Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that
Thursday, 6 November 2014
Hooptedoodle #153 - The Bringer of Confusion
Though you might think the photo shows some more of my extended family, this is a representation of Nuhlimkilaka, the Bringer of Confusion - an ancient Navajo forest spirit. The photo dates from 1914, apparently.
On a day when I learned, to my alarm, that British general practitioners have been receiving incentive payments for diagnosing cases of dementia, it is no comfort to find that old Nuhlimkilaka has been busy around here again.
I managed to knock a couple of little boxes off the top shelf of my study cupboard, and one of them is the tin which contains my Commands & Colors: Napoleonics battle dice and (cardboard) Victory Banner counters. Naturally it burst open on the way down, so I had to heave the entire contents of the lower section of the cupboard out, to find all the bits. I did a quick count to make sure I'd found everything; I had all 10 of the battle dice, but I don't know how many VB counters there should be without checking the rulebook. I counted them and found there were 2 more French banners than there were British ones, so had a good search around the corners of the cupboard - no more found. Counted them again, to check - this time there were 2 more British than French. Hmmm. I was counting them a third time when I remembered that they are printed on both sides, one side British, one side French.
I swear I heard faint laughter coming from the woods at the rear of the house.
Sunday, 2 November 2014
Hooptedoodle #152 - Spooks & Villains
Casual post, carefully timed to be not-quite-seasonal, as behoves one who is not-quite-on-the-ball.
Hallowe'en is an odd one for me - I have a vague understanding that the traditional festival is the night when the souls of the departed get up for a bit of a boogie around the churchyard, but it's all become very confused with the American Trick or Treat thing, not to mention Guy Fawkes. The gift and greeting card and party-gear industries have climbed all over this, naturally, and left us with a strange, pseudo-gothic hotch-potch whose main theme seems to be extraction of money with menaces by kids dressed in ready-made outfits, the royalties for which will go straight into the coffers of a predictable, short list of American film and TV companies. Of course, the kids still enjoy it, however the tradition may have slipped, which is the most important point.
So that's all right then. In fact, things have moved on a bit here - I have been known to do the Uncle Scrooge bit, turning off the lights at the front of the house on Hallowe'en, in the hope that the local kids would pass by (believing I was out, or even dead), but the local kids have mostly grown up now, and would not choose to waste their time coming here anyway if they hadn't. The ancient Scottish tradition of "Guising" - when children dress up as dead people and ask for money (an activity which is now mostly carried out by the government, come to think of it) - has largely been subsumed by Trick or Treat and fund-raising for fireworks. A tradition of any sort may be better than no tradition at all, I suppose, but I am waiting suspiciously for an official, copyrighted, Christmas cartoon image of the Infant Jesus to emerge from the Disney empire quite soon.
On the wildlife front, the unusual summer has brought us unprecedented numbers and sizes of butterflies, an astonishing display of toadstools on the front lawn, and all sorts of wonders. One recent discovery has been the identity of the mystery chewer of our plum tree - here he is, trespassing...
Villains on a different scale altogether are still all around us. A couple of days ago my phone rang, and a gentleman introduced himself, representing a market research organisation who, it seems, have been hired by the Royal Bank of Scotland to get feedback from their customers. If I had 15 to 20 minutes, he said, he would be delighted to discuss the matter with me.
I try not to be impolite on such occasions, since the poor man is only doing his job, but it occurred to me that
(1) the market research organisation may be a wholly-owned subsidiary of RBS.
(2) I did not have 15 minutes to talk to him.
(3) anything genuine which I had to suggest to him about RBS and their operation would not fit with his list of questions or interesting themes - and since this reduces the whole exercise to the sort of self-promotion and lie engineering which we might expect, I became a little terse.
I told the fellow that I did not really have time to speak with him, but would he please take careful note that it is some years since I had any dealings with RBS, and I do not wish to be contacted by them again until I say so. In short, I said (without swearing - I must get some credit for that), I am not a customer, and this is because all my family's business was taken away from RBS and placed elsewhere, entirely because they demonstrated to us repeatedly that they were the most stupid, error-prone, unhelpful, self-obsessed organisation we have ever had dealings with. Are you writing this down?
"Well, sir," he replied, "you are, of course, entitled to your opinion."
And there the conversation ended, though I am sure they will be back. Just a flaming minute - I am entitled to my opinion? Is that not, in fact, exactly the pretence under which they were attempting to get me to play along with their customer feedback in the first place? Do I actually require RBS, or their hired help, to tell me that I have such an entitlement? Does their conceit have no limits?
Next year, dress your kids up as RBS officials on October 31st, and send them out to sell your neighbours loan repayment insurance, or house insurance, or savings accounts which yield very little apart from inconvenience and regular irritation. That should scare the bejesus out of them.
Friday, 31 October 2014
Background Artillery Project - Surprise Landmark
Yesterday I finished off another British artillery caisson, and was very surprised to find that I had one more caisson than I thought, so I have now reached the target of one limber plus one caisson per battery rather earlier than I expected. Here's the contents of the Anglo-Portuguese artillery boxes, as of this morning. The target organisation of my battlefield artillery is: each battery has 2 model guns, 1 limber (with gun attached permanently - no more dropping spare guns on the floor for me), 1 caisson; horse artillery limbers have 4 horses, all other vehicles have 2 horses - it cuts down on the space requirement (and the horse painting!) and you get used to the look of the thing.
Siege equipment has no limber provision (sieges are chaotic enough without a car park), and all (most?) of the siege pieces have mud-brown bases, with slightly modified sizes and crew sizes.
This is indeed a small and fleeting landmark - the Allies are now a bit ahead in the Infrastructure Race - the French and their Confederation chums have some 8 or 9 half-painted limbers, so there's lots to do. Idle hands are, as we know, the Devil's wassname. However, this has been a quick squint inside some of my boxes; if I am spared, I'll show inside the French boxes when the time is right.
I realise that organised is not the same as good, but it helps a lot. Note to myself: ECW campaign notwithstanding, I really must do some more Peninsular sieges...
In passing, I was reading my Carl Franklin book on artillery last night, and started working out the column length of a RHA troop on the march, with all the guns, ammo carts, service equipment, supply vehicles and animals plus mounted gunners - I didn't finish the calculation, but the numbers were getting very big. If an RHA troop marched past your house, it would be passing by for quite a while.
| Box 2 - a limber and a caisson for each of the British batteries (note 4-horse teams for RHA limbers), plus a limber (with mules) for the Portuguese howitzers, plus the new (weird) spare wheel wagon |
| Box 3 - mostly siege stuff - 3 heavy (18/24pdr) siege batteries, 2 of the iron M1800 10" howitzers, 2 of mortars, 1 rocket battery, plus a couple of those strange S-Range shot-carts |
This is indeed a small and fleeting landmark - the Allies are now a bit ahead in the Infrastructure Race - the French and their Confederation chums have some 8 or 9 half-painted limbers, so there's lots to do. Idle hands are, as we know, the Devil's wassname. However, this has been a quick squint inside some of my boxes; if I am spared, I'll show inside the French boxes when the time is right.
I realise that organised is not the same as good, but it helps a lot. Note to myself: ECW campaign notwithstanding, I really must do some more Peninsular sieges...
In passing, I was reading my Carl Franklin book on artillery last night, and started working out the column length of a RHA troop on the march, with all the guns, ammo carts, service equipment, supply vehicles and animals plus mounted gunners - I didn't finish the calculation, but the numbers were getting very big. If an RHA troop marched past your house, it would be passing by for quite a while.
Monday, 27 October 2014
Background Artillery Project - Spare Wheel Cart
Some more progress in the BAP - no works of art here, certainly, but a pleasing further little shift from the lead mountain into the "infrastructure" box-files.
First item is a little unusual - I'm not sure how such a thing could feature in a game, but it's interesting anyway; no, it's not an early support vehicle for the Tour de France, it is a Napoleonic British Artillery Spare Wheel Cart. Odd contraption comprises a standard gun carriage, adorned with spare wheels and towed behind a standard limber - enough bits and pieces to repair just about anything that might break in an artillery battery on campaign. A British example of the benefits of standardisation in the field. Vehicles here are Hinchliffe 20mm, and the draught team and driver are recognisably Lamming. If you are dubious about the authenticity of such a device, you'll find all the details in Carl Franklin's fine book on the subject.
I also finished off another ammo caisson for the French horse artillery - Lamming caisson with Hinton Hunt motive power this time.
All in the box-files and out of sight now - as I have observed before, sometimes this seems a peculiar end-state for a hobby collection, but no matter.
First item is a little unusual - I'm not sure how such a thing could feature in a game, but it's interesting anyway; no, it's not an early support vehicle for the Tour de France, it is a Napoleonic British Artillery Spare Wheel Cart. Odd contraption comprises a standard gun carriage, adorned with spare wheels and towed behind a standard limber - enough bits and pieces to repair just about anything that might break in an artillery battery on campaign. A British example of the benefits of standardisation in the field. Vehicles here are Hinchliffe 20mm, and the draught team and driver are recognisably Lamming. If you are dubious about the authenticity of such a device, you'll find all the details in Carl Franklin's fine book on the subject.
I also finished off another ammo caisson for the French horse artillery - Lamming caisson with Hinton Hunt motive power this time.
All in the box-files and out of sight now - as I have observed before, sometimes this seems a peculiar end-state for a hobby collection, but no matter.
Sunday, 26 October 2014
Background Artillery Project - 5.5" Howitzers
| The guns aren't really as blue as the flash makes them appear |
The mud-brown bases for siege units seem a bit drab, but it seemed a good idea once, and it's become a siege-train standard, as has the 4-gunners-per-gun-plus-an-officer-for-the-battery and the reduced-footprint 45mm x 90mm bases. Tradition is everything...
Next up for the Background Artillery Project (BAP) are a British spare wheel cart and yet another British caisson, both with Lamming horses and drivers. Don't hold your breath.
Friday, 24 October 2014
Dead on Arrival
Rather sad picture, with thanks to my old friends at Royal Mail. Well packed, FRAGILE eBay parcel received recently, has obviously been dropped from sufficient height to shear off a number of these very old Higgins figures at the ankles. My thoughts at this moment are:
(1) You win some, you lose some
(2) Oh well
(3) This wouldn't happen with Front Rank figures, would it?
Thursday, 23 October 2014
Keeping in Step - Movement in IGO-UGO Wargames
When I started dabbling in wargaming, longer
ago than you might believe possible, first of all I digested a couple of the
Featherstone books, and I got the hang of the basic idea of a game cycle comprising the “Three M’s” – Movement, Missiles and Melees (in that order), and
the alternate-moves approach which those books embraced.
I also visited a local club, and found they
had their own rules, typed up as a leaflet, but what they played was still,
recognisably, a branch of the same family.
Round about the same time, I read somewhere
that it was a lot more authentic militarily (and thus better, more serious,
more grown-up) to employ a
simultaneous-movement system, using written orders for each unit. I was
interested enough to try this, and found that – more authentic or not – the
overhead of writing, checking and managing the orders was extremely tedious,
and any increase in accuracy or compliance with the rules was negligible. There
were sheets of paper everywhere, the orders invariably degenerated into
unreadable, ambiguous wiggly lines and curved arrows, or abbreviations which
could mean almost anything, and the actual game moves which followed had only a
very slight connection with what the orders might have said. That crooked arrow
curving to left would be interpreted to suit whatever the player felt was in
his best interests from moment to moment. The amount of cheating in the game
actually increased, likewise the amount of argument. I recall a player claiming
that a solitary exclamation mark against a unit on his sheet meant “charge,
straight ahead” – what else, he protested, could it mean?
Simultaneous moves didn’t do it for me at
all. Of course, my old chum George Jeffrey would have claimed that it worked
perfectly for him and his club members (because they were all gentlemen), and
that if you couldn’t trust the people you played with then you shouldn’t play
with them. And I would have replied, as I would reply now, “wuff wuff”. I never
heard such bitter arguments over a supposed pastime as I heard at George’s club
nights.
However, alternate-moves did not always
result in calm perfection, either. One snag which was always troublesome in IGO-UGO
games was that some unit or other would get out of step with the rest of the
battle – one move ahead or one move behind – wrong, anyway. As long as everyone
moved only during their side’s movement phase, everything was fine, but things
became complicated when someone retreated during the enemy’s fire phase, or ran
away from a melee which might be during their own turn or the other side’s, or
even if someone wished to countercharge when being attacked. Suddenly you would
have a unit which was one move ahead of everyone else, and there would then be
a discussion of whether they should miss their next official movement
opportunity (since they had already moved), views of which frequently varied
according to what particular disaster might befall them if they now stood
still. This was one area, even of fairly well developed and stable rules, which
regularly caused confusion and disagreement.
Now then, although I found them too fussy
and too prescriptive to use in their entirety, the publication of the Wargames
Research Group’s “Wargames Rules 1685-1845” in 1977 introduced me to a variation on the
Three M’s which I found logical and pleasing – in very broad
terms, the move now became Missiles, Melees, Movement and – in particular – a
(charge) move to contact would now be declared but only partially carried out
during the movement phase, the chargers stopping some distance short of their target
at the end of their turn, to wait for fire and other enemy reaction before attempting
to complete the charge during the opponent’s turn. Of course, the full details
of the turn sequence were more fiddly than this, but they hung together well
enough if you kept your eye on that nippy old problem of who had moved out of
turn, and what should be done about it.
My personal approach to this made use of
some coloured counters – red “Attack” arrows, black “Hold” markers and brown “Withdraw”
arrows. In a later refinement, I got some custom, plastic versions made up for
me by Litko, but the game system worked well enough for years before I added
that extra level of elegance.
I’ll skip over the matter of activation –
exactly which units (and how many) might do something in a given turn; broadly
speaking, units moved only when it was their side’s movement phase, but there
were some oddball groups:
- Units which, as the result of reaction to a morale test – possibly following combat – were stuck, unable to move, or else were forced to retreat for a single move and were then stuck. These units would be given a black “Hold” marker.
- Units which, as the result of such a test, had just routed – they were required to run away for a move, and would then be tested in each subsequent turn to see if they rallied or continued to run. These units, in the turn in which they broke, would get a black “Hold” AND a brown “Withdraw”.
- Units which were already running, and needed to be tested to see if they rallied – these would be identifiable by the presence of a brown “Withdraw” – the black “Hold” would not be present if they were in a continuing rout.
- Units which were charging to contact (or countercharging) – these would have a red “Attack” marker, which also served to remind the players that they were eligible for an impetus bonus (or whatever the rules allowed in this situation).
In what follows, note that all the
references to “Test” (as in “Test morale”) may be addressed in whatever level
of detail is required by your preferred rules – at times I have used detailed
morale tests (sometimes far too many of them), at other times I have taken
little trouble over them; it makes no difference – the point at which such
testing would be done (if any…) is quite clear in the sequence; the emphasis here
is on movement – who has moved and who has not, and the procedure with the
markers is to keep things in order (and it’s surprising how confusing this can get,
especially in a solo game).
Phases in a player’s turn (player’s own
actions are in a black font – anything which is an enemy action is in red;
anything which involved both players is in brown):
- Test units being charged (if they break and run, give them a “Hold” marker and a “Withdraw”, if they are to retire in an orderly manner then move them back and give only the “Hold” marker; if they are able to countercharge, advance them to meeting point, mark them with an “Attack” marker – melee is formed).
- Test routers who have been running since at least the previous turn – i.e. any units which just have a “Withdraw” marker (no “Hold”) – if they rally, replace the “Withdraw” with a “Hold”, and turn them as appropriate; if they continue to run, they keep their “Withdraw” marker, and they remain one move ahead of the game – move them back another rout move.
- Fire artillery. When all artillery fire is complete, enemy player removes losses, checks for staff casualties and tests morale reaction as appropriate – as before, any unit which is halted or retires gets a “Hold” marker, and any which breaks and runs gets both a “Hold” and a “Withdraw”, and any retirals or routs are carried out now – out of sequence.
- Fire musketry. When all musketry fire is complete, enemy player checks for losses and reaction as for artillery fire.
- Enemy chargers who are still able to continue their attack now press home the charge, retaining their red “Attack” marker – melees are formed.
- Both players now work out melee outcomes (including losses, staff casualties and reaction) in accordance with rules – if the melee continues into a further turn, leave it formed but remove “Attack” markers so no-one gets inappropriate impetus bonus. Any melee losers who retire in good order are pulled back, and get a black “Hold”; if they rout they get both a “Hold” and a “Withdraw” and are turned around and moved back one rout move.
- Now is the Movement phase – the player may move (activated) units which are not in a formed melee and which do not have “Hold” and/or “Withdraw” markers. Charges may be declared (subject to necessary morale tests), and charging units are moved part of the way to the target unit, and given a red “Attack” marker (they will have the opportunity to complete the charge at the beginning of the enemy player’s next turn).
- When movement is complete, remove all black “Hold” markers from your own units – they have now (correctly) missed out on the movement phase, and are back in step with the rest of the game. Units which still have a brown “Withdraw” are still running, and will be tested for rally/rout in the player’s next turn.
That’s the end of the player’s turn; now
the other player goes through the same sequence.
So, to summarise, units which retire or are
pinned for a single turn are given a black “Hold” marker which will stop them
moving again when it is their normal time to do so, and routers will keep
testing, out of sequence, until they are rallied, at which point they are held
for a move to get them back into step.
I fear I may appear to have explained
something relatively simple in a complicated way, and the plastic markers may
seem like overkill, but in a large battle I found this marker system works very
well, and avoids confusion in the very areas where the most critical pieces of
action are taking place.
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