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


Wednesday, 29 August 2012

ECW - The Rabble


I believe I may have mentioned this matter here before. I have already had some valuable advice from Clive, John C and others – for which many thanks – and I have a short term plan which I shall say more about in a moment, but I thought it might be a good move to air the topic more widely, to see if anyone has some good ideas.

While reading about the ECW in Lancashire and other, similarly provincial parts of Up North, I have come to understand that a proportion of the infantry - especially Parliamentarian town guard and militia units, were often just citizens armed with anything they could get their hands on. Of course, there are no suitable figures available in 20mm (which serves me right, I guess), so I've been having a good think what I could use for such characters. The idea is that they should be compatible with my Les Higgins/Hinton Hunt armies – a size range that also includes SHQ and (some) Tumbling Dice things.

Irregular are too small, as are Niblet. Mainstream old-style 25mm such as Minifigs S-Range (and there are two very nice armed peasants in the range) are too big, as are Art Miniaturen and the forthcoming Falcata 30YW figures, and so are all 1/72 plastics, sadly – I was impressed by Dux Homunculorum’s clubmen converted from the Imex “Pilgrims” set. I am happy to consider figures from a different (though similar) period.

My present plan is to convert some Les Higgins ECW artillerymen, and maybe some Hinton Hunt artillerymen if I can find spares – give them the odd new hat, remove their artillery tools to give them open hands, animate them a bit and fit them with pole arms (bits of florists’ wire, plus any suitable axes and bits and pieces I can get). I probably need 2 or 3 units – I would go for normal ECW figures for the command, on the assumption that the leaders would be better dressed, so I would need about 60 suitable clubmen, preferably in a suitably disorganised mixture of poses (i.e. at least 3, for preference).

If I can make up some decent converted prototypes I can arrange to get some copies made, but this is all a bit of an unexpected challenge. I knew I was going to have to obtain some Scots at some point, but there are suitable figures by both Hinton Hunt and SHQ. If you are aware of any (21mm tall) 20mm ECW figures which I haven’t mentioned, or you have any good ideas on good donor figures for cunning conversions, I’d be very pleased to hear from you.  

Monday, 27 August 2012

Solo Campaign - Week 22

Iglesia Parroquial de la Asuncion, at Carpio, which was used as
a French field hospital during the battle on 18th June 1812

Well, it's possibly going to end in tears, but General Tarleton is going for it in style. He has entered Spain, and is attacking Clauzel's force near the village of Carpio, not far from Fuentes de Onoro. I hope to fight the actual battle next weekend, so will produce the necessary map and returns after that, along with the batrep, of course.

Week 22

Random Events and Strategic Notes
Completely coincidentally, but appropriately, the Earl of Aigburth (Tarleton) has been given official orders to adopt a much more aggressive strategy [than his predecessor].

The Central Junta has now made a formal request that Wellington might be seconded to the Spanish service. The exact nature of the role he could play is unclear. There is a theory that aid for the Spanish army in the form of money and equipment would be more readily available if Wellington were actively involved.

Housekeeping
The 3D3 activation throws give both the Allies and the French 3 – a remarkable thing to witness! Since they moved first last week, the French take the option to do so again.

Moves

French (3 allowed)
1 – N (Marmont) marches from Zamora to Leon
2 – E (Abbé, with Rabbe’s bde of his own Division of the Armée du Nord) marches from Tudela to Zaragoza...
3 – ...and G (Lacharrue’s bde of the same Divn) marches from Sadaba to Zaragoza, thus threatening Morillo’s Spanish force
[Intelligence step –
  • no scouting orders]
Allies (3 allowed)
1 – Sp C (Morillo) retreats from Zaragoza back to Alcaniz. Since the advancing French force has no cavalry, his retreat is not hindered.
2 – D (Framlingham, with the Allied siege train) marches from Elvas, across the Tajo to Abrantes. This is a difficult (brown) road, so a test is required:
2D3 = 4 +2 (Framlingham’s rating) -1 (brown road) = 5   - march is completed with no problems
3 – A (Aigburth, with the Anglo-Portuguese 3rd, 7th and Light Divns) advances over the border into Spain, from Almeida to the Ciudad Rodrigo area, where he attacks Clauzel’s portion of the Armée de Portugal
[Intelligence step -
  • no scouting orders]
Supplies and Demoralisation
All units are in supply. No-one is Demoralised.

Contacts
The Earl of Aigburth, directed to take the offensive, and wishing to set up an attack on Ciudad Rodrigo before the French could complete their repairs to the badly damaged defences, led his force which was at Almeida over the border into Spain, towards Ciudad Rodrigo. This force consisted of The Allied Third, Seventh and Light Divns, with three attached cavalry brigades – a total of approx 16600 men. On the night of Tuesday 16th June the army halted near the old battlefield of Fuentes de Onoro, which was hailed as an omen of coming victory by the troops.

Clauzel

The area ahead was occupied by Bertrand Clauzel, who had his own and Maucune’s Divisions of the Armée de Portugal, plus cavalry, and could field approx 13500, with something of a superiority in artillery. Clauzel was surprised by the advance – largely because a lack of orders [as a result of the dreadful Activation dice roll!] had not allowed for any scouting patrols to check the border – and he was further handicapped in that his troops were spread over a wide area to secure adequate quartering in the poor countryside. By the time the presence of the Allied troops was reported, there was a further delay while Clauzel collected together his force, which allowed Aigburth to effect a daring crossing of the little Rivera de Azaba (a tributary of the Agueda) during the night of Wednesday 17th.

The armies met in the early morning of Thursday 18th June, in an area of poor but fairly level farmland. Clauzel, obliged to stand his ground to protect Ciudad Rodrigo, placed the centre of his line in the village of Carpio de Azaba, which was to give its name to the battle fought on that day.

Engineering at Ciudad Rodrigo
Each battalion present with the garrison rolls 1D6 each week, giving 4D6 – every 6 rolled adds 1 to the Fortress Value, which is currently 3 – aiming to be repaired to a full value of 6.  This week, the dice come up 6 4 4 3, so the Fortress Value regains a further 1, becoming 4.

Saturday, 25 August 2012

Activation Systems - Again (contd)

A rare and highly-prized example of a C&CN "Tactic" Command Card 

This follows on from the previous post about Activation Rules – I got some useful input from Comments and also through email - thanks to all who contributed so positively - and I felt it probably justifies a short additional note.

The chief problem I was interested in was how to allow movement of a mass of troops in a C&C-type game, in which the Command Cards normally allow for only a small number of units to be ordered in a turn, and the fall of the cards will not normally support the movement of a large formation in a coherent manner. A classic example might be a division marching onto the battlefield, or any kind of strategic march.

First thing to note is that C&CN (the Napoleonic member of the Borg family of games) includes a Force March card – there are 2 of these in the pack, and they allow all the infantry (only infantry) in one Section (Left, Centre, Right) to be ordered together. Units with a Leader attached may march 2 hexes and battle, other infantry may march 1 hex and battle, or march 2 hexes and not battle. This is the right sort of idea, but it applies only to infantry, the 2-card allocation makes it too much of a special event, and it is quite a powerful card when it is played.

I very much liked Ross’s suggestion that an alternative meaning could be added to some of the existing Section cards. I think that marching should not be a rare or specially-privileged act. I propose to make a scenario-specific tweak, and it should be a fairly routine option with rather less inherent advantage than the Force March card – “common but not very powerful” is the aim.

The Probe cards in C&CN might be just the thing, which – again – was Ross’s idea. As an example, the Probe Left Flank card reads:

Issue an order to 2 units or Leaders on the Left Flank

and there are 4 of them – there are also 6 Probe Centre and 4 Probe Right Flank cards. My idea is that a footnote be added to these cards, similar to

Alternatively – if the scenario permits it – you may, instead, use the card to order each unit or Leader in the Section to make a normal move. This move may not bring them into contact with the enemy, they may not carry out any combat, and infantry may not form square or come out of square. Normal terrain rules apply.

Thus it does not allow any specially fast movement, but it does allow a lot of troops to be shifted together, which would be a simple enough order on the real-life battlefield. And, of course, if the opponent followed up with Counterattack, which mirrors the previous order, things would really start moving. Worth a try?

Adding a footnote is actually a physical possibility for me, since my C&CN Command Cards are in plastic sleeves, so I can put anything in there – bus tickets, you name it...

For the home-brewed ECW variant of C&C which I am working on, since I envisage the ECW as rather more static than Napoleonic warfare, I propose simply to enlarge the Command Card pack by adding (say) 3 cards which say something like

All the units and Leaders in any one Section may be ordered to make a normal move. This move may not bring them into contact with the enemy, they may not carry out any combat, and units of foot may not form (or come out of) Stand of Pikes formation. Normal terrain rules apply.

I dug out the downloadable rules for Anubis Studios’ White Mountain, which is a 30 Years War game heavily based on C&C Ancients, and, as I thought, it includes an extra rule for Standing Orders which is interesting. So that I do not misrepresent it in any way, I reproduce it here – the game is freely available from Anubis’ website anyway:

ISSUING STANDING ORDERS

A standing order is an order for a nominated group of
units who will continue to carry out that order, turn
after turn, in addition to any other orders you perform
elsewhere.

You may only have one standing order in play at any
time.

Units operating under a standing order may remain in
place or may move only toward the objective marker.
If any unit affected by the card makes a move away
from the objective marker for any reason the standing
order is broken and the Command card is removed
from play.

You may also cancel a standing order by removing the
Command card without acting on it, and then take a
normal turn instead.

To issue a standing order:

1 Play a Command card on the table in the
nominated zone (left, centre or right). This is the
order that you want to units to act on automatically
in future turns.
2 Mark each unit affected by the order with a
[blue] token.
3 Place an objective marker anywhere ahead of
the affected units in the same zone. This is the
point where the units, if they move, must move
toward.
4 The units may now be moved or otherwise
acted on in accordance with the Command card
played.
5 Draw a card to replace the one just played.
Your turn now ends.
6 On your next and all subsequent turns until the
standing order is broken, you may act with the
nominated units as if you just played the standing
Command card.

In addition to this continual order, you may play
Command cards elsewhere and act with other units as
usual.

Standing orders may not be used to manage away
disruption.

To finish off, I thought I’d repeat a point I made in my comment to Lee in the previous post. C&CN’s cards can be a bit limiting for a larger battle, but I have used – with decent results – a scenario-driven tweak which offers a two-for-one option. Instead of playing a Command card, the player may play ONE Tactic card or UP TO TWO Section cards. He may not play one of each. (Section cards are those Command cards which refer to movement in – you guessed it – a Section of the battlefield. Tactic cards are all the rest). This allows more action in each turn.

And that’s probably more than enough of that.

Friday, 24 August 2012

Hooptedoodle #63 – The Hedge You Could See from Space


...and other gripping tales.

On the South boundary of our garden there is a very big hedge. It is a Leylandii, and it has been there since about 1985. The previous owners of my house had some problems with an elderly neighbour, who liked to watch them sunbathing though his binoculars. Their response was to plant the hedge.

I don’t know how big it was when they planted it, or exactly how fast these things grow, so I am unable to tell you when they were able to resume sunbathing. I do know that when I moved here, in 2000, it was about 12 feet tall, and in an excellent state of maintenance. It has occasionally been a source of a little neighbourly friction, since it shades a part of next door’s garden in the late afternoon. Accordingly, we have lopped a bit off the top – it is now around 11 feet, and we also had it shortened at its Western end by some 7 feet, two years ago, when we had tree surgeons in removing our legendary eucalyptus tree. The present neighbours, by the way, have nothing to do with the gent with the binoculars – he died years ago.

So we inherited the hedge, but we like it because it maintains a nice measure of privacy. It costs a bit to keep it groomed, but overall it’s worth it.

In recent years, a vigorous Virginia Creeper (from next door) has begun to grow through the hedge, and it produces a most attractive show of red foliage in the late Summer. When it first appeared, we were surprised, but very pleased with the look of it – “How lovely!” we exclaimed, clapping our hands in childlike delight.

Three years later, the creeper has taken over, and has removed so much light and so much water from the hedge that the poor old thing has turned brown, and is not well at all. Yesterday was vengeance day. I put on my oldest clothes (which may also be my third newest clothes) and burrowed into the hedge to see what could be done. I found it was stuffed with creeper vines, some of them an inch and a half thick – a real tangle. So I got to work with secateurs and branch loppers and a pruning saw and gritted teeth, and I howked out [Scots] a very large amount of tat – 2 or 3 big builder’s bags – maybe a couple of cubic yards. With luck, the creeper will die off – it is certainly drooping badly this morning. With even more luck – and maybe a little bonemeal – the hedge may recover.

Sitrep as of this morning – the hedge looks a bit scorched, but the
creeper hanging from the top is clearly withering...

Thursday, 23 August 2012

Activation Systems - Again


Over the last few days, an exchange of emails with Prof De Vries has touched on the well-worn topic of Command and Activation in miniatures games. As usual, I had been banging on about some aspect of this at rather tedious length, when De Vries came back to me and said “you obviously didn’t think that two years ago”. Hey, what? - but I’ve always thought that.

So the Prof kindly directed me back to a post I put up here in October 2010, and I re-read it, and I have to say that I do appear to have changed my mind. It’s not that I have done a full volte-face, you understand, more that I have changed my ideas on the priorities.

During these two years, I have been introduced to two rulesets which I like very much, and which have re-coloured my views more than a little. These are Richard Borg’s Command & Colors (published as a whole suite of boxed boardgames by GMT, but also used with miniatures) and Victory without Quarter, for the ECW, developed by Clarence Harrison. One feature of both these games is that the Activation system is heavily restrictive. In Command & Colors (C&C), each player is dealt a hand of cards at the start, and on each turn he plays a single card, as a result of which he may “order” a number of units which is normally in the range 1-4 – occasionally more. In VwQ, each turn the game is driven by drawing the top card from a shared pack. The pack contains a small number of global orders – “Reload” being an example – but otherwise consists of one card for each unit, one for each commander or brigadier (which can activate any of his subordinate units which are within a certain distance), and a card which activates all artillery for both sides. The effect is even more haphazard than C&C, but it shares the “small moves” approach. The games both consists of short, focused turns, with a fast cycle time. In C&C there is strict alternation of sides (so that you may only do a small number of things, but it will be your turn again in just a minute or so), and the strategy comes from husbanding your hand, collecting useful cards and keeping them for use at the optimum moment. This is also sometimes described as “struggling to make the best of a bad deal”, which is maybe not a bad analogy for generalship anyway. The VwQ game is much more random – the cards may come up in any order at all, yet the game still seems to hang together logically.


Cards get a mixed press. I have become a big fan of late, despite early prejudices against their artificiality, and I think this is entirely down to the fact that the playability and entertainment value of these particular games is very much enhanced by their being card-driven. One thing neither game will allow you to do is march your entire army up and down the table every move. From my point of view this is a big advantage. I have wasted a lot of time over the years watching aimless countermarching. If I had some of that time back, I could use it to paint some of the backlog of figures, or to make some inroads on the “still to be read” shelf in the big bookcase! There was a day when the fact that a medium-sized miniatures battle took a huge amount of time to complete (if it was ever completed...) was somehow taken as a point of pride – a testament to the scholarly complexity and awesome realism of the noble wargame. It is also the reason why for some years I had serious doubts about whether the enjoyment gained from the games was worth the exhausting process of playing them. The thing that took up so much time, mostly (apart from arguments), was the freedom of the generals to move everything they had every turn. The proportion of the orders given that generated an interesting action was miniscule, players became fatigued and frequently forgot where they were up to.

I worried about this stuff for years – it is, after all, a First Degree Bummer when you are no longer convinced that you like your hobby very much, especially when you have committed so much time and money to it! The whole idea of Command rules seemed to be aimed to address this – to restrict this limitless ability of battlefield commanders to change everything in every single 5 minute turn. I became interested in a number of mechanisms – especially those from Mustafa’s Grande Armeé and its Fast-Play cousin. As I believe I have said before, for my taste these didn’t quite do the job – they introduced a little sanity and forced generals to prioritise, but the overhead introduced by the Command rules was too heavy in proportion to the benefit. Maybe I never gave them enough of a chance.

My approach at this time to Command and Activation was “introduce some inconveniences – you start off with the ability to order every single unit, but some will be too far from their commander, and  some of the subordinate commanders will have characteristics which get in the way, which will cut the scope down a bit”. The idea was good, but often it was too much work to carry out – the Universal Movement grunt had been partly replaced by the Command Tests grunt, but it was still a grunt. And it was a very particular grunt if the Command rules were a lot of work but only rarely affected the game.

I think I am getting close (at long last) to the point on which I have changed my mind. I have not changed my belief that Activation type rules are a good idea, but I have come to realise that they should be approached from the opposite end of the problem – i.e. start off with the assumption that no-one can do anything and then allow a small number of units to be activated to receive orders. It’s less work, the effort is expended on the parts of the battle where something is happening, and it produces a snappier game, with short turns, better focus and less waiting around. Yes, it is artificial, but no more so than the other approaches.

It works. It works easily and effectively, and I can approach games that work in this way in the safe knowledge that I am going to enjoy them. That is a pretty fair bonus.

I accept that a lot of people will disagree – maybe very strongly. If it wasn’t in Charge! then maybe it should be viewed with suspicion – and it has to admitted that there is a snag. C&C games are usually played around published scenarios in which the armies are ready deployed, all set to go. I very rarely use other people’s scenarios (scenarii?), published or not, and many of my battles are fought as part of a campaign. If the action requires an army, or a large part of an army, to march somewhere – on to the table, for example – the standard card-driven systems don’t handle it well. In reality, a simple march order would keep a whole Division marching until they were stopped – simulating this by shifting penny packets of 2 or 3 of the units in the right direction when (and if) suitable cards come up is unsatisfactory. The card systems require extra rules in this type of action to allow the units to march about the place – something, as you will have noted, which the old free-for-all rules would have coped with, with no difficulty at all!

So – card systems such as C&C work excellently for set-pieces, but we need something extra to cope with mass marching. Anubis Studio’s White Mountain 30 Years War rules are heavily based on the C&C Ancients game, but they also allow a Command Card to be played as a Standing Order for a particular unit (or group of units), and it will remain in force until it is cancelled. I need to read that up again, but maybe something along those lines is what I’m after.

Whatever – I believe I have maybe changed my mind, after all. Some expression about old dogs and new tricks comes to mind.

Wednesday, 22 August 2012

Hooptedoodle #62 - Embarrassment of Riches


First off, may I record my delight that someone has just broken the world record for throwing a mobile phone. Apparently there is an annual mobile-throwing contest held in Finland (since 2000) - an idea which truly warms the cockles of my heart - perhaps there is hope for mankind yet? The young man pictured above managed the astonishing distance of 101 metres, which is a fantastic effort and breaks the previous world's best by some way. I hope that people all over the world will be inspired to have a go at this. The fact that the throw could be measured suggests that the item was not lost in the attempt, but it was probably not in great shape afterwards. Perhaps someone could produce an app to measure the throws automatically (yes - by GPS, naturally). Perhaps the mobile could ring you back on a number of your choice to report the distance. No - just a minute - I don't think I like that last bit.


Meanwhile, on a more mundane level, my wife has won a competition (which did not involve throwing anything), the first prize for which is a meal for two people in a restaurant. The restaurant has to be selected from a list of pretty prestigious establishments - there are two in Edinburgh we could choose from - and they will allow you a maximum of £250 deducted from your bill. £250? For a meal for two? That, you will agree, is a very fine prize indeed. An old but vaguely familiar conundrum raises its head - do you go for the most expensive items you can find on the menu, or stay sensible and select items which you like best, however cheap? This has echoes of the old supermarket "smash and grab raids" they used to hold in the UK - the winner of some kind of promotion would get an empty trolley and five minutes to fill it, on the house. The world wised up pretty quickly - after the first couple of such freebies the stores realised they would have to bar access to the wine and spirits aisles - smart customers were filling the trolley with single malt whiskies and selling them privately. Presumably there would be the odd supermarket winner who was stupid enough to fill the cart with packets of Doritos or similar, but the tendency would be to go for something expensive. We discussed this yesterday, and Mme la Comtesse said a good move would be to concentrate on the fresh meats - steaks and other high-quality stuff which can be frozen.

Anyway, to get back to the particular prize in question - apparently accommodation and transport are excluded from the £250. I guess I could indulge myself with a bottle of Sassicaia, and maybe the odd fancy cognac, but we are going to have to be able to get home afterwards. Left to myself, a nice fresh insalata Caprese with big Italian tomatoes, firm mozzarella and fresh basil makes me a very happy bunny, but that would make a dent of about £6 in our budget. This is an interesting challenge.

The restaurant we have selected specialises in French cuisine. One of their offerings is a Chateaubriand steak for two people, which might be a good idea. It's complicated - one has to worry a bit about what sort of unsophisticated baboon one might come across as. I'm sure people with real class would order something moderately priced that they really loved - apart from anything, that would also suggest that eating out in a restaurant of this calibre is not such a novelty. Yes, that's good. On the other hand, the pricier exotica might be just the sort of thing that a genuine epicure would go for. Tricky.

I'll have to prepare for this, mentally. It is not unknown for me to agonise over the choice between three things I really love on a menu, and then - feeling under some pressure to get on with it - I might just panic and order something I don't like too much. I don't know how this happens, but sometimes it does. Another commonplace in restaurants is that when you see the waiter carrying someone else's meal to them, you suddenly know for certain that that is what you should have ordered if you had only thought of it. One thing is for sure - even with plenty of time and lots of deep breathing, there is no way we can run up a dinner bill of £250 for two people, so the skill will be in making sure we fail in a way which makes us happy.

Not a bad problem to have, though. Well done, Mme la Comtesse - nice one! 

Sunday, 19 August 2012

Hooptedoodle #61 - Glentress, and the Lumberjills

Been walking again this week - taking advantage of some fine weather at the end of the school holidays (so this was family walking), and trying to get some more miles in toward my build-up for Hadrian's Wall next month.

On Wednesday we walked from North Berwick, along the John Muir Way as far as East Linton (this is all East Lothian, South-East Scotland), which is a straightforward walk, without any particular hills - the only challenges were some rough conditions underfoot around field margins, with long grass and some marshy bits, and a remarkably smelly compost works to be passed by.

Looking South across the Valley of the Tweed, between Peebles
and Innerleithen, from the edge of Glentress Forest

Today we were in hilly parts again, at Glentress Forest, near Peebles. This was a bit more demanding in the up-and-down department, and we had a good walk - around 6 miles of pretty vigorous going in woodland - but I got a real surprise - I felt, literally, like a visitor from another century.


Peebles and I have a lot of history. It's a fine little town, on the River Tweed, and I've spent a fair amount of time there. For a while I had occasional use of a holiday cottage there, but I've also done a lot of walking in those parts (Glentress and Cardrona Forest Parks), played tennis and cricket there, even done a little fishing - an easy drive from Edinburgh, it has always been a good watering-hole and relaxing place. When my first lot of kids were young we must have walked hundreds of miles in the Peebles area - at Glentress especially.

Anyway, today we estimated it was three or four years since we were last at Glentress, so it was time we went back. What a change. The place is unrecognisable - they have constructed a very ambitious mountain-biking facility - this is obviously a huge money maker for the area, and though we were a bit taken aback by how busy it is now, it is great to see so many people enjoying the countryside and getting exercise. The downside, sadly, is that they have taken a lot of trouble to keep the walkers and the bikers separate - which is eminently sensible - and the poor old walkers are now restricted to a small number of rigidly-defined walks in the edges of the forest area. We had a nice enough walk, and I enjoyed it, but a small part of me is a little sad that it has changed so much.


In the forest we came across an unusual (solar powered) monument to the Women's Timber Corps of WW2 - the "Lumberjills". A branch of the Land Army, these girls worked in the forests - in the East of Scotland there were a lot of them, mostly making pit props as far as I can see. The little monument was set up to play some audio selections - the recollections of local women who had worked in the forests, along with some excerpts from wartime newsreel clips on the subject. I had a look round the online Pathe News library when I got home, but couldn't find anything relevant.

There is a traditional tale told of the Land Girls in this area - the choice between being called up for the ATS or working on the farms and getting to meet Italian PoWs was regarded as something of a no-brainer...

[Late edit] The John Muir Way - In reply to an email from the US - yes, this is the same John Muir, naturalist and explorer, who is famous for mapping and opening up Yosemite and other places in North America. He was, in fact, a Scotsman - a native of Dunbar, which is about 10 miles from here. Old JM is now commemorated with the big coastal walkway from Musselburgh to Cockburnspath - named after him - and there are statues, a permanent exhibition in a dedicated building in Dunbar High St, and - the ultimate tribute - the HQ of East Lothian County Council is now called John Muir House. However, this huge surge of pride has all been comparatively recent, as far as I can see - he was little known in his homeland until the 1970s, and most of the impetus for raising his profile here came from visiting Americans asking questions about the great man and getting blank looks!