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


Monday, 21 November 2011

Antisocial Networking Sites - Moderate or Die

I like it - Nihilist approach to Social Networking - would this be more sustainable in the long term than what we have at present?

Another rant - probably a continuation of the same old rant. I guess I must feel strongly about it. Yesterday, someone passed me a link to a discussion thread on an English football (that's soccer) fan site. I am aware of what goes on in these cess-pits, but between visits I tend to forget how bad it is.

There are inspired worthies around who see merit in the Internet's role as a means of letting popular culture and mass opinion be seen and have their due effect. I have some very bad news for these people - whatever else it might be, the Internet is also a magnet for the uneducated, the antisocial and the peculiar, not to mention those who are not distracted by having something better to do. The haters and the abusers thrive in there, and the more extreme their behaviour gets, the more they frighten away the more normal folk who might have something worth saying, and who might balance things up a bit. Homophobia, racism, filth - these sites can be upsetting, evil places to visit - the prevailing atmosphere is hatred, pure and simple.

As a trivial, personal example, I cannot let my elderly mother or my son look at otherwise worthwhile items on YouTube or even Yahoo News because some zero-wits will have daubed obscenity all over them. Moron Rule is here to stay, it seems. I read a complaint from someone recently on some BBC forum or other that they were scared to let their children use the Internet freely, not because they might get coached or politically corrupted by some extremist site (or whatever the Daily Mail would claim), but because perfectly ordinary, valuable resources were defaced and spoilt by mass mindlessness. This in itself was hardly revolutionary, but I was appalled to see that one of the responses was from someone making the point that it was not up to a parent to censor what their children should see - instead the parent should ensure that their children were brought up to appreciate the damaging role which censorship has played throughout history. I realise that everyone is entitled to their opinion (are they? - isn't it also true that some people aren't fit to plead?), but do they actually have to tell us what it is? Personally, I would have given this person a kick up the backside, but that almost certainly offends against some human right or other.

All the above is a rather tired subject for debate in the pub. So what is the problem? - is there a graffitti instinct in people? Given anonymity, do people (and I mean most people) feel obliged to express themselves in extreme, provocative terms? Are they trying to present themselves as someone they admire, or aspire to be? As a rule of thumb, I reckon that if you say something anonymously which you would not say in a room full of the people you are addressing, then you should probably think carefully about what you are doing. In fact, the situation on discussion sites may be slightly worse than strict anonymity, since the contributors are able to cultivate some notoriety in their assumed identity. No need to look anyone in the eyes - no comeback - just let rip.

As ever, I am intrigued, somewhat offended, but have no real answers. However, there is a discernible paradox here. The sites which explain that the views expressed are those of their members, and do not represent the views of the site provider, are very happy to pocket the advertising revenue generated by site hits, yet they wish to duck any associated accountability.

Not good enough. Not nearly good enough.

Though the idea is attractive, the concept of having some defined standards and some kind of enforcer of Public Decency is impracticable - laughably so - the things that offend me probably won't offend you, and vice versa - it's far too subjective to make into a legal issue. However, there are a great many comments on public sites which really do offend against established law - racism being one of the more obvious. If some anonymous excrescence puts an illegal remark on a forum, then the forum should take full responsibility for moderation - a disclaimer is not sufficient. The contributors are invariably registered members of the site, so they are known to the site providers. If I rent the back room of the pub, and invite a bunch of crackpots in to have an unruly meeting, I would expect to be answerable if things got out of hand, or we offended or hurt someone. In my own interests, I might take it upon myself to keep my members in check, or I might expect to have the facility closed down. It's a no-brainer.

Here's my tuppence-worth - an idea which appeals to me: if a forum or message site is not properly moderated, then any illegal or offensive views expressed should be clearly the responsibility of the site provider, who should be directly accountable. If they cannot afford the work of moderation, yet cannot tolerate the risk of someone saying something illegal, then they should close the site. That should get rid of a few. OK, we might lose some things that we would rather have preserved, but something has to give - the situation we have is intolerable, and I don't think it can go on. A good many things, after all, are not worth saying - the fact that it would offend your grannie does not make it clever or apposite, however much it might amuse the lads.

Moderate or die.

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


Qualiticast - Catalogue

With sincere thanks to Rod Dearlove and Andy Taylor for making this available, here's a catalogue for the Qualiticast range of 20mm white metal figures - dating from 2002.


These figures are too recent to be classed as Old School, and are only "Vintage" in the sense that they are, sadly, out of production. From a personal point of view, I regret that their years of manufacture began and ended during my extended wargaming sabbatical, but I have become something of a fan recently.

From the dollar prices this must be a US catalogue (which would make it a catalog, I guess) - not sure if this listing was produced for/by Brookhurst Hobbies, major distributors in America. I thought this would be interesting for a lot of enthusiasts, and it gives us yet another means of measuring what we have lost! I am very impressed by the extent and the thoroughness of the range.

Thursday, 17 November 2011

Solo Campaign Siege System - worked example


This follows on immediately from my last posting, and this is me attempting to try it out with a historical example. To be specific, the Allied siege of Ciudad Rodrigo in January 1812, and - to be even more specific - this starts off as history, but as soon as the dice start rolling, anything can happen, as we know.

One inconvenience about real history is that it is not easy to get a handle on some of the data - at least in your own pocket campaign you would know all this stuff for certain.

Ciudad Rodrigo has a Fortress Value (FV) of 6 in my table. This also limits the garrison to 6 combat units. From the appendices in Belmas, I know that the French force consisted of a very large but raw battalion of the 34e Léger, a battalion of the 133e Ligne (who were Tuscans, I am interested to note), a couple of companies of Artillerie à Pied (12th and 13th companies of the 6th regiment), about a dozen engineers and various staff monkeys and administrators and that's about it. A bit less than 2000 men, and the Garrison Value (GV) of the 4 units is - well, 4. Barrié, the garrison commander, had succeeded to the post when the appointed commandant (Renaud?) had been captured while inspecting the fortress's herd of beef cattle (the cattle were also captured). To get back to the plot, Barrié did not wish to have the position, and is generally regarded as unimpressive - we'll regard him as officially "Poor" in the motivation/leadership department, so no bonus is added to the GV.

Wellesley's force is not so easy to pin down. It is well recorded that the actual storm was carried out by the 3rd and Light Divisions, with support from Pack's Portuguese brigade, but this siege system is more interested in all the troops Wellesley had at the siege. This will then cover everyone who was available for digging and providing a threat, and who could potentially have been involved in a storm. By this wider definition, we should include the 1st, 3rd, 4th and Light Divisions plus Pack's Portuguese. If we lump together the various attached rifle companies into an extra battalion, this gives a total of 34 battalions plus 4 divisional artillery companies; 38 divided by 4 gives an Assault Value (AV) for the Allies of 10, near enough, which we should raise to 11 in view of Wellesley (supported by Fletcher and co) rating at least "Good" on our leadership scale. Wellesley appears to have had about 18000 men in these combat formations.

The designated Allied battering train consisted of 38 heavy guns which were deployed as 5 batteries - that's quite a lot of guns for 5 batteries, but we'll go with a Battering Value (BV) of 5.

To summarise, then, the defenders have FV = 6, GV = 4, the attackers have AV = 11, BV = 5.

Week 1

Bombardment: French have GV of 4, thus roll 4D6 (I'm actually rolling dice, rather pathetically, as I type...) - they come up 5 3 1 1 - the 5 deducts 1 from the attackers' AV, but there are no 6s, so no hits on the siege guns (BV),
Simultaneously, the Allied battering guns (BV = 5) roll 5D6 - 5 4 3 3 1 (not very good shooting, maybe they get better with practice?) - no 6s, so no damage to the fortress (FV), but the 5 scores against the garrison, so 1 comes off GV.

Now FV = 6, GV = 3 (total = 9) for the French, while AV = 10, BV = 5 for the Allies. The Allies do not bother asking the fortress to surrender, since their AV of 10 is extremely marginal for a storm against the defenders’ (FV + GV) = 9. No storm

Week 2

Bombardment: French now roll 3D6 - they come up 6 4 2 - the 6 hits the battering guns, and reduces the Allies' BV by 1
Meanwhile, the Allied batteries (BV still 5 - doesn't get adjusted until the end of this phase) roll 5D6 - 6 5 3 3 2 - the 6 removes 1 from the Fortress Value, the 5 removes a further 1 from the garrison (GV).

Now FV = 5, GV = 2 (total = 7) for the French, while AV = 10, BV = 4 for the Allies. AV of 10 still looking risky for a storm against (FV + GV) = 7 - bad luck with the dice could be disastrous. The Allies don't summon the garrison to surrender, and make no attempt to storm.

Week 3

Bombardment: French now reduced to 2D6 - they come up 6 5 - cheers from the battlements - they have the range now! Allies lose 1 off each of AV and BV
Allied batteries roll 4D6 - 6 4 4 1 - that's another 1 from FV - those walls are looking a bit second-hand.

Now FV = 4, GV = 2 (total = 6) for the French, while AV = 9, BV = 3 for the Allies. The Allies still don't fancy the chances of a storm, and don't ask for a surrender.

Week 4

Bombardment: French roll 2D6 - they come up 1 1 - useless. There may be trouble about this...
Allied batteries now down to 3D6 - 5 3 4 - the walls are standing up surprisingly well, but that's another 1 off the garrison (GV)

Now FV = 4, GV = 1 (total = 5) for the French, while AV = 9, BV = 3 for the Allies. Another week might improve the situation, but Wellesley decides to storm the fort now rather than lose further time (it's only a test...).


The Storm:

Defenders' Storm Strength DSS = FV + GV + 1D6 = 4 + 1 + 2 = 7
Attackers' ditto ASS = AV + 1D6 = 9 + 5 = 14, which is no contest – Attackers win.

Thus the storm is successful. The attacking force lose 1/2 x GV = 1/2 = 1 from their AV in the assault, giving a final figure for AV of 8. The surviving garrison are taken prisoner. Total loss for the Allies during the 4-week operation is 1/10 of the %age loss in AV = 1/10 x 3/11 = 2.73% which, for a force of 18000, is about 490 men. During the storm, the French lose 1/2 of (ASS - DSS) = 3.5, which is more than enough to eliminate their last surviving GV point. Thus the French have lost 100% of their GV, and actual casualties are 1/10 of this - 10% of the original 2000 men is 200, and the balance are prisoners.

OK - that worked. I'll try a couple more to see how it goes. It's not as much fun as a tabletop siege with a model fort, though. On the other hand, it didn't take me an entire weekend.

Sieges in my Solo Campaign Rules



This is getting into serious Nerd Territory, so be warned. I’d been thinking about the subject anyway, and was prompted further by Clive’s posting of Paddy Griffith’s algorithmic system for simulating sieges.

The background to this is hinted at in my previous post on my developing solo Campaign Rules for the Peninsular War. Well – not The Actual Peninsular War, of course, but a similar sort of war in the same area, using similar troops, around the same time.

They had a lot of sieges - it was a feature of the warfare. It would be lovely to be able to trundle out my model fort and fight siege games as part of a campaign, but sadly it is not practicable. The campaign has a weekly turn, and an ongoing siege would almost certainly last a number of turns. For a while I considered the possibility of maintaining a table-top siege game while the map moves went on in another room (or something), but that stopped abruptly when I realised that two or more sieges might be running simultaneously – and what then, eh?

So - like it or not - sieges are going to have to be settled by mathematical means, off the table. I have a copy of the NapNuts campaign rules, which handle sieges by means of A Duckenfield’s rules which were first published in Practical Wargaming – in fact his rules are lifted straight in, which is probably a vote in their favour. Being an awkward sod, I decided to set up my own system, though it is on not dissimilar lines.

I need the off-table siege “game” to give realistic durations and casualty levels for the siege operations, and I need it to produce reasonable results, but to operate crudely enough to work without destroying what is left of my poor brain (or enthusiasm). My earliest drafts were far too complex – this is about the fourth redrafting, and I am sure it has some distance to go. The trend has been toward progressive simplification throughout. I have glossed over many things – some because it was convenient to do so, and – doubtless – some because I just hadn’t thought of them.

This is where I have got to. It’s not finished by a long chalk, but it’s coming along. If this is the sort of thing you like, you may well like this.


Sieges in the Campaign Rules

The turns are 1 week long.

Defenders

Certain of the Areas on the map contain towns which are fortified and have a Fortress Value (FV). This reflects the size, strength and position of the installation, plus (amongst other things) an allowance for some resident artillery. The initial FV may subsequently be reduced by a combination of factors – damage to the walls, loss of guns, being compromised by siege works and siting of batteries – anything which renders the place less formidable.

The fortresses on the map, with their FVs, are:

Abrantes (P)           4
Alicante                  8
Almeida (P)            5
Badajoz                  8
Barcelona               8
Bayonne (F)           6
Bilbao                    6                              Towns marked (P) are in Portugal, (F) are in France
Burgos                   7
Cadiz                     12                           This is not intended to be a complete historical list -
Cartagena              10                              it is drawn up simply for the game!
Ciudad Rodrigo      6
Elvas (P)                5
Figueras                 8
Gibraltar                15          
Granada                 7
Jaca                       4
La Coruna              8
Lerida                    6
Lisboa (P)              7
Pamplona               6
Perpignan (F)         6
Sagunto                 10
San Sebastian         7
Santander               6
Tarragona               8
Tortosa                  6
Valencia                 7
Vic                         7
Zaragoza                7

Fighting troops in the fortress contribute a Garrison Value (GV). The number of units stationed in a fortress may not exceed its basic FV. For this purpose, a unit is a battalion of infantry (strength usually 4 CCN “blocks”) an artillery unit (3 blocks) or cavalry regiment (3 or 4 blocks). Initial GV is equal to the number of units (though cavalry and militia count 1/2 each), and its reduction during a siege will represent both casualties and diminution in “resolve” of the garrison. GV may be increased by a further 1 if the garrison commander is an identified Leader rated as Good or Outstanding (2 or 3).

Besiegers

The besieging troops are not limited in number, though supply may be an issue. The initial Assault Value (AV) is equal to 1/4 of the number of fighting units present (rounded to the nearer, half up), and may be increased by 1 if the overall commander of the besieging force is Good or Outstanding. The Battering Value (BV) is simply the number of specialist siege batteries present – these may be battering guns, mortars or rockets.

Thus, at the start of a siege, the defenders will have a FV and a GV, and the attackers will have an AV and a BV. These factors may all be impacted subsequently by enemy action.

If FV becomes zero, the fortress can be entered at will and the garrison will surrender.
If GV becomes zero, the garrison is no longer able to resist, and any survivors will surrender.
If AV becomes zero, the besieging force is no longer able to continue.
If BV becomes zero, the attackers have no bombarding artillery available, and will normally call off the siege (unless they expect some to arrive!).

If AV + BV is less than FV + GV then the attackers will normally call off the siege.

Each turn (commencing at the end of the first week of siege), the procedure is

Bombardment phase (all bombardment is simultaneous, so don’t make any deductions for hits until both sides have fired - the dice throws include the effect of accidents and bad breaks as well as direct hits).
* Defender throws [GV]D6 (i.e. a handful of 6-sided dice, GV in number) – any 6s will put a siege battery out of action (reduce BV by 1 for each), any 5s cause loss and demoralisation to the attackers’ forces and engineering (reduce AV by 1 for each).
* Attacker throws [BV]D6 – any 6s will damage or compromise the strength of the fortress (reduce FV by 1), any 5s cause loss and damage to the garrison and their resolve (reduce GV by 1).
* Adjust FV, GV, AV and BV for bombardment.

Protocol phase
If besiegers have not abandoned the siege, and if the fortress has not automatically surrendered, the attackers may summon the fortress to surrender. If AV > FV + GV + 5, then the fortress should at least consider surrendering, since they could not withstand a storm. However, a storm would kill more of the besiegers, and, if the defenders are French, they will be aware that the Emperor has given strict orders that no fort may surrender until it has withstood at least one assault....

The besiegers may elect to storm the fortress.

Storming phase
Defenders’ Storm Strength, DSS = FV + GV + 1D6
Attackers’ Storm Strength , ASS = AV + 1D6

* If ASS >= DSS then the fortress falls and the garrison surrenders. Attackers lose a final, further ½ GV from AV.
* Otherwise, if DSS–ASS is positive, storm is repulsed; attackers lose (DSS-ASS) from AV; defenders lose ½ this amount from GV
[Remember that losses in GV and AV are not just casualties – they represent all manner of loss of ability to continue].

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 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.

Relieving forces will cause the besiegers to break off the siege, or at least divide their forces.

Sorties are abstracted as part of the unpleasantness which the defenders can inflict during the Bombardment.

Thus far, I have not explicitly addressed the question of the defenders’ supplies....