet
                                                6e Dragons (3 Sqn) & 11e Dragons (3)
                                Brigade Boyer
                                                15e Dragons (3) & 25e Dragons (3)
                                Horse battery
                Light Cavalry (Montbrun)
                                Brigade Curto
                                                3e Hussards (3) & 22e Chasseurs (3)
                                Brigade Vial
                                                13e Chasseurs (3) & 26e Chasseurs (3)
                Artillery Park (Tirlet)
                                2 Foot batteries
                                Siege train
                                Bridging Train
                                Engineers & sappers

Army of the Centre (part) (King Joseph & Marshal Jourdan) approx 21000 inf, 1000 cavalry, 20 guns
                Division Guye
                                Royal Guard (Merlin)
                                                Grenadiers (2) & Fusiliers (2) & Voltigeurs (1)
                                Brigade Casapalacios (Spanish Line troops)
                                                1e (Castilla) Léger (1) & 2e (Toledo) Ligne (2) & Royal-Etranger (1)
                                Spanish Guard horse battery
                Division Armagnac
                                Brigade Neuenstein
                                                2e Nassau (2) & Regt de Francfort (1) & 4e Baden (2)
                                Brigade Chassé
                                                4e Etranger (Prusse) (1) & 4e Hesse-Darmstadt (2) & 3e Berg (1)
                                Brigade Verbigier de St Paul (Italians)
                                                2e Léger (1) & 3e Ligne (2) & 5e Ligne (2)
                                Italian Foot battery
                Garrison of Badajoz (Phillippon)
                                5 Bns + various artillery
                Cavalry
                                Brigade Trelliard
                                                4e Dragons (3) & 14e Chasseurs (3) & Lanciers de la Vistule (3)
                                               
Army of the North (part) (General Dorsenne)               approx 11500 inf, 1500 cavalry, 24 guns
                                Brigade Leberknoedel (Duchy of Stralsund-Ruegen)
                                                Grenadiers (1) & Fusiliers (2) & Jaegers (1)
                                Stralsund Foot battery
                                Various garrisons and flying columns:
                                                28e Léger (1)
                                                Garde de Paris (1)
                                                Chasseurs des Montagnes (1)
                                                Grenadiers Provisoirs (1)
                                                Dragons à pied Provisoirs (2)
                                                4e Vistule (1)
                                                4 Bns de marche
                                                Garrison artillery - various
                Cavalry
                                Brigade Maupoint
                                                13e Cuirassiers (3) & 15e Chasseurs (3) & 5e Chevauxleger-lanciers (3)
                                Brigade Kleinwinkel (Stralsund-Ruegen)
                                                1e Chevauxlegers (3) & 2e Chevauxlegers (3)

                                               

Solo Campaign – Nearly Time to Get Started


It would be possible to tinker about with details indefinitely, and never get under way - there is something of that in my character. I have to remind myself why I wanted to do campaigns again, and I also have to focus clearly on some of the advantages of doing it solo.

I have been involved with campaigns before, though never on my own, and they always seemed a satisfying way to generate tabletop battles. They were absorbing at many levels and, apart from setting the wargames into a more meaningful context, they also helped to encourage more general-like behaviour - in particular

(1) since the survivors of a battle will be required to continue to play a useful part in the continuing war, it is a good idea to avoid unnecessary casualties; thus the concept of a controlled retreat becomes important.

(2) armies have to be positioned so that the component parts can support each other, without starving each other to death - not everyone is going to be available all the time, and not everyone is going to be on top form.

This next bit is kind of cyclic logic - it isn't strictly speaking the reason why I have grown my armies far beyond what can fit on a single battlefield, but viewing them as the participants in a grander scale, map-based game has almost become the justification for continuing to add to them. I am impressed by Charles S Grant's recommendation that no units should appear in your campaign OOBs unless you actually have representative figures for them. There will be a need for spare, generic bataillons de marche to provide gap-fillers here and there, and some re-use is a good idea in such circumstances, but my army has built up slowly enough for me to cherish the personalities involved, However silly it might seem, it wouldn't seem right to field my 42nd Royal Highland Regt, who are mostly ancient Garrison figures and have had this ID since about 1974, and pretend for the day that they were the Gordons. Obviously I could do it if necessary, but my instinct would be to come up with another unit of highlanders for this alternative role. Given a choice, I would prefer to bend history a little. It's not just that the facing colours would be wrong (though there is that, now I come to think about it...) - it's the feeling of a slight betrayal of some old friends. Does that make any sense, doctor?

A practical example of a historical fudge is offered by my sketched-out, first-cut deployment of the French. My starting point will be loosely based on January 1812 - how loosely is still a matter for consideration. Historically, the 2-battalion Hesse-Darmstadt regiment Gross und Erbprinz should be in the garrison of Badajoz. On the other hand, I am rather fond of my little Hessians, and would like to see them on the tabletop at some point. The siege of Badajoz looks like an obvious early event in the campaign, which probably means that the units in the garrison will never be seen again if the place falls. Given the choice, I'll fill Badajoz with unspecified units (which can develop an identity later if required), and I'll put the Hessians somewhere else.

Another big selling point for a campaign is that everyone (within reason) in The Cupboard can get involved - even the siege train and the engineers and the logistics boys. Not sure about the Band of King Joseph’s Guards, mind you.

I'm running out of excuses for delay. I have a map, I have my fancy new magnetic map counters, and I have rules. Aha - the rules - they're not complete, though, are they? Well no, they aren't, but they are about 90% complete, I would estimate, and this is where the "solo" bit of the solo campaign scores heavily. There are some inherent features of solo campaigning which are obviously advantages anyway - a campaign will generate some battles which are not finely balanced (in fact, many of them will be, realistically, skewed in favour of one side or the other), and some which are not suitable for fighting on the tabletop for some reason or other - in particular, mathematical sieges are going to be pretty much devoid of anything worth looking at. None of this matters a jot for the solo game - there is no need to dignify the evening with an elegant game, supper, all that. One does not even have to look one's best, as the ancient joke goes.

But there's more - if I have to improvise or alter rules where gaps become apparent (and they will), if I have to re-run things that don't work - even if I have to give up and start all over again - then if I am on my own it is not a problem. So my 90% rules will be fine for a start.

There are 3 remaining areas where I have a little work to do before I am ready.

(1) Intelligence and scouting – it is not easy to have any level of Fog of War if I can see from my magnetic map and my spreadsheets exactly who everyone is, and where they are, complete with the minutiae of weekly strength returns, and all that. My approach to this will be that I (as the Great Panjandrum) will know everything, and will have a system for working out the imperfections in what the units know about each other. Each group commander will have orders and objectives, and a personality (historical or not). The Fog system will allow for relative proportions of cavalry, the anti-French bias of the local population, plus a few random numbers to help each local commander to act on the information he has.... Since it is my game, if I don’t like the way it shapes up, I shall cheat as necessary until I like it better.

(2) I really can’t model the whole Peninsular War – I don’t have enough model soldiers or enough brain power, so determining how to scope it and restrict the field of operations is a challenge. My current plan is to declare most of Andalusia out of bounds (by reasoning that Soult is so obsessed with the siege of Cadiz and the irregulars in the South, and so unlikely to wish to help anyone else, that this area is self contained). Similarly, I hope to ignore the East coast area around Valencia and Tortosa, since Suchet and his Spanish opponents in these parts can keep each other fully occupied. Galicia, too can be off-limits for this first campaign.

So, in my cut-down bit of the map, the French will have an Army of Portugal with, instead of the historical 8 divisions, 3 oversized ones, with artillery and cavalry in proportion. The Army of Portugal will probably be about 60% of the strength of the real one. There will be a scaled down Army of the Centre based around Madrid, and (very much a simplification of the real war) a representative Army of the North to look after the forts and communications in Navarre and Biscay.

Wellington will have an army consisting of his First, Third, Sixth, Seventh (one brigade missing) and Light Divisions, each being overstrength at the start. Cavalry and artillery, like their French equivalents, will be scaled to suit the reduced force.

The Spanish field army is not large (since I am choosing to ignore most of the areas where they were heavily involved) but does exist, and there is an arrangement whereby the irregular partisans of Castile, Navarre, Biscay and Aragon may pop up all over the place in their own province – not bound by the normal movement rules – but may not move or fight outside their own patch.

I’m doing quite a lot of work on this bit. I’ll post a detailed OOB when I’ve got it firmed up.

(3) One area of the rules I would like to test out before I start is my in-house tweaked version of Commands & Colors:Napoleonics, intended to cope with very large battles. I have not actually fought a battle with this yet, and would feel a lot more confident if I had that experience under my belt (so to speak). In this grand tactical variant of CCN, “units” are brigades, and there are still some changes being worked on to cope with Divisional artillery, which (at this moment) may be attached to a unit or detached from it in a manner very similar to Leaders in the standard CCN game.

I still have a lot of notes from my attempt to fight Los Arapiles last year, and it should be easy enough to borrow heavily from those to do it again using the CCN variant. I intend to stage that battle in the next couple of weeks, and after that the campaign should be ready to go. If the wind blows in a favourable direction, there should be an outline of the GT modifications to CCN here shortly, plus some kind of report of a Salamanca refight using them.

I do realise, of course, that much of the flexibility and informality which I would expect from doing this solo is seriously compromised by writing it up here, so I hope any readers will accept that I am feeling my way, and will cut me some slack accordingly!

Wednesday, 23 November 2011

Trouble at t'Mill - Solo CCN with miniatures


The Battle of Fuentelolmo

Last night I played a Commands & Colors (CCN) battle, using my home-brewed tweak to allow solo play. I took the Spanish side, and played the French (no cheating), using a blind hand of Command Cards. Not only did the game go well, it was actually very exciting, which is unusual for my solo wargames - they are often interesting, but seldom gripping. It was finished in about 2 hours, which is good, considering the time taken for photos and talking to myself...

The OOB

French force (Abbé)

Flying column (reserve):
2 bns of (dismounted) 1er Dragons Provisoire, plus 1 Bataillon d'Elite (Line Grenadiers)
French foot battery

Neuenstein's Confederation Brigade
4 Bns

Leberknödel's Vorpommern Brigade
4 Bns
Vorpommern foot battery

Kleinwinkel's Vorpommern Lt Cavalry Bde
1 & 2 Chevauxlegers

[Neuenstein's and Leberknödel's brigades are classed as line infantry, though each also has a small light infantry "battalion" formed of the combined voltigeur companies]

Spanish force (De España)

Spanish regulars
3 bns line infantry, 2 of light infantry
Foot battery

Voluntarios (Pardo)
2 bns light troops, 2 of militia
Volunteer Foot battery

Cavalry (Sanchez)
2 units of Lanceros de Castilla
Perseguidores del General (who are irregulars)

Partidas (Perez - "El Barbero")
4 small "bns" of guerilleros

Portuguese (Otway)
2 regts Portuguese dragoons
Thomar militia bn
Foot battery

The Scenario

Background is that local partisan irregulars under the command of the noted Don Alonso Perez (known as "El Barbero" because of his skill with a razor) have had considerable success in and around the little town of Fuentelolmo, driving out the French garrison. In response, General Jean Abbe has been sent to recover the situation with a couple of German brigades (including the previously untried Pommeranians, the contingent of the Duchy of Stralsund-Rügen), and a token force of Pommeranian light cavalry. His best troops are French, intended as reinforcements for the Armée du Centre, but borrowed to provide Abbé with some grenadier-quality infantry. Abbé is disappointed to discover that his column has been well publicised, and the Spanish forces are greatly stiffened by a line Division under Carlos de España, a good volunteer brigade and even some Portuguese troops under Col Otway.

The French have a numerical disadvantage in cavalry and artillery. The Spanish have some disadvantages in the unpredictability of their troops - the line troops will fight well, but suffer double retreats, the militia/volunteers suffer triple retreats, and any retreat at all by any of the guerilleros will eliminate them. They will come back and fight again, but not today.

The terrain is fairly open, with some small hills, a couple of them very rocky, and some small areas of woodland. The Spanish have taken a position with their right on the town of Fuentelolmo, held by the Volunteer brigade, with support from Sanchez' cavalry. The line troops and the Portuguese hold the more hilly area on the left, and El Barbero's more volatile irregulars are held in the rear of the centre. The intention is to defend the position, and allow the French to attack. Abbé has his Pommeranians on the right, the rest of the Germans on the left, and holds the "flying column" as a reserve behind his centre.

The French move first, 5 Command Cards each, and victory requires 7 "banners".

The Narrative (brief)

The day began tentatively, both sides deploying carefully and weighing up the opposition in each area.

Not for long. On his first move De España played a "Grande Manoeuvre" card, which allows a turn of very rapid movement - there is only one of these in the game, I think. Pardo's volunteer brigade rushed to its right, occupied the farm buildings at San Baudelio and deployed the volunteer artillery company of Avila to very good effect. The initiative on this side was suddenly with the Spanish - their defence had become an attack so quickly that I had some difficulty keeping track of what I was doing!

More lucky card drawing resulted in the French playing a "Counter Attack" card - again a rarity; this card allowed the French commander to repeat the Spanish "Grande Manoeuvre" - so once again troops were running across the table. Now the French reserve rushed to seize the mill at Demonio and its surrounding buildings - they were now opposed only by the guerrilleros, and also offered a threat to the left flank of the advanced brigade of volunteers.

The action was bloody and very evenly balanced. Both sides suffered from having left their artillery out of position as a result of the rapid advances - especially the French - and both commanders must have regretted the lack of horse artillery. Early on, the French suffered very heavy losses as they advanced across open ground in support of the position at the mill, which was gallantly held by the foot dragoons.

The Spanish line troops fought bravely but unsuccessfully to take the mill, and lost heavily - including a serious wound to their commander. De España was rushed from the field, and is expected to recover.

Now the cards turned things around again - the foot dragoons would not be dislodged, but eventually lack of ammunition forced them to retire - the dreaded "Short Supply" card sent them to the rear, and the battered remnants of the Cazadores de Castilla captured the position. Now - belatedly - the Pommeranians came into their own. One spectacular turn of firing from young Major Nyudrev's battery wrecked a Spanish line battery which had been causing considerable damage, and finally Graf Leberknödel led his two fusilier battalions out of the woods to excellent effect - they routed the remains of España's light troops, destroyed an unfortunate Portuguese militia battalion which got in the way, and - taking advantage of a valuable "Leadership" card - captured the Portuguese howitzer battery. Game over - that was the 7th victory banner. The French edged it, 7-5, though they were 5-3 down at one point. It could, in truth, have gone either way very easily.

I don't know why I am so elated - I lost. Losing a solo game is quite an achievement, I guess. Anyway - it was excellent fun. The solo tweak works well and without difficulty - you just have to remember to ditch the "First Strike" card if it appears, since it cannot be used in a solo game.

The Pictures

The Vorpommern brigade on the French right

General view at the start - the town is in the top right corner, the mill in the dead centre of the table. The Spanish forces are set out down the right hand side, with Portuguese cavalry in the foreground

The French "reserve" (ha ha) in the centre
Pommeranians - the Chevauxleger regiment "Herzogin Katrin" - they had a bad day on the left flank

Confederation troops on the French left

Spanish right and centre, on the outskirts of the town

Voluntarios

Otway's Portuguese cavalry - on loan for the day

The ill-fated Portuguese howitzers

Guerrilleros - were successfully kept out of harms way for the most part. Father Francisco working on Divine intervention

The trouble starts here

Spanish central defence suddenly becomes the right flank...

The boys done good - Graf Leberknoedel brings up the Pommeranian fusilier battalions

Now things get really silly - the French are rushing about too

The critical fighting around Molino Del Demonio

Foolhardy - the "Herzogin Katrin" cavalry fancy their chance against the volunteer artillery - Julian Sanchez' lancers are about to make short work of them

Nyudrev Pulls It Off - Pommeranian artillery puts paid to those pesky Spanish 8pdr boys - and not before time

The Joy of Command Cards - you can fight as bravely as you like, but you'll need ammo

"Tulips" - the Pommeranian grenadier battalion "Zum Alten Greif" puffing their way up a hill - they never got into action

The Thomar militia in the wrong place at the wrong time - eliminated (streaky dice)

And that is that. Leberknoedel with the remnants of the IR "Graf von Grimmen" just about hung on to capture the howitzers, and that was the 7th victory banner

Friday, 18 November 2011

Solo Campaign Rules - resolving off-table combat

Another requirement for my solo campaign rules is some means of settling battles which are too small, or otherwise unsuitable, for a tabletop game. One of the attractions of a campaign is the scope for variety – fighting skirmishes between scouting parties, for example (in fact, such instances form my entire experience of skirmish wargaming), but there will frequently be situations where pragmatism must win over self-indulgence! This is, once again, something of a sad cop-out – absolute zero-spectacle wargaming, but these things will crop up, and it is necessary to have some available means of resolving them – much less awkward than having to improvise something to order.

My requirement – as for the sieges – is that it should be simple, reasonable and broadly consistent with what would have happened if a “proper” miniatures game had taken place.

Mr Duckenfield’s system, published in Practical Wargaming for March/April 1992 (I think), is well established as a way of doing this. What follows is primarily a re-hash of his method, with a few small tweaks to suit myself, and some smoothing of the numbers. If you don’t agree with my numbers, feel free to substitute your own.

For each army, identify the relevant modifiers in Table 1, and add 1D6. Subtract the Allied total from the French total, ignoring fractions, and get the result from Table 2.

Situation
French
British & Portuguese
Spanish Regulars
Militia & Irregulars
General present (most senior only)
+ General’s rating (1,2 or 3)
Troops mostly elite/veterans
+1
0
Troops mostly inexperienced or despondent
0
-1
-2
Troops tired
-1
-2
Forced march into battle
-1
-2
Encounter battle in rough terrain (brown)
0
+1
Defender in rough terrain (brown)
+1
+2
+1
+2
Defender in open terrain (green)
+1
0
-1
For each 25% numerical advantage
+1
Out of supply
-1
-2
-1
0

Table 1 – dice modifiers

French score minus
Allied score
French vs British/Portuguese
French vs Spanish or irregular
Result
French loss %
Br/Port loss %
Result
French loss %
Sp/irreg loss %
6 or more
Br/Port routed
5
30
Sp/Irreg routed
1
60
5
7
25
1
55
4
Br/Port defeated
8
20
2.5
50
3
10
17.5
5
40
2
Drawn – Br/Port withdraw
12.5
15
6
30
1
Drawn – attackers withdraw
15
12.5
Sp/Irreg defeated
7
25
0
Drawn – French withdraw
17.5
10
8
20
-1
French defeated
20
8
9
17.5
-2
22.5
7
10
15
-3
25
6
Drawn – attackers withdraw
12.5
12.5
-4
30
5
French defeated
15
10
-5
French routed
35
5
20
7.5
-6 or less
40
4
French routed
25
5

Table 2 – outcomes