Background image is Les Dernières Cartouches (The Last Cartridges) by Alphonse de Neuville

Monday, June 14, 2021

Normal Service To Resume Shortly



Apologies to the two or three of you out there following the blog. May was a little hectic. I should be back shortly with a few catch-up posts as well as replays of a Great War Spearhead into scenario and two replays of the 1871 battle of Wissembourg scenario. Plus, maybe, more Et Sans Resultat upcoming!

Tuesday, April 27, 2021

Verbreitnet: a brief AAR

French Light Infantry Attacking Through Woods by Victor Huen

So, I never had a chance to provide an AAR on our Carnage & Glory game, the battle of Verbreitnet. As readers may remember from the preview, the scenario was fictional 1813 encounter between a French force (an infantry division and cavalry brigade) and an Allied command consisting of a Prussian infantry "brigade" (basically a division equivalent) and a brigade of Prussian and Russian cavalry. The two sides' forces were evenly balanced.

The battlefield included some basic terrain, but nothing to provide too great an advantage to either side. A stream or creek wound among some low hills close to the Allied side of the table (which we called the west side). Patches of woods, a few more low hills, and some grain fields were scattered over the center of the battlefield. A road ran from the west, Allied, edge of the board to the east, or French, side, roughly perpendicular to the two sides' deployment areas, with another joining it at right angles running towards the north side of the battlefield. 

The mission was a fairly straightforward "defeat the enemy" one; the intent was just to give one player an introduction to the game and the others a brush-up/reminder of the rules.

The Allies deployed with their cavalry on their right and their infantry occupying their left and center, with the right hugging the table edge and their left fairly open. The French mirrored their deployment, infantry facing infantry and cavalry facing cavalry. 

The Allies advanced their cavalry slightly then formed a holding position, waiting to see what the enemy did. In the meantime, they moved their infantry forward slowly, throwing out some light troops to extend their left flank.

The French moved forward fairly aggressively in the center while refusing their right with a battalion of légère, which sheltered from view inside a wheat field. One battery of French artillery seized a small hill in their center while another moved up the east-west road toward the junction.

The leftmost Prussian infantry regiment crossed the stream and paused, waiting to see where the bulk of the French infantry would go; meanwhile the rightmost Prussian infantry regiment held position on the near side of the stream. The French moved their right-hand brigade to meet the Prussian advance and a battle developed between the stream and the wheatfield. The Prussian riflemen on their far left moved in to support the attack but were driven back by the French légère, who advanced to the edge of the wheatfield and began volleying.

The French cavalry had moved to claim much of the ground between them and the Allied horse, using fields and low hills to screen their advance from the Allies' horse artillery, which had unlimbered on the edge of a wheatfield beside the east-west road. The French horse artillery, however, had found a good position to bombard the Allied horse from and began firing away.

An attack on the French infantry's right-hand brigade by Prussian musketeers in column of divisions was defeated, giving the French the confidence to push forward their left-hand infantry brigade along the east-west road towards the center of the Allied line. 

At this point, two squadrons of French cavalry crested the hill they were sheltering behind and launched an attack on the Allied cavalry's right flank. One squadron of Russian uhlans came out to meet them while a squadron of Russian hussars, taken on the wrong foot, failed to act and received the charge at the halt. The uhlans defeated their opponents and threw them back. The other French lancers won their action against the hussars, but took such a beating in doing so that they also fell back.

Prussian Schuetzen by Richard Knoetel

The French tried to build on success by sending in a squadron of chasseurs against the Russian uhlans; they succeeded, driving off the Russians. A squadron of Prussian hussars decided to test the French infantry that were advancing in the center and launched a charge, forcing some of the French infantry into square. Both sides' cavalry were exhausted by this flurry of activity, however, and since the Allies had taken the harder pounding, their cavalry was forced to retire from the field, while the French cavalry that was not retiring (essentially their chasseurs) would still be able to advance if they were led by a general officer.

In the center, with the Prussian cavalry retiring, the French infantry pushed forward, infantry in lines preceded by battalions of légère in extended order. In the center of the infantry battle, French and Prussians were still engaged, but the leftmost Prussian regiment had taken enough pounding in its attacks that it had also fallen back, leaving its comrades with both flanks exposed. At this point, the Allies decided to withdraw from the field before they were forced to flee.

We were hoping for several more players than we got in the end. We had three active players, an umpire, and two umpire's assistants (to move troops and measure distances, since we were playing by Zoom). For reasons I don't recall (possibly just army preference), we put the two experienced players on the same side (French) and gave the novice the Allied command. In retrospect, obviously, we should have put one experienced player on each side and drafted the two umpire's assistants as players (one was a novice C&G player, one experienced); that way we could have had an experienced player and a novice on each side, with a spare experienced player. 

We used a moderate-sized table (4' x 6') for a divisional action, but we should perhaps have started both armies a little closer together to give them room to fall back. While it would have taken away a bit of maneuver option, it would have given them a little more "backfield", so defeated troops didn't run off the edge of the table so fast. Alternately, we could have fought the action on a narrower front and used the short edges for deployment and the long edges for engagement. It can be challenging, even using the 1" = 50 paces scale, to fit a combined-arms C&G game on the average gaming table. With deployed cavalry moving 15" to 18" per turn and maneuvering cavalry moving twice that, opposing cavalry units can move onto the table from offboard and be within charge reach of each other at the end of the first turn, even when operating in line.

C&G, like any game, is a product of its designer's theory of how combat works. Unlike any other tabletop miniatures game, however, that theory can only be learned by playing the game. The designer's notes explain some elements of morale and fatigue, but it's only by playing (or hanging out in online discussion groups for the game) that one learns crucial elements of play. Artillery should initially take ranging shots with very low percentages of its total strength before engaging with the whole battery. Infantry should not advance more than 75 paces in a turn in which it plans to issue fire. If you wish to charge with a unit in Turn 2, be sure to advance towards the enemy in Turn 1, as the momentum of having done so will make a successful charge attempt more likely. 

And those are elements that one might intuit from a very close reading of the screenshots included in the manual. Other things that are laid out nowhere are the way that all the factors of an instance of firing affect its effectiveness or how the system determines what morale result will come from a combination of terrain, fatigue, firing, and combat factors. One can expect that fire from close range will be more effective than at maximum range, or that artillery that has not fired will be more effective than artillery that has been firing for several turns, using up its ammunition and fatiguing its gunners. And it's certainly more realistic that players not have formulae to make those computations exactly, as in a boardgame one can count up combat factors and compute the perfect attack given a combat results table. But one feels that going to the opposite extreme is just as unrealistic.

Sunday, April 25, 2021

Kleiner Feldzug: Afterthoughts

The Capture Of The Prussian Fortress of Kolberg On 16 December 1761 by Alexander Kotzebue

In commenting on the last post about our KF 1757 campaign, Keith from The Wargames Room asked:


"I have myself wondered about running this campaign, or something similar. Do you think any aspects worked particular well? With hindsight would there be things you would change?"

Overall, I'd say that Kleiner Feldzug (KFZ) is fun and a good simple tool for playing a campaign. Just be aware of its limitations.

Of course, it has the same limitations of most campaign games that one uses to generate miniature battles. Most especially, players may maneuver effectively and generate the sort of battles that real generals long for but wargamers seldom like--ones where one side has a definite advantage, anywhere from the "slight edge" to the "completely insuperable". Some battles that the defender intended from the start to be an "economy of force" engagement can be dealt with by the "Resolving Small Battles" rule, but one may end up with an engagement where the attacker outnumbers the defender by 2:1 or where the defender establishes the sort of position that will cost the attacker half his army to break. Campaigns don't usually produce the "each side gets an equal force" games.

KFZ is a very simple game, and some of the players wanted much more detail than it's designed to supply. For example, the raid and recon process is VERY abstract; light and irregular troops go out, do stuff, and you just get the end result in terms of information and/or SPs lost. Players often wanted to know how they could better guard against these events, and the short answer in game mechanics terms is, "you can't". Likewise, some players wanted to take these "small wars" troops and do other things with them, bring them to the battlefield, sabotage bridges, hold mountain passes. My bland answer was that they were able to do the abstract business of raids and recon and that was it, but if you want to create a whole additional game model that enumerates these forces and gives army commanders the ability to assign them more specific missions or detach them to work with specific force commanders, one has that option. The only limit is one's imagination.

Another arm that doesn't make a real appearance in KFZ are the engineers and sappers. Players wanted to specify that forces staying in one place would take the time to dig in (something that many SYW armies would do given even the least opportunity). One can certainly allow that, but one has to work out what that will cost players and what benefit they get from it.

Another issue I had to deal with in adapting the game as written is that it's designed for sequential moves. Prussia moves, then Austria, and so on. So each side has to wait for the other side to decide on its move and submit it, and for the umpire to resolve it and post the results. 

Not only that, but KFZ is built for one-on-one play; turn one player into one player per army, and now each player is waiting on the next (or you have to wait until one team can all agree on their joint move). That means loooong delays either way.

I know from experience that it's hard to hold email campaigns together, and if players have to wait for each other to get around to thinking about the game, make decisions, and write them up, the game will start haemorrhaging players rapidly as people get bored and drop out or take even longer to get their head back into the latest turn.

So I had to tweak the structure of the game to allow all players' moves to be resolved simultaneously. This wasn't too much of a challenge until the armies started sending off small cavalry forces that moved swiftly and made me resort to very careful sequencing and to make some additional calls on how the supply rules would work.

Likewise, one has to make some decisions about how to implement information gathering and dissemination. In the original game, with only two players, each knows where all the opponent's troops are at start and knows where all the enemy's armies are (if not their composition) at the end of each move. I decided to leave that more or less intact, but one could take the opportunity to introduce a bit more fog of war and restrict players' knowledge of the location and strength of friendly and enemy forces absent proximity or information sharing. The latter should be exceptionally difficult for Prussians within Austria, as Austrian irregular forces created almost impenetrable barriers around Prussian armies. To reflect this in our game, I gave the Austrians a second raid/recon option for any Prussian forces inside Austria, but I had to cut this back to an extra recon only--giving the Austrians two raid options was far too powerful.

The raid option uses the attrition mechanism, and this we found far too devastating. Yes, armies should be discouraged from force-marching, but the Prussians *have* to move through mountains if they're going to move into Bohemia somewhere other than Pirna and Zittau, and the cost (50% chance of losing a SP for every unit and a 16% chance of losing two) proved to be far too devastating. I gave those subjected to attrition a 50% saving throw for each SP indicated to be lost, and that gave result that still curbed over-ambitious marching while not being unreasonably crippling.

Speaking of crippling, probably the most contentious event in the campaign was the surrender of Prague and the loss of von Browne's army. I made it very clear to the Austrian commander what *might* happen, but he convinced himself it couldn't really take place. Then the D6 came up 1, and the fortress surrendered. I wasn't prepared to give the Austrians a do-over just because they had ignored a very clear warning, especially because they could have fought the besieging Prussian army in the field but didn't want to take the losses that the very canny Prussian commander was clearly going to inflict on them by clever management of terrain and deployment. But it's something to consider: what event is going to be too bitter a pill for players to swallow, even if warned of it ahead of time, and how should one deal with it? Just take that opportunity for disaster away from them? or make them face up to the possible risk as well as the perceived reward?


Friday, February 26, 2021

Our Test Battle: Verbreitnet

Here are some previews of our test battle for tomorrow, the imaginary 1813 battle of Verbreitnet.

Gebhard Leberecht von Blücher in Bautzen, 1813 by Bogdan Willewalde

First, Terrain

As described in my blog post the other day, terrain can affect movement and line of sight or both. Terrain that affects movement can be in the form of linear obstacles or disruptive terrain.

I don't want to make terrain a big complication in tomorrow's game, so we'll have X types of terrain:

Medium woods: disruptive area terrain that can slows movement by 50%, acts as light cover, and blocks line of sight of more than 150 paces from one unit to another in the woods. Line of sight is not obstructed to/from units on the perimeter of medium woods. Units must be on the perimeter to charge or be charged by units not in the woods. Movement into or through woods must be input as movement in disruptive terrain.

Streams: simple linear obstacles that have no effect on line of sight. Movement to cross streams must be input as movement crossing a linear obstacle.

Gentle hills: simple line of sight obstacles that do not affect movement. We won't worry about crests; units entirely on the other side of a hill (not on the hill) will not be visible to units on the opposite side; if on the hill they will be visible.

Fields: grain fields that do not affect movement but block line of sight to/from units on ground level unless to/from a unit on the perimeter of the field. EXCEPTION: the line of sight to/from units on hills will not be affected by fields. Artillery bouncethrough will not be blocked by fields if the fire is at an otherwise visible target.


Orders of Battle

Below are the orders of battle for the two sides in the battle of Verbreitnet

The French have a division that consists of two brigades of infantry and an attached cavalry brigade. Their total strength is thus ten battalions of light and line infantry,  two batteries of artillery, two composite regiments of light cavalry, and a battery of horse artillery).

The Allies have a division that consists of two brigades of infantry and a brigade of cavalry. The infantry brigades each consist of a regiment of line infantry with attachments (in one case a battalion of grenadiers and an artillery battery, in the other a battalion of riflemen, two battalions of poorly trained reserve infantry, and an artillery battery). The cavalry brigade consists of six detachments of light cavalry (three Prussian and three Russian) and a battery of horse artillery.

Each officer and each unit has a three-digit number, a name, and some defining characteristics. 

The letter ratings you'll see work just like classroom scores: an A+ is the best and a D- is the worst (it actually goes below D but, like all high school students, we'll hope you don't see any scores like that!)

Distances are all measured in paces; for our 15mm battle, we'll be treating each inch as 50 paces.

Officer characteristics are a letter grade that summarizes their leadership and tactical ability and a distance--the officer's zone of influence. When it's time to attach and detach leaders to help boost units' abilities, officers can attach to any unit within their zone of influence (but it's best to attach them to units they or their subordinates command).

Unit characteristics are more complicated. 
  • First is their total casualties and their starting strength (hopefully every unit's first number is 0, since battle hasn't yet commenced!). 
  • Then a letter rating summarizing their shooting, close combat, class, and experience. I wish that the OB printouts would show those factors separately, but wishes are not, alas, horses.
  • Then a cryptic note indicating their skirmish abilities. This will start with a capital E if the unit can adopt extended order (up to half its strength in a dispersed skirmish line and the remainder in close order providing supports). Then either sk+ or sk-. the first indicates a unit with offensive skirmish ability--usually a company trained to skirmish well in front when the rest of the unit is formed into line or column. The latter means a unit with defensive skirmish ability, usually units able to send their third rank forward to protect the unit's immediate front when deployed, but not fully trained subunits capable of moving well ahead and disrupting the enemy.
  • Finally, there's arms information: the unit's primary firearm (cannon for artillery, longarm for infantry and cavalry) and that weapon's ranges (canister and roundshot-effective for artillery, close and maximum for longarms; artillery roundshot-maximum range is a little more than twice effective range in most cases).

French Forces

Division Grise - Attack
  [ 101] General de Division Grise - Active D+ [650 paces]
	[ 111] 1/3rd Artillerie                  0/ 200 [ 8] C+            6pdr [Medium] [400  750]
	[ 112] 2/3rd Artillerie                  0/ 200 [ 8] C+            6pdr [Medium] [400  750]

    Brigade Jaune - Attack
    [ 102] General de Brigade Jaune - Active C- [300 paces]
	[ 101] 1/6th Legere                      0/ 600      B- Esk+       SB.Musk.[1st] [ 75  200]
	[ 102] 2/6th Legere                      0/ 450      B- Esk+       SB.Musk.[1st] [ 75  200]
    Regiment Argent - Attack
    [ 105] Colonel Argent - Active B+ [250 paces]
	[ 103] 1/37th Ligne                      0/ 750      C  Esk+       SB.Musk.[1st] [ 75  200]
	[ 104] 2/37th Ligne                      0/ 600      C  Esk+       SB.Musk.[1st] [ 75  200]
	[ 105] 3/37th Ligne                      0/ 600      C  Esk+       SB.Musk.[1st] [ 75  200]

    Brigade Vert - Attack
    [ 103] General de Brigade Vert - Active B- [500 paces]
	[ 106] 1/14th Legere                     0/ 450      C+ Esk+       SB.Musk.[1st] [ 75  200]
	[ 107] 2/14th Legere                     0/ 450      C  Esk+       SB.Musk.[1st] [ 75  200]
    Regiment Lilas - Attack
    [ 106] Colonel Lilas - Active C+ [175 paces]
	[ 108] 1/49th Ligne                      0/ 750      C- Esk+       SB.Musk.[1st] [ 75  200]
	[ 109] 2/49th Ligne                      0/ 750      C- Esk+       SB.Musk.[1st] [ 75  200]
	[ 110] 3/49th Ligne                      0/ 600      C- Esk+       SB.Musk.[1st] [ 75  200]

    Brigade Cramoisi - Attack
    [ 104] General de Brigade Cramoisi - Active B+ [500 paces]
	[ 113] 1/1st Artillerie de Cheval        0/ 150 [ 6] C+            6pdr [Light]  [400  550]
    Regiment Blanc - Attack
    [ 107] Colonel Blanc - Active C [175 paces]
	[ 114] 8th Chasseur a Cheval             0/ 300      C- Esk+       SB.Carbine    [ 50  100]
	[ 115] 12th Chasseur a Cheval            0/ 240      C- Esk+       SB.Carbine    [ 50  100]
	[ 116] 21st Chasseur a Cheval            0/ 240      C- Esk+       SB.Carbine    [ 50  100]
    Regiment Noir - Attack
    [ 108] Colonel Noir - Active C [225 paces]
	[ 117] 2nd Chevau Leger                  0/ 240      C- Esk+       SB.Carbine    [ 50  100]
	[ 118] 4th Chevau Leger                  0/ 240      C- Esk+       SB.Carbine    [ 50  100]
	[ 119] 6th Chevau Leger                  0/ 240      C- Esk+       SB.Carbine    [ 50  100]

	Strengths:
		losses/active
		     0/  6000	Bayonets
		     0/  1500	Sabres
		     0/   550	Artillerists
		     0/    22	Cannon

		     0/  8050	Total of all arms
		            9	Colors present

Allied Forces

Division von Gruen - Attack
  [ 501] Generalleutnant von Gruen - Active C- [650 paces]

    Brigade Blau - Attack
    [ 502] Oberst Blau - Active C- [300 paces]
	[ 501] 1st Silesian Grenadiers           0/ 600      B   sk-       SB.Musk.[1st] [ 75  200]
	[ 505] #2 Foot Artillery                 0/ 200 [ 8] C             6pdr [Medium] [400  750]
    Regiment Vier - Attack
    [ 504] Major Vier - Active C+ [225 paces]
	[ 502] 1/1st Silesian Infantry           0/ 600      C   sk+       SB.Musk.[1st] [ 75  200]
	[ 503] 2/1st Silesian Infantry           0/ 600      C   sk+       SB.Musk.[1st] [ 75  200]
	[ 504] Fus/1st Silesian Infantry         0/ 600      C+ Esk+       SB.Musk.[1st] [ 75  200]

    Brigade Gelb - Attack
    [ 503] Oberst Gelb - Active C [350 paces]
	[ 506] 1st West Prussian Schuetzen       0/ 600      C  Esk+       Rifled Musket [125  300]
	[ 510] 1/1st West Prussian Reserve       0/ 600      C-  sk-       SB.Musk.[2nd] [ 75  200]
	[ 511] 2/1st West Prussian Reserve       0/ 600      C-  sk-       SB.Musk.[2nd] [ 75  200]
	[ 512] #4 Foot Artillery                 0/ 200 [ 8] C             6pdr [Medium] [400  750]
    Regiment Sieven - Attack
    [ 505] Major Sieven - Active C [175 paces]
	[ 507] 1/1st West Prussian Infantry      0/ 600      C   sk+       SB.Musk.[1st] [ 75  200]
	[ 508] 2/1st West Prussian Infantry      0/ 600      C   sk+       SB.Musk.[1st] [ 75  200]
	[ 509] Fus/1st West Prussian Infantry    0/ 600      C+ Esk+       SB.Musk.[1st] [ 75  200]

    Brigade Krasny - Attack
    [ 506] Generalmajor Krasny - Active C+ [450 paces]
	[ 513] #6 Horse Artillery                0/ 200 [ 8] C             6pdr [Light]  [400  550]
    Brigade Grau - Attack
    [ 507] Oberst Grau - Active B [500 paces]
	[ 514] 1&2/1st Silesian Hussars          0/ 240      C+ Esk+       SB.Carbine    [ 50  100]
	[ 515] 1&2/2nd Pomeranian Hussars        0/ 240      C+ Esk+       SB.Carbine    [ 50  100]
	[ 516] 1&2/2nd Silesian Uhlans           0/ 240      C- Esk+       SB.Carbine    [ 50  100]
    Brigade Chernit - Attack
    [ 508] Colonel Chernit - Active C [300 paces]
	[ 517] 1/Tatar Uhlans                    0/ 240      C  Esk+       SB.Carbine    [ 50  100]
	[ 518] 1/Grondo Hussars                  0/ 240      C  Esk+       SB.Carbine    [ 50  100]
	[ 519] Pskov Dragoons                    0/ 240      D+            SB.Musketoon  [ 75  200]

	Strengths:
		losses/active
		     0/  6000	Bayonets
		     0/  1440	Sabres
		     0/   600	Artillerists
		     0/    24	Cannon

		     0/  8040	Total of all arms 
10 Colors present 

Next Time: Charges, Firing, and Rallying!

Monday, February 22, 2021

Carnage & Glory: Infantry, Artillery, and Terrain

 Continuing our introduction to Carnage & Glory...

Prince Bagration at the Battle of Borodino by A.Y. Averyanov

Infantry

Infantry, like cavalry, have a type (heavy or light), a strength, a number of subunits (in this case companies--all infantry units are battalions), weapon type (some type of smoothbore or rifled musket; very backward troops may also have some proportion of pikes or even simply hand weapons), and may have one or more colors. Infantry units may also be assigned battalion guns--small, light cannon that are dragged by hand with the infantry as it advances or retires. 

Infantry, like cavalry, are also rated for combat, fire, class, and experience. And, also like cavalry, infantry may be trained to fight in extended order (a large part of the unit dispersed in a loose firing line with the remaining portion in close order behind them) and/or capable of skirmishing defensively (small numbers of skirmishers protecting the unit from other skirmishers) or offensively (larger numbers acting both defensively and aggressively to disrupt opposing units with fire).

French Imperial Guard Artillery artist unknown

Artillery

Artillery units represent batteries (their subunits are sections), which were generally company-sized units. They are either horse artillery (in which not only the caissons and limbers have horse teams, but all the gunners have riding horses as well) or foot artillery (in which most of the the gunners must trudge along on foot). Artillery are also rated as having military or civilian trains. Most armies had stopped using civilians to manage the teams that pulled their artillery limbers and ammunition caissons, as they would often leave untimely, taking the horses with them and leaving the gunner high and dry. Some armies, however, could not afford to replace the cheaper civilian teamsters with expensive military units and had to take the chance that their guns might suddenly find themselves stranded.

Artillery unit strength is computed by multiplying the number of artillery pieces in the unit by 25. They can be assigned a variety of different types of cannon or howitzers as the primary battery pieces (even rockets are available!), and a battery assigned cannon can also be allotted a number of howitzers. These latter are deducted from the total number of guns input from the battery and assigned an appropriate type based on the main battery strength; so, for instance, a six-gun battery composed of light six-pounder cannon that is allotted two howitzers will end up with four light six-pounders and two light howitzers. Many nations assigned howitzers in this way to supplement a battery's cannon, while some formed batteries entirely of howitzers. Like cavalry and infantry, artillery are rated for combat, fire, class, and experience. 

Closing the Gates of Hougomont by Robert Gibbs

Terrain 

In Carnage & Glory terrain affects line of sight and movement. Line of sight is important both for fire and because units can only charge units they can see at the beginning of a turn. You, the player, may know that there's a line of enemy infantry on the other side of that ridge, but until your cavalry crest the ridge, they can't declare a charge on the blighters. 

For movement purposes, terrain either doesn't materially affect movement (unobstructed open ground that's either flat or very gently rolling) or slows movement and disrupts formations. The latter types of terrain are further divided into either linear obstacles (hedges, walls, streams, creeks) or disruptive terrain (area terrain such as swamps, brush, woods, or much more significant linear barriers, like entrenchments, fordable rivers, or ravines). Included among disruptive terrain are BUAs (built-up areas), one of the most famous of which is the Belgian ferme-chateau of Hougomont, shown above. Linear obstacles include deployed artillery batteries (a relatively narrow band of obstacles that need to be passed), while disruptive terrain includes limbered artillery (a much broader area that has to be navigated). Linear obstacles can be affected by engineering work during a game; for example, pioneers might be detailed to break a hole in a stone wall for artillery to pass through.

In our introductory scenario, I want to keep complexities to a minimum, so I'm inclined to keep the terrain pretty simple--nothing as complex as buildings or fortifications, maybe some woods, a stream, and some gentle hills.

Next Time: Charges, Firing, and Rallying!

Sunday, February 21, 2021

Carnage & Glory: Officers and Cavalry and Developing a Scenario

 
The Battle of Leipzig by Vladimir Moshkov

Onward To Battle!

OK, having hit the high points of the rules, the next thing we need is a scenario to try them out. I have all the different modules, but I also know that the player who suggested the game, Scott "La Salle" B. is goofy about the French First Empire, so a Napoleonic scenario seemed warranted. I looked through the figures I had ready to hand, and a late-war (1813+) battle between French and Prussians seemed to be suitable. 

A historical battle or a hypothetical or imaginary one? A historical scenario, using a historical order of battle (OB) has the appeal of seeming more "real" and allowing players to match their wits against those of their historical counterparts. But history also has all kinds of funny angles, rough edges, and pointy bits that interfere with smoothness and simplicity. So for this test case, I'm going to make up a small engagement that might have been fought, drawing on historical OBs for inspiration, but also smoothed and simplified to make things easier and less distracting. Since in 1813 it was surely fought in Germany somewhere, I'll call it Die Schlacht bei Verbreitnet. I had a clever idea of naming it after the German word for example or test case, or sample, but I seem to have goofed somewhere, as this seems to mean "spreads", but I'm stuck with it now, so let's move on.

What size of battle? Something the battle of Leipzig (pictured above) is probably beyond the scope of C&G even with a whole club's resources. But since at least one of our players will be a C&G novice, the size of the battle should be constrained. I want to keep the number of troop units per player manageable, since a beginning player will be new to thinking out what all the options are for using their troops.

Another reason to keep the OB on the smaller side is the table I can easily set up for video gaming, a tabletop measuring 4' x 6'. Even when using 15mm figures and C&G's 1 inch = 50 paces, a table that size should not be overloaded with troops. So I thought maybe a division of infantry and a brigade of cavalry on each side. 

Napoleon Conferring With Desaix at Marengo by Keith Rocco

Officers

Command in C&G is mostly about being able to rally and encourage troops. Orders exist and do constrain action, but they're limited part of the game. Also, officers are "used" on a unit-by-unit basis; if an officer succeeds in supporting a unit (encouraging it in combat, rallying it afterwards), he's usually done for that turn. So even having good officers, a force can be handicapped if they don't have enough officers. So the number of officers has to scale to the number of units. If one side has a division of two brigades, getting a divisional commander and two brigadiers is going to be almost useless if each of the brigades has 4-6 units; three officers for ten or more units is too few.

Officers have to be rated for command level, leadership ability, and tactical ability. Command level determines what the range of their effectiveness will be once battle begins--the more senior the command, the larger his zone of influence. Leadership ability determines how well the officer issues and receives orders, but more importantly how they help units deal with adversity--it helps keep units in line when the enemy attack and it helps rally them to the standard when morale is faltering. And leadership contributes to the army's initiative. Tactical ability also contributes to initiative; it also guides the leader's eye when planning an attack and helps when units are seeking to charge.

1807, Friedland by Ernest Meissonier

Cavalry

How to represent cavalry units on the tabletop? Each regiment was composed of a number of squadrons, each squadron of a number of companies or troops, and each troop had a certain number of officers, NCOs, and common soldiers. When creating an OB, what should our tabletop units represent--regiments, squadrons, or troops? The designer has remarked that he tends to vary cavalry representation by how much flexibility he wants to give a commander. Very flexible? Each unit is a squadron. Less flexible? Each unit represents several squadrons. Least flexible? Each unit is a regiment. Of course, this varies too by the size of the unit; a 200-man 1814 cavalry regiment is like a large squadron, while a full-strength Russian light cavalry unit of 1,000+ men would be impossibly huge to represent as a single unit. One also has to think again about manageability; if one side has a division of infantry, that may be eight or more infantry battalions (single units in C&G). But a division of cavalry represented as individual squadrons might be sixteen or more squadrons. If each of those is a unit the player has to maneuver, fight, and rally, the player will run out of focus (and officers) far too quickly. For larger battles with more units, it's best to make cavalry units represent larger formations--groups of squadrons or (especially if the regiments are low in manpower) entire regiments.

In addition to how to represent cavalry units, each unit has its characteristics, like those of leaders, that have to be determined. Most important is its type (heavy, light, lancer) and its strength in numbers. Other factors include how many subunits it consists of (which will determine how nimble it is in executing evolutions), what sort of firearm it carries (if any: almost all cavalry carried some sort of musketoon or carbine for skirmishing and dismounted use, though many never used them in full-scale battles), and whether it carries colors (very important in the morale result of combats, if unit should lose a color or capture one of the enemy's), and who it reports to (what its chain of command is). Is the unit trained in skirmishing? And most important of all are its ratings for shooting and for combat (excellent, good, average, poor, contemptible), its class (guard, elite, line, militia, irregular), and experience (crack, veteran, trained, conscript). All units are rated on these characteristics, and the interaction of these (which do not change in the course of a battle) with a unit's actions and those of its opponents help to determine its fatigue and morale state (which generally start a battle at a high state, unless otherwise dictated by a campaign or historic battle circumstance).

Next Time: Infantry, Artillery, and Terrain!

Saturday, February 20, 2021

Carnage & Glory: A Few Basics

With the 1757 kleiner Feldzug over, my next project is introducing a friend to Nigel Marsh's excellent computer-moderated Carnage and Glory II miniature wargaming rules. One of the other players in the KF1757 campaign suggested it, and I gladly agreed, as I'm fond of the game. In fact, from trawling through my email archive, I'd guess that I've been playing these rules on and off for about ten years. Readers who have been with this blog for a while will recall my mentioning it a few times before, in the context of playing battles of the American Revolution and, before that, of the British Civil War.

Carnage & Glory: Scope

The C&G rules cover a goodly portion of European and American military history of the gunpowder era from 1600 to 1871, with modules for pike and shot, the late seventeenth/early eighteenth century, the era of Frederick, the Napoleonic era, and the early industrial era (the American Civil War and those of mid- to late-nineteenth century Europe). In my opinion, the rules fit well into the tactical arena; a beginners' game might feature a brigade or two on each side, but with sufficient space and players, one can play corps-sized actions with them. Playing a full-scale battle of the 18th or 19th century, with multiple corps on each side, is a significant challenge, I believe, given that all the communication and resolution of action has to be routed through a single instance of the program. It might be possible to find some way for several users to tag-team on a single platform, or to break a single large battlefield into separate sections run simultaneously. But the system's command and control system is somewhat basic; a grand battle like Austerlitz or Solferino would probably be suited for playing with a system that's more specifically focused on command and control and that handles units at a slightly higher scale.

Carnage & Glory: Method

The game is played jointly on the tabletop--with miniatures (or with counters)--and on the computer. Most often, one player acts as umpire, collating input from players and feeding it to the program, then taking the "replies" from the program and passing them back to the players. An example of this sort of exchange might see a player call out, "The Foot Guards battalion, number 101, fires a full volley, 100 percent, at the Regiment Auvergne, number 503, at 50 paces," with the umpire replying, "The French are staggered, taking 20 casualties!" 

The program keeps track of a variety of data about the units and leaders in combat, including order and disorder, unit formation, morale, casualties, fatigue, and ammunition. This allows the system to deal with more complex interactions than players would be able to handle without a great many markers and a good deal of rules fatigue. While players can always petition the umpire for detailed information about their units (petitions the umpire is free to grant or refuse), the most that players generally know about their troops is their facing and formation, a general indicator of their morale (good, hesitant, failing, routing), and the feedback they get when they attempt some fatiguing action (changing formation, moving through difficult terrain, firing, or charging or defending against a charge). 

One aspect that is not always greeted with joy is that the program handles all the randomization as well. Many wargamers, especially miniature gamers, are used to rolling their own dice; a good deal of the story-telling that surrounds this sort of gaming concerns players' luck--good or bad--with dice, and rolling dice gives players an (illusory) sense of control over the fate of their miniature battalions.

Carnage & Glory: The Black Box

The downside of the system holding all the information and only releasing bits of it at a time is that it can be something of a black box. Not only do players not have complete information about the units under their command at any given time, they don't have complete information about how the system works.

In most wargames, players can estimate the effect of actions by using the data that they have about their units and the charts and tables the game includes to derive, if not certainties, at least estimates about likely outcomes. If units with a given strength attack an enemy of a known strength under certain conditions, they will not know the outcome for certain, but they know the range of likely outcomes and the percentages associated with them. For example, an attack of 3:1 odds will produce a complete defeat of the enemy 1/6 of the time, a repulse of the enemy 2/3 of the time, and a repulse of the attackers 1/6 of the time, with established modifiers should the enemy be holding especially defensible ground, the weather be bad (rain or snow), or leaders on one or both sides be especially likely to affect the outcome.

In Carnage & Glory, none of these sorts of computations can be made. Not only do players not know with any degree of certainty many of the factors that influence the strength of their own forces, they know even less about the enemy. And most importantly, they know nothing about the calculations that in another game would be represented by the combat results table. Instead, players must attempt to make assessments of likely outcomes based on their knowledge of the tactics of the period as understood by modern military history. And, of course, they have to rely on that knowledge and understanding being common between them and the game designer. Lacking that knowledge, they have to rely on the experience of other players familiar with the system, on insights provided by the designer in his notes on the rules, and/or on trial and error.

Carnage & Glory: Some Insights To Start Off With

Fortunately, the designer provides a good deal of helpful advice in his manuals. He provides clear descriptions of what the basic unit status (what the player sees on the table) means, results like Unsteady, Disordered, or Shaken. He explains what the compulsory movement markers that units may get mean (No Advance, Halt, Retire/Retreat, and Rout), and he explains what morale (of both units and armies) and fatigue represent, how they can be lost, and how they can (sometimes) be restored.

Without going into too much detail, one can summarize threats to morale and causes of fatigue rather simply: don't try to do too much. 

Of course, army and unit morale at the start of a battle will be based on the experience and training of the units in question. They'll be reduced as troops become fatigued and as units take casualties. They can be recovered (at least to some degree) by the active intervention of officers. And not just any officers; units respond best to officers from their chain of command. Any unit will be glad of attention from the army commander (assuming he isn't a buffoon), but the infantrymen won't be very impressed by the dashing hussar officer sent over from a nearby cavalry brigade, any more than the hussars would have much faith in the plodding infantry brigadier waving his little spadroon.

Fatigue itself will accumulate as units do "work": move at faster than regular speeds--either running or running away--change unit formation, move through difficult terrain, or engage in physical labor like building bridges or clearing obstructions. Units also accumulate fatigue in combat: by firing ranged weapons and by engaging in close combat. Fatigue can be erased by standing down and moving out of the combat zone, but it is removed much more slowly than it is accumulated. Thus a unit that had marched several turns at the double-quick and changed from road column to field column and from field column to line, then marched up a steep hill or through a swampy field, might well be exhausted before it's fired a shot. Likewise, a battery that finds a prominent position and begins firing all its guns continuously at an enemy as soon at they are sighted may well be wholly fatigued with its caissons empty by the time the enemy has arrived at close range and is preparing to charge.

Carnage & Glory: How Does A Turn Go?

The sequence of play in the game is fairly straightforward. There are some details, but essentially consists of 

  • Movement
  • Combat
  • Rallying

At the start of each turn, the system gives the umpire some news as to environmental factors (has it started to snow? is there fog covering the battlefield?), the state of each army's morale, and the arrival of any troops not currently on the battlefield. Which side will have the initiative in the turn ahead is also indicated; that side may decide whether it wishes to move first or second in the coming turn. Players may then issue general orders (orders restrict units' actions somewhat but are not a very big part of the game) and have units begin any engineering work they have in mind (warning: this will be fatiguing and slow--best to do your bridge-building or fortification before the battle begins).

Then comes movement. First, players secretly note and simultaneously announce their intentions to attempt charges with units. These attempts are resolved, placing units that succeed in charging close to their targets. Then the rest of movement takes place, in the order previously determined. Simple movement at a unit's normal movement rate is accomplished without informing the game system, but anything that would involve fatigue (wheeling, changing formation, moving through difficult terrain) is relayed to the umpire so that the system can assess fatigue (and, in some cases, indicate the maximum distance to be moved).

Once movement is completed, all units wishing to fire resolve that action, with the fire of units that are being charged first being resolved first. That activity also serves as a time to test the morale of these targets of charge, to see if they will stand and fight. After those fires are resolved, those of all other units are resolved and the effects assessed (changes in morale/order marked).
After fire combat comes the melee! The results of charges are determined. In most cases, one side's troops or the other's will fall back; in a few rare instances, troops may remain locked in combat until the next turn. If a defender is badly/quickly defeated, attackers may surge past their broken foe and hit another enemy in the same combat phase.

After melee is concluded, available officers are assigned to rally faltering troops. Depending on their rank and ability, officers have a certain zone of influence and may be assigned to any units needing inspiration that are within that radius of them during the rally phase. The system determines the success or failure of officers in rallying troops and may insist that officer remain with the unit in the following turn, or indicate that one officer's influence was not enough to achieve the desired result and allow another to be assigned, if available. 

Here is where the number of officers assigned to an army in its order of battle becomes critical. Officers represent a morale resource for an army, so assigning them in the order of battle is less simply a reflection of the historical rank structure and more an indication of an army's ability to withstand adversity. Both the Blue and Red armies would have regimental commanders, adjutants, brigadiers, and aides de camp (ADCs), but if Blue's command and morale resources were low, a brigade OB might include only the brigadier and its regimental commanders, while a Red formation rich in effective command might be assigned a brigadier with an ADC and all its regimental commanders and their adjutants.

After rally actions have been adjudicated, the system performs morale checks and informs the umpire what units' state is at the end of the turn and which are engaging in compulsory movement (retreating, routing, or pursuing routing enemies).

Coming Next Time!

That's it for my basic summary of the game system. The next post will introduce our test bed for next weekend's game, the Napoleoninc battle of Verbreitnet.

Wednesday, February 10, 2021

Kleiner Feldzug 1757: The End

The players have decided not to fight out the battle resulting from the August I move nor to play out the last turn of the campaign. So the campaign ends as a draw, with no result. 

Monday, February 8, 2021

Kleiner Feldzug 1757: The THIRD Battle of Prague?

Penultimate Move in the Campaign

And we trade one crescendo for another! As Frederick gathers his forces at Prague, the mighty army under von Daun sweeps forward into central Bohemia. The two armies traded raid attempts (the Austrians against von Schwerin, the Prussians against von Daun) but both armies' outriders were too alert, and the raids were turned back.

While von Schwerin and Prince Henry led their cavalry forces back to the Prussian main army, Arenberg drew off to Muenchengraetz and Prince Charles remained in position at Gitschina. Perhaps still in shock from the events at Prague, perhaps ready after their bouts with Frederick to let von Daun take up the cudgels while they rest and recuperate.

Another battle royal appears to be in the works at Prague! (the Third Battle of Prague?)


The Armies Coming Together

The Prussian army consists of Frederick, von Schwerin, Prince Henry, Keith, Brunswick Bevern, Mortiz, Ziethen, and Manstein plus 4 Cuirassiers, 4 Dragoons, 1 Hussar, 8 Musketeers, 2 Fusiliers, 4 Grenadiers, 5 Heavy Artillery.

The Austrian army consists of Daun, Colloredo, Nadasty, and Serbelloni plus 3 Cuirassiers, 2 Dragoons, 2 Saxon Cavalry, 3 Hussars, 11 Musketeers, 4 Grenzers, 2 Grenadiers, 4 Heavy Artillery.

The Prussians spent the turn entrenching their position (as the Austrians did at Gitschina in the Spring) and thus give up a point on the scouting table.

Frederick 2 (d6) -1 (engineering) + 6 (Great commander) = 7

von Daun 5 (d6) +3 (irregular cavalry) + 2 (Average commander) = 10

Austrians have local scouting advantage. The two randomly selected maps are 4-5 and 6-4; the Austrians get to pick two more, from which the Prussians can either pick one or pass (to gain an advantage in set up).

Monday, February 1, 2021

Kleiner Feldzug: The Second Battle of Prague

A Day of Rain and Clouds

The Second Battle of Prague somewhat resembled the Battle of the Clouds in the American Revolution. The battle began around noon. Both armies maneuvered for several hours. Then the battle ceased, as an unseasonable fog covered the field. Or so the commanders decided to record.

In fact, the Austrians moved forward to engage the Prussian army, only to find the Prussians imitating a hedgehog. With one flank on a town (which they had filled with their infantry) and their other flank poised on a nearly impenetrable swamp, the Prussians formed a solid front of heavy artillery backed by serried ranks of musketeers and grenadiers, with a small but potent cavalry reserve behind them. FM von Browne, unable to find a way to force the Prussian hedgehog to uncurl without sacrificing a sizable portion of his army, decided to withdraw.

Von Browne, in fact, decided to withdraw inside the defenses of Prague. His reasoning was that his army was large enough to make it impractical for the Prussians to take the fortress by storm. In this he proved correct; the Prussians were not able to concentrate sufficient troops for a storm at any point in the siege lines where a breach could be created. 

However, his army was also so large that the defenders were unable to sustain the siege, as provisions quickly ran out, disease began sapping his ranks, and a major magazine was destroyed by a fortunate Prussian barrage. As a result, the field marshal found himself forced to surrender to the besiegers he had been unable to defeat in the field, and he, his officers, and a major Austrian army were marched off to captivity in Saxony.

The map following the conclusion of July II.

Next Steps

The Austrian cause now firmly rests in the hands of FM Daun. Equipped with a brand-new army straight from the heart of Austria, Daun is facing a daunting task. He must bring the Prussian army under Frederick to battle and defeat it in at least one major engagement, and he must drive the Prussian field army away from Prague in the process. The Prussians are so far victorious in the campaign, but only by the narrowest of margins. Should they suffer a major defeat, and should they be forced to cede control of the area around Prague (whether they maintain a garrison in the citadel or not), the Austrians can still claim a marginal victory. But should Daun, too, be defeated in battle, the Prussians will certainly retain their edge. And should they also continue to hold Prague through the end of April and also manage to seize one or the other of the Austrian supply bases (Pilsen and Bruenn), then Frederick will have earned a decisive victory.

Monday, January 18, 2021

Kleiner Feldzug 1757: The Day of the Cavalry General

 

Cavalry Actions Galore

In mid-July, the Prussian army matched the Austrians' explosion of cavalry forces, as Frederick, holding position before Prague as his engineers cut siege gun positions out of the dark Bohemian earth, sent Prince Henry and FM von Schwerin off to battle the mobile forces the Austrians had sent to envelope the Prussian army.

Von Browne marched north to rescue Prague; Frederick, prevaricating, considered withdrawal then decided to stand and fight the Austro-Hibernian. 

Prussian evade attempt: 2 (d6) +6 (Frederick is Great) = 8

Austrian counter evade 6 (d6)  +4 (Browne is Good) +1 for (irregular cavalry) = 11

FM von Daun plodded north from Bruenn to Czaslau. 

Count Arenberg's Picnic

Arenberg and his merry band rode from Leitmeritz through Neuschoss and Gabel to Zittau. Just behind Arenberg rode a party detached from the Prussian army at Prague, commanded by Prince Henry, which halted at Gabel.

Prince Charles, Not So Fortunate as the Count

Perhaps most excitingly of all, FM von Schwerin rode out with a force to the northeast and encountered Prince Charles at Muenchengraetz.

Prince Charles attempted to withdraw from von Schwerin's advance...and failed.

Austrian evade attempt: 1 (d6) + 0 (Charles is Poor) = 1

Prussian counter evade: 3 (d6) + 6 (Schwerin is Great) + 1 (light cavalry) = 10

Given that only four units were involved (3 Prussian, 1 Austrian), the provisions of 16.0 "Resolving Small Battles" were employed to account for the brief and ugly melee that followed.

Schwerin is the better commander, so his units went first. He had Prussian Dragoon #3, Dragoon #4, and Hussar #1, totaling 15 SP. He rolled 15 dice, got three 6s, and eliminated 3 of Charles's SP.

Charles rolled 1d6 in return, getting one 6, eliminating 1SP from Schwerin's force.

Schwerin opted to continue, Charles opted to withdraw to Gitschina.

Tidying Up

The Austrian depot at Koeniggraetz was consumed supplying Daun, Browne, and Charles.

Arenberg ended one move stage out of LOC and took an attrition roll, suffering a loss of 1SP. The Prague garrison took an attrition roll and also suffered the loss of 1SP (note this is in addition to Privation and applies to armies in sieges, not to the fortress's intrinsic garrison).

Henry and Schwern were able, through a synchronicity of moves, to escape attrition rolls. Per the rules as written, Frederick did not move and was not under siege, so he technically did not need to take an attrition roll. However, being cut off from supply in enemy territory for most of a fortnight seems a pretty attritional state, so he will suffer an attrition roll...after his battle with von Browne and the assault and privation rolls for Prague (if he drives off Browne).

Speaking of That Battle

The Second Battle of Prague should be a doozy. Browne's army consists of 24 units (14 infantry, 6 cavalry, and 4 artillery) and will be facing down Frederick's 22 units (14 infantry, 3 cavalry, and 5 artillery). It should be a doozy!

Wednesday, January 6, 2021

First Things First: But What Comes First?

What First?

As I sit at home, watching our nation's Capitol assaulted by insurrectionists and unable to do anything materially about it, I need some sort of distraction. So, I'm thinking about what wargame projects to start the year off with from my list of possibilities. Two spring to mind.

Et Sans Resultat

One member of the ESR Facebook group has invited the rest of us to a painting challenge. Set one goal for January 2020, whatever you like, and carry it through.


Seeing as I've had a pile of 6mm figures for the 1815 campaign waiting for my attention for some time, I decided to make a start on them with one discrete unit, the Brunswick Corps. This roughly divisional-sized unit consisted of troops from the Duchy Of Brunswick, a close ally of Great Britain. The corps was originally raised in 1809 as a frei-korps, a mixed-arms force, and served with the Austrian army against Napoleon until Austria was defeated. The corps marches across Germany to the coast and was evacuated by the British Royal Navy. Reorganized into two battalions of light troops, the Brunswickers then served in the Spanish Peninsula under Wellington and acquitted themselves well. In 1815, a much larger force was raised to serve with the British in the Low Countries. The horse, foot, and artillerymen of the corps were attired all in black, as they had been in 1809, in mourning for the duke's father, killed at the battle of Jena in 1806. Here's a nice selection of their infantry uniforms, borrowed from the Waterloo in 20mm blog.


The corps consisted of an advanced guard battalion of skirmishers and riflemen (who wore Austrian-jaeger-style uniforms of pike grey with "Corsican" hats instead of the other infantry's black uniforms and shakos), an infantry lifeguard battalion, three light infantry battalions, three line infantry battalions, two batteries of artillery, and units of hussars and uhlans. Here's a nice illustration of parts of the corps in action at Quatre Bras, also borrowed from Waterloo in 20mm.
















Each of the battalions and batteries will get a unit in my ESR Brunswick formation. The cavalry will be represented by 3 stands of hussars and one of uhlans. And the duke will be there as formation commander. They get rounded out with a caisson to act as formation reserve area marker. Here's a shot of all the troops with their bases, with a white basecoat on.


Project Egypt: Naval Landing Forces

The new edition of the Black Powder rulebook has a pile of new scenarios in it, one of them the 1814 battle of North Point, on the outskirts of Baltimore, not far from where I live.

I know that one of my friends got a box of British Waterloo troops for Christmas, and I know that another has been finishing up some Maryland militia from just this very campaign. So, I'm hoping we can all pool our forces for a game, either via Zoom or, someday, in person. To that end, I looked at what else is needed for that scenario, and there's two battalions and several companies of Royal Marines and a Royal Navy landing party needed. I have Royal Marine and Royal Navy figures that I got for Project Egypt, so those will be my first contributions to the battle of North Point. Here's a sergeant of the Royal Marines, illustrated by master military artist Don Troani, image borrowed from the W Britain website, where Troiani's prints are sold.

In addition, the battle of North Point involves a company or more of the 2nd Corps of Colonial Marines. This interesting corps, like Dunmore's Ethiopians during the American Revolution, was raised in America by recruiting enslaved African people. They served along the Atlantic coast during the War of 1812; after the war, they were disbanded. The wise and/or fortunate members resettled in Bermuda; the less fortunate tried to set up a small town of free Black farmers in Spanish Florida but were later attacked and either killed or driven out by Americans. Here's a handsome Don Troiani illustration of a Colonial Marine, also from the W Britain website.



Kleiner Feldzug: July Sees the Scene Change


March Moves


Like a flock of birds that merges in flight into a dense cloud and then, turning, spreads itself across a wide arc, the Austrian army that had concentrated under von Browne at Prague disperses.

The field marshal marches away from the capital of Bohemia, leaving several thousand infantry to stiffen the fortress troops of the citadel. He marches southwest towards the great supply depot at Pilsen, stopping at Beraum.

FML the Duke of Arenberg leads a force of cavalry away to the west of Prague then moves north, passing through Schlan and Budin and halting in Leitmeritz.

Meanwhile, Prince Charles and his cavaliers ride north through Pardubitz and recapture the Austrian advanced depot at Koeniggraetz.

The Prussians, more like a solid wedge of bears than a swirling murder of crows, march stolidly out from Jungbunzlau, passing through Brandeis and arriving at Prague. They set up camp and begin digging parallels. The siege of Prague has begun.

Siege Details

The total of the additional infantry and artillery units reinforcing the garrison (2) and Prague's inherent fort number (3) is 5. There are more than 5 infantry and artillery units in Frederick's force, so the Prussian siege of Prague is established at step 1.

At the end of the NEXT turn (July II), the Prussians may assault, if they wish. On a roll of 1, they will carry the fortress. If they are unsuccessful, but their infantry and artillery still exceed the fort number + infantry and artillery of the defenders, the siege will advance to step 2, meaning that at the end of the NEXT turn (August I) they need a 1 or 2 to succeed in an assault.

Also at the end of each FULL turn of siege (that is, starting at the end of July II), the defenders may surrender due to privation (they have run out of supplies, disease has broken out, the fortress commandant has lost his nerve). That occurs on a separate d6 roll, always a 6 (it does not increase over time).

Progress Report

We have played seven of the ten turns of the scenario; it runs through the second half of August.

So far the VP tally stands as follows:

1 VP to Prussia for winning the battle of Gitschina (May I)
1 VP to Austria for winning the battle of Prague (May II)
1 VP to Prussia for having a supplied, unbesieged army at Prague at the end of a turn (July I)

So currently, the score (+1 to Prussia) means a Marginal Austrian Victory. Should the Prussians continue to accumulate victory points for holding Prague, that will tip furth in their favour (2-5 is a Marginal Prussian Victory). No one has occupied enemy supply sources (depots not included), so no one has lost points for that.

Final Note

July I ended with the Prussians laying siege to Prague, so July II begins with the Army of Inner Austria, under the command of Feldmarshall Leopold Joseph Maria, Graf von Daun, Fürst von Teano, Marchese di Rivola arriving at Bruenn. He is an Average commander (two of the three generals with him can also operate as commanders). As a subcommander, von Daun is +0 and Valorous, but he is senior to everyone but Prince Charles and FM von Browne.

We will need a player for von Daun, or I can operate him as an NPC.

Next Steps

CINCs (Frederick and Charles) may nominate raid/recon targets. All commanders may send dispatches to each other. After those actions are taken, march orders may be composed.

Monday, January 4, 2021

Wargaming Thoughts for 2021

Welcome 2021! Same as 2020?

Back in May of last year, I speculated about a variety of wargaming projects that I might engage in during the coming year. I listed seven possibilities for new things I might explore along with seven new things I was going to do my best to resist and about twenty neglected projects that I hoped to do something about. 

To the surprise of no one who (a) knows me or (b) has observed how COVID lockdowns have affected various people, I got nowhere with any of these seven possibilities, did avoid spending money on the seven others (though I thought a lot about them), and didn't really address any of the neglected projects. After all, why work on hobbies when you can lie about drinking tea and watching old British police procedurals on the telly? I read a good deal of history and historical fiction and daydreamed a good deal about gaming all of the conflicts I was reading about. But that's mostly as far as it got.

So, although I don't have a good track record with or even much expectation of "resolutions" (New Years or any other sort), I've been trying to focus at least a little on 2021 and what I might do.

Wrapping Up Kleiner Feldzug 1757

What I did, in fact, spend a lot of time on in 2020 was running a game of Sam Mustafa's Kleiner Feldzug, his quick-and-dirty map game that comes with Might & Reason, his Seven Years War miniatures rules. It's been entertaining (sometimes) and frustrating (for some players), and I have a feeling that it may be drawing to a close. It has four more turns to run, and we may play out all of those turns, but I don't think that the map game or the miniatures rules have been a big hit. M&R is easier to run via Zoom than some other games I can think of, but it has some shortcomings and is, like a lot of the author's games, a broad brush where many players would like to be able to make somewhat finwer strokes.

Whither Frederick?

The end of this campaign won't end my interest in the Seven Years War, but I need to do a good deal more reading before I launch into something specific. I have a set of rules that I think may hold promise for big battles, and I have Carnage & Glory and Black Powder for small to medium-sized battles, depending on whether I want a more detailed or a more fast-play game.

Carl Rochling: The Battle of Zorndorf

Et Sans Resultat and Other Napoleonics

I have been a fan of this big-battle Napoleonic rules set for some time now, including running it (with my buddy The Attorney) at conventions and at our club. I have a load of 6mm figures I bought to paint up as 1815 armies, and I need to get working on that. I think 6mm is the way I plan to go with ESR.

I have a substantial number of 15mm Napoleonics. I rebased a large number of Austrians in 2019 to play ESR, but a suitable ground scale to play ESR in 15mm requires a LOT of tabletop. I'm debating whether to leave them as they are or rebase them (again) for Carnage & Glory and Black Powder.

On top of which, I know that some of my friends who are dipping their toe into Napoleonic wargaming are looking to build some 28mm armies. I have a number of 28mm figures that I bought thinking I might use them for a super-tactical game, if I could find one I liked. I never have, and I don't currently have the bandwidth to write a set, so I'm thinking of building up some 28mm forces to play Black Powder, which are among the most popular "fast and fun" rules around and which I find the least objectionable.

Antoine-Jean Gros: Bataille d'Aboukir, 25 Juillet 1799
Egypt, Big Time

I've been in love with almost all of the Perry Brothers' 28mm miniatures lines for ages, and last year in a fit of madness I splurged on a huge boxful of their Napoleonic French in Egypt line. 

After the French invaded in 1798, there were battles between their army and the rather splendidly costumed Mameluke rulers of Egypt, but I’m skipping those. Partly because the Mameluke armies were huge and mostly cavalry and I can’t face painting that many horses. 

But mostly because, no offense intended to the Mamelukes, they are really boring and pointless battles. 

Warfare, especially in the 18th and early 19th century, is like playing rock-scissors-paper repeatedly. Infantry, cavalry, artillery: each has its strengths and weaknesses in comparison to the other. At first one arm gets an advantage, then your opponent uses a different arm and gets the advantage. Tactics is knowing which troops to use, and when, and how. The person who does that best, with some added factors, wins.

And with their almost-all-cavalry army, the Mamelukes essentially played rock-scissors-paper by repeatedly playing paper, paper, paper, paper. The French formed their infantry into big boxes, with all the men facing outwards, places for the artillery at the corners, and their cavalry inside the box, ready to charge out, fresh and undamaged, once the enemy got tired. The Mamelukes couldn’t fight their way into the squares, but they didn’t stop trying as long as they had fresh units. To mix metaphors, when all you have is a hammer, they say, everything looks like a nail. But if the “nail” is really a patch of sand, at some point you just get tired of hammering it and achieving nothing.

That and painting all those bloody horses...

Phillip James de Loutherbourg: The Landing of British Troops at Aboukir, 8 March 1801

So instead of Mamelukes, Project Egypt is going to be recreating the battles between the French and the British. Who, per usual, took until the better part of three years to assemble a force to try and drive the French out of the Middle East. The preliminary French forces I’m building are to represent Friant’s attempt to defeat the British as they landed at Abu Qir Bay. And the British represent the amphibious assault forces of Lt Gen Sir Ralph Abercromby. I’ll start with the landing and, if I actually accomplish that much, will move on to the later battles. Of course, before the lobsterbacks can get ashore, someone needs to secure the landing grounds. There will be sailors and marines and lovely, lovely boats to bring the soldiers ashore from the transports. Then five battalions of infantry with an uncharacteristically (for Brits) varied selection of headgear.