tag:blogger.com,1999:blog-31996944227384994442024-03-06T04:10:51.514-05:00Cardboard Campaigns and Metal MeléesA blog of wargaming and military history.Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.comBlogger106125tag:blogger.com,1999:blog-3199694422738499444.post-90348351657847043482024-02-24T22:44:00.000-05:002024-02-24T22:44:03.435-05:00The Fight for St Amand: Shots Fired!<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEjaK30ppdWp7IxBGDdzVs1PktkZpR6K4bXvi1FGoAJAZmLCRqPfr3TSK8UaO_zv_sH2DZ4Z0UynPgK4fLdyI63jusGqUusAIAMXvKDhCEUNsv3e07XTzetcv5YgaD3LOa_mSKNaL8oDiMEzZsQKQ6oJvB163axKGkNW7voPy3CQMqceeHPzLn396WQpVavv" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="390" data-original-width="427" height="584" src="https://blogger.googleusercontent.com/img/a/AVvXsEjaK30ppdWp7IxBGDdzVs1PktkZpR6K4bXvi1FGoAJAZmLCRqPfr3TSK8UaO_zv_sH2DZ4Z0UynPgK4fLdyI63jusGqUusAIAMXvKDhCEUNsv3e07XTzetcv5YgaD3LOa_mSKNaL8oDiMEzZsQKQ6oJvB163axKGkNW7voPy3CQMqceeHPzLn396WQpVavv=w640-h584" width="640" /></a></div><br /><p></p><p>All fire is simultaneous; that is to say, all fire is allotted and resolved, but the effects don't take effect until all fire has been resolved. Also, units that intend to assault their adjacent enemy are marked during the Movement Segment, and the fire of those units is conducted in the Assault Segment.</p><p>So assaults were declared here, so all three French units will fire, as will the Prussian jaegers. Cultivated ground, like the area where the jaegers are standing, blocks line of sight (LOS). So the<i> 2/12me</i> cannot see into Le Hameau (if tracing LOS along a hexside, blocking terrain or troops on either side will block LOS). So <i>1/12me</i> and<i> 2/12me </i>will fire at the jaegers; 3/12me will fire at the fusiliers in the village, and the jaegers can fire at either one of the battalions in front of them (with the exception of squares, a hex can only fire or be fired on once per Fire Segment).</p><p>We'll start with the jaegers. That unit will fire into the first French unit, the one to their right. The jaeger detachment consists of two increments (that's marked on its front side) and up to three factors of skirmishers can fire out of a hex, so they can fire at full effect. Checking the Fire Effects Table, that says that jaegers in skirmish formation multiply their fire factor (upper left of the counter: 6) by 3. So they have 18 FP. They are firing at skirmishers in clear terrain, who have a fire defense of 14. Looking at the fire chart, that ratio (18:14 or 1.3) is more than 1:1 (1.0) but not 1.5:1 (1.5), so the jaegers need 51-66 to hit.</p><p>This is where I should explain that one of the very unusual (some might say weird) things about the La Bataille system is that it is so Old School that it uses only D6. And it uses them almost as percentiles; one rolls 2D6, reading one as the sixes and one as the digits. So a roll of 1,2 becomes 12. And since this becomes essentially base six, additions and subtractions work the same way; so, for instance a roll of 2,3 plus six becomes 33.</p><p>So, to get back to our friends the jaegers, their fire combat odds require a roll of 51-66 in order to inflict a hit, which is pretty low. The Prussians roll 4,2, so they miss.</p><p>Now the French fire at the jaegers. The two battalions facing them have 5 increments each, but only three increments can fire out of hex when troops are in skirmish order. So each French battalion can fire with 3/5 of their 8 factors or a total of 9.6 factors between the two; they also get a multiple of 3, so they fire with a total of 28.8 FP. The fire defense of skirmishers in cultivated ground is 15, a tiny increment better than skirmishers in open. So the French have 1.5:1 odds but just barely not 2:1. They need 42-66 to get hit. They roll 4,3 and they hit, eliminating one of the jaegers' two increments.</p><p>The small French unit fires at the fusiliers. It can use its full 6 factors, times 3 for skirmish fire, but halved for firing at long range, so 9 FP. The fusiliers are in general order in the village, which means their fire defense is 16. That ratio (9:16 or .56) is just over 1:2 (.5), so they need 62-66 to hit. They roll 2,3 and miss.</p><p>All firing done, we have to implement results. The jaegers get a 1 marker to show they have taken 1 hit. They have lost half their strength; they would be severely penalized if they were a battalion or regimental sized unit; as a company, they do not suffer that penalty but they still have to take a morale check. They must roll higher than their morale of 25. They roll 2,4 and fail, which means they fall into disorder.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhA7E3Zp8LRfg4DrpsKPQTYZNz52UqlnqfCQqG4i8bu7RAb1L-92xcfN2ZXiaQUS49nPCsIJImieaR6g25sb4hHN9w1M0i897nRrNtWbe1odXx7G_W6DyTTMHji28ZJ0u55Pn3E-ya2b26dNZo5HULzBEnID4O3XgiXdsZteDVDZupX7ys2ykdcAN4TIUAA" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="365" data-original-width="443" height="330" src="https://blogger.googleusercontent.com/img/a/AVvXsEhA7E3Zp8LRfg4DrpsKPQTYZNz52UqlnqfCQqG4i8bu7RAb1L-92xcfN2ZXiaQUS49nPCsIJImieaR6g25sb4hHN9w1M0i897nRrNtWbe1odXx7G_W6DyTTMHji28ZJ0u55Pn3E-ya2b26dNZo5HULzBEnID4O3XgiXdsZteDVDZupX7ys2ykdcAN4TIUAA=w400-h330" width="400" /></a></div><br />There is no assault combat this turn, so we move to the Reorganization Segment. If the jaegers did not have adjacent enemy, they could recover from their disorder at this point. As it is, we flip over leader markers and move to the 3:20 pm turn.<p></p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-71377620361042759442024-02-24T18:23:00.004-05:002024-02-24T18:23:44.551-05:00Fight for St Amand: The French Advance<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgYMYZxY54B53lY2lXpntky0DgXWDZvOzbDMy_cJfNQr-DyTKaLgo64OCoCCmRy5QHD6sCfpDM1ETPxTvW6GumDW5hHe971qzuAC4lPO9J9dxwp5fgWQJoG1YbPnrztYSisn9cxENQywVh_lQ1f-576A_qcKPoOzjMv8Bp2_WasoBJ3BtdEPvhbUGbVr17A" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="976" data-original-width="1707" height="366" src="https://blogger.googleusercontent.com/img/a/AVvXsEgYMYZxY54B53lY2lXpntky0DgXWDZvOzbDMy_cJfNQr-DyTKaLgo64OCoCCmRy5QHD6sCfpDM1ETPxTvW6GumDW5hHe971qzuAC4lPO9J9dxwp5fgWQJoG1YbPnrztYSisn9cxENQywVh_lQ1f-576A_qcKPoOzjMv8Bp2_WasoBJ3BtdEPvhbUGbVr17A=w640-h366" width="640" /></a></div><br /><p></p><p>Girard's first move takes his skirmish screen close to Le Hameau, with the rest of his men moving toward La Haye and his battery looking for a good position from which to bombard.</p><p>(The solid pale green hexes are ground slightly lower than "ground level", bottomland closer to the creek.)</p><p>The reinforcement chit, which I should probably just have left out, comes out next. Last is the regroup chit. This allows units that were not part of MUs some limited rearrangements. In this case, the remaining units of Steimetz's brigade can move closer to him, trying to get into his command distance for next turn. That's the two remaining battalions of the 24th, the remaining landwehr battalion, and the landwehr's jaeger detachment. All of 1st Brigade is now within his command range except the two jaeger detachments posted at the southwest corner of La Haye, and they don't need to be in command to shoot, which is their job for the foreseeable future.</p><p>We are finished with the Maneuver Segment of 2.40pm. No infantry are within firing range (one hex for most infantry, two or three for skirmishers) of enemy, and no artillery are unlimbered, so no Fire Combat Segment. No units are in position to assault, so no Assault Segment. Reorganization Segment: no one is disordered or routing. Morale levels are checked and all are at Level 0, since no casualties have occurred. No cavalry are exhausted, no units are in Administrative March. Leaders flip back to their ready side. The first turn is over; only ten more to go.</p><p><b>Turn 3.00 pm.</b></p><p>In Ligny, a check must be made at 3.00pm and every hour thereafter to see if there will be a thunderstorm. French roll 5,3; no storm. Command Segment: Same MUs for this turn. First chit out is Regroup; nothing applicable at this time. Next chit is the French MU. </p><p>The <i>12me Legere'</i>s two normal-sized battalions move up to the Prussian jaegers in Le Hameau, ready to blast them from close range. Both the French and Prussian skirmishers can fire at two-hex range--the schuetzen can even fire at three. However the musket-carrying French are 1/2 firepower at two-hex range, while the rifle-armed Prussian jaegers and schuetzen fire at full strength at two hexes, so no reason to give them an advantage. The small <i>legere </i>battalion positions itself to take pot shots at the understrength fusiliers in the village. The other regiment in that brigade, the <i>4me Ligne,</i> moves up in column, ready to rush in if the Prussians waver. Girard's other brigade moves up to face off against La Haye; the lights also shake out into skirmish order with the line columns and guns behind them, but they don't enter the long range of the schuetzen just yet. Girard moves to maintain his command distance with all his units.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEie4hWmcV3C-NGa2UOxEel8MyVMKGrxEXyuuJQpxuevNJk3Opxh8mgZU86_4wb83Tr9YrXrQkB6xsuZJjhP5jG9q5qnljEazkfKeGztIBE9qS38qzxWnbFT1PVpNNviisn39vkjGyrkg36P7VgmEkD6Ox_kgnT1SbLNinBj54-ugp7cjmtLJXoK-PXk7M_u" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="650" data-original-width="995" height="418" src="https://blogger.googleusercontent.com/img/a/AVvXsEie4hWmcV3C-NGa2UOxEel8MyVMKGrxEXyuuJQpxuevNJk3Opxh8mgZU86_4wb83Tr9YrXrQkB6xsuZJjhP5jG9q5qnljEazkfKeGztIBE9qS38qzxWnbFT1PVpNNviisn39vkjGyrkg36P7VgmEkD6Ox_kgnT1SbLNinBj54-ugp7cjmtLJXoK-PXk7M_u=w640-h418" width="640" /></a></div><br />The next chit is non-MU leaders. Ziethen holds position for now. <p></p><p>The next chit is the Prussian MU. Steimetz sends the 1st Westphalian Landwehr to occupy the north end of La Haye and moves the 24th Infantry into position in and behind the center of the village. He moves his staff position slightly north so as to keep in contact with the landwehr, and he tells his single battery to unlimber in pointblank position behind the center of the village. He could have had it position further up the slopes leading east from the stream, but artillery can never fire over friends even if elevation allows it line of sight (LOS), so it would be difficult to find a position where it could hit the French on the other side of La Haye, and up close it will be able to use its full effect.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj9qy5WCxoo0EdV-Ru_dulVWOs359mexIs6fJ_DLoHnjv3msADETGXSqRnZJ6LnowC6EpLf1zwZUIilQE6OKTzhGHq83BeSe27V6MvM9cLVhFRf0rmZ2joyJhac5fMearxS7zqV8BuS99kLTVyt-rL6jGXYRAR3MCw0zDntc4zNuCb8wgqSNforeinGK9nH" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="737" data-original-width="1103" height="428" src="https://blogger.googleusercontent.com/img/a/AVvXsEj9qy5WCxoo0EdV-Ru_dulVWOs359mexIs6fJ_DLoHnjv3msADETGXSqRnZJ6LnowC6EpLf1zwZUIilQE6OKTzhGHq83BeSe27V6MvM9cLVhFRf0rmZ2joyJhac5fMearxS7zqV8BuS99kLTVyt-rL6jGXYRAR3MCw0zDntc4zNuCb8wgqSNforeinGK9nH=w640-h428" width="640" /></a></div><br />The next chit is artillery, but the Prussian guns as yet have no targets and the French guns are still limbered. That concludes movement, so we go to Fire Segment. <p></p><p>Next up: Actual Shooting!</p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-64669766570200501032024-02-22T22:25:00.001-05:002024-02-22T22:25:32.901-05:00The Fight for St Amand BeginsThe French stepped off at 2.30pm, with one of the regimental bands playing <i>La Victoire en Chanant</i>, otherwise known as <i><a href="https://www.napoleon.org/en/magazine/napoleonic-pleasures/le-chant-du-depart-2/">Le Chant du Depart</a></i>, one of the most popular songs of the Revolution after <i>La Marseillaise</i>. Here's <a href="https://www.youtube.com/watch?v=F0KMxoTetnc" target="_blank">a lusty rendering of it</a>, illustrated with scenes from a number of apt films.<div><br /></div><div>In our scenario, before the French can start moving, we need to undertake the Command Segment of the first turn (2.40pm). In this phase, both players designate which troops will be moving this turn. Command distances must be checked to see what troops are eligible, then "maneuver units" (MUs) must be designated--troops who are both in command and assigned some of that side's precious Command Points (CPs) for that turn. Chits representing those MUs and certain other activities go into a cup, to be pulled randomly to sequence units' movements. Light cavalry leaders who are not part of MUs also get a chance to be included, to show the initiative and speed that light cavalry had.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrJQuRdlYgRqKtIHq7nyGUevuS2MubThACWK7cU6M2wz2_RQPWTE2KiPNB0Dnvlw_NkikCpiz2dtWZT5qYEpe_Rb1rGajxVWimxqST3HSfWfe1XJrWavh4Gra4I7XedS-khYLMe0RbsCcZSJ-0BD_lhgmZu1p8okqSXsOOfk-0_ocihlCD5FQCNQMTyke6/s710/Steinmetz%20command.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="697" data-original-width="710" height="628" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrJQuRdlYgRqKtIHq7nyGUevuS2MubThACWK7cU6M2wz2_RQPWTE2KiPNB0Dnvlw_NkikCpiz2dtWZT5qYEpe_Rb1rGajxVWimxqST3HSfWfe1XJrWavh4Gra4I7XedS-khYLMe0RbsCcZSJ-0BD_lhgmZu1p8okqSXsOOfk-0_ocihlCD5FQCNQMTyke6/w640-h628/Steinmetz%20command.jpg" width="640" /></a></div><div><br /></div><div>The French and Prussians both get 1 CP in this scenario, because very few troops are involved. Girard sets up with his division, so all of them are in command to begin with. As mentioned, most of the Prussian 3rd Brigade is not allowed to move at all, and 2nd Brigade can't enter play until the Prussians lose much of St Amand La Haye, so 1st Bde. is the only one whose command status matters to start. I've circled its brigade commander here and marked which of his units he can reach--most, though not all of his brigade. Steimetz is within 6 hexes of Ziethen, his corps commander, so if Ziethen could reach another brigade commander, then <b>that</b> officer and any of <b>his </b>troops he could command could be smushed into one big I Korps MU with Steinmetz <b>if</b> there were an army commander to activate Ziethen. Otherwise, there are two 2nd Brigade units in Le Hameau, and one 3rd Brigade unit (those landwehr next to the 2/12th) in La Haye, but their brigade commanders are far away, so except under some exceptional circumstances (there's an aide-de-camp to a corps or army commander sitting with them), they can't be included in an MU. Interestingly, Ziethen can't walk up to a unit and put it in command; I find that a bit curious.</div><div><br /></div><div>So the French and Prussian 1st MU markers go in the mug (the VASSAL module even has an image of a mug for you to drop them in) and on the groups they represent on the map. Also into the mug go markers for leaders without MUs, regrouping, artillery, and reinforcements. When those get drawn, those elements may come into play (though there are no French reinforcements in this scenario, and no Prussian ones available yet). Light cavalry commanders can attempt to generate their own MUs without the cost of a CP, but we have no cavalry, light or otherwise, in this scenario. </div><div><br /></div><div>Then the first chit is drawn.</div><div><br /></div><div>Of course, just to screw with us, Madame Chance brings out the Prussian MU chit first. Steinmetz checks to make sure all his troops that were in command when the MU was designated are still qualified, and then is allowed to move them. This includes 1/24th Infantry and 1/ and 3/1st Westphalian Landwehr, plus the artillery battery, all on the other side of the creek. He can't stuff more than a battalion into town, village, or special structure hexes. He has four more village hexes of La Haye to garrison, so these moving troops will do nicely for that. He can also shift eastward himself so that next turn he'll be within range to activate all the rest of his brigade over there. It would take him away from La Haye, a little, but troops don't need to be in command to shoot or defend, so that should be OK for the moment. However, during the Regroup Action, units that are not close to the enemy and that are out of command can move closer to their immediate superior, so we'll just wait for that to happen instead of taking Steimetz away from the fight.</div><div><br /></div><div>All those battalions are in column, so they will get their printed movement potential. All three battalions end up moving through the woods south of Ferme le Cuile, which forces them to change from column into general order, but they change back again once they leave the woods. The landwehr are headed to the north end of the village; 1/24th is moving to hold the center of town (where it will hopefully be joined by its sister battalions). 2/12th moves south to link up with the rest of its regiment. The artillery moves into a position where it can shred any enemy fighting in the center of town. Positioning a battery has to be done carefully, as they aren't always easy to move once shifted.</div><div><br /></div><div>Once all the Prussian MU has moved, its commander is flipped over to remind the player that that MU is done for this turn.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfZQBR3nKuP_kvnV0AfLqmIFdK1YrGlTIKN5uqb0GjKF4pXLPJMfXz7voz0ZE2MqqiYNjJXe0MzWN3vSmUK_n-49oXJkvFFgQdFuiiI5DK_d31kyJKcrnSn9_0s87fmD_0TJx_Xm8fBRxfsQ07u-1dkQK1hto2X88wXblDJYRIjfBXqJoiXnCtS_XyRmYp/s780/prussian%20first%20move.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="780" data-original-width="647" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfZQBR3nKuP_kvnV0AfLqmIFdK1YrGlTIKN5uqb0GjKF4pXLPJMfXz7voz0ZE2MqqiYNjJXe0MzWN3vSmUK_n-49oXJkvFFgQdFuiiI5DK_d31kyJKcrnSn9_0s87fmD_0TJx_Xm8fBRxfsQ07u-1dkQK1hto2X88wXblDJYRIjfBXqJoiXnCtS_XyRmYp/w530-h640/prussian%20first%20move.png" width="530" /></a></div><br /><div>Next chit pulled? Leaders without MUs. At the moment that only means Ziethen. He can help people fight better, but when he gets in the line of fire he may end up a dead 'un (as Girard did historically), so we'll hold off moving him into the fray until we see a need.</div><div><br /></div><div>Next chit? Artillery, meaning unlimbered artillery may fire. Neither side has unlimbered guns as yet.</div><div><br /></div><div>Next chit? The French MU! <i>En avant, mes braves!</i></div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-57657414943981160412024-02-21T23:28:00.003-05:002024-02-21T23:28:59.584-05:00The Fight for St Amand: The Prussians<p> If we look at the Prussian force defending the St Amands, it looks impressive.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM2civa22kDxyOL_4NzQMsj4K4dc-phqIRYJOWJWp9961tkWho55wwN1gK2CMRzW2d16uHqE_ElvtqNwx3NzYvO7VHphLPFz9ZTYG8linyAliBO-wPDu21eRHycvBEAwgA0vU1HX2GuenWZ_sXZPrhTToZm3dk8Pwp_iUYnnaPH7ICXsrl49suozwSImx_/s760/prussian%20OB.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="760" data-original-width="462" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM2civa22kDxyOL_4NzQMsj4K4dc-phqIRYJOWJWp9961tkWho55wwN1gK2CMRzW2d16uHqE_ElvtqNwx3NzYvO7VHphLPFz9ZTYG8linyAliBO-wPDu21eRHycvBEAwgA0vU1HX2GuenWZ_sXZPrhTToZm3dk8Pwp_iUYnnaPH7ICXsrl49suozwSImx_/w390-h640/prussian%20OB.png" width="390" /></a></div><p>The Prussian force consists of most of the Army of the Lower Rhine's I Korps: three of its four infantry brigades, though none of its cavalry and only one battery of its artillery. Here I've arrayed them all in lines going from left to right and top to bottom; first brigade, then second, then third. Impressive lot, aren't they? The scenario handicaps them by freezing 3rd Brigade in place and holding 2nd Brigade out of action until the French take St Amand La Haye. So to begin with, the Prussians are fighting with only a third of these numbers. Still pretty potent, especially given they are holding good defensive terrain.</p><p>The corps commander, von Ziethen II, is the 0-10 at the top (as with the French officer, 0 meaning that as an officer with his staff, he has no gross combat strength, and being all mounted and with numerous staff aides, he can move/effect up to 10 hexes per turn).</p><p>Below von Ziethen is 1st Bde. commander von Steinmetz. Up and to the right from him in the 12th Infantry Regiment (three battalions: F, 1, 2, meaning fusilier and #1 and #2 musketeer battalions) and a jaeger company attached to the 12th. The next row below them is an artillery company and the 24th Infantry Regiment and two companies of Silesian schuetzen (also rifle-armed skirmishers, like the jaegers, but organized in their own battalions). Then below them the three battalions of the 1st Westphalia Landwehr Regiment, with their attached jaeger company.</p><p>The 2nd and 3rd Brigades are much the same: a commander, an infantry regiment numbered 12 or lower, an infantry regiment numbered higher than 12, and a landwehr regiment, with various rifle companies added in.</p><p>After the defeat of Prussia in 1806/1807, Napoleon had cruelly stripped the most famous army in Europe of its riches and dignity. Prussia was only allowed a small standing army of about 40,000 men. In order to rebuild the army without openly defying Napoleon, the army trained men in batches, many of them being dispatched home to act as a sort of trained reserve. The core of the army remained a disciplined professional force, to be supplemented with these "reservists". When Prussia joined Russia in 1813 in war with France, the infantry brigades created included one each of the "old" line regiments, Nos. 1 to 12, the regiments formed of reservists (13-24), and the landwehr or militia regiments. IN 1814 and 1815, further reserve regiments were created, Nos. 25 to 31. Some of these were formed from freikorps, volunteers who had enlisted in 1813 in military units raised privately to serve alongside the regular army. Others were transferred more or less wholesale from the army of Berg, a German state that had been gifted to Prussia after Napoleon's defeat in 1814.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdk1bpWyco_EROSBRgAUshynzxAVUTMxZ-WZkGyYcj_vmo7g62Q0Nr2jhe5Is8H14siBi8SX-ng2ctDdhe-ExIVRe0hwPqrwL4xQZQ0N5SFpeWQf0YA2yY7KEXPYmVoBQmu_C4nKQkVrKpLCjpjbNK5y3wF9UB2JWoDy7A5Oa5f5FtyZb41JHwoAsohp5Y/s427/prussian%20colours.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="227" data-original-width="427" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdk1bpWyco_EROSBRgAUshynzxAVUTMxZ-WZkGyYcj_vmo7g62Q0Nr2jhe5Is8H14siBi8SX-ng2ctDdhe-ExIVRe0hwPqrwL4xQZQ0N5SFpeWQf0YA2yY7KEXPYmVoBQmu_C4nKQkVrKpLCjpjbNK5y3wF9UB2JWoDy7A5Oa5f5FtyZb41JHwoAsohp5Y/w400-h213/prussian%20colours.png" width="400" /></a></div><p>You'll notice there's a pretty wild array of uniforms. Officially the Prussian army in 1808 had adopted a simple, spartan uniform of short blue coats, grey or white trousers, and black shakos with very little lace or frippery. But crippled by French indemnities and cut off from international trade by the Continental System, Prussia had become poor (or poorer). Greatly expanding the army had stretched the country's resources, and two years of campaigning had work out the uniforms of 1812. Many line and reserve units had simple fatigue uniforms of grey cloth. Others had to be clothed by handouts from Great Britain, which shipped tens of thousands of uniforms to Prussia of all sorts of colours--some blue, but also green, black, or red. The Berg regiments still wore their former white regimental coats; according so some accounts, French soldiers recognized them and called on the Berg troops to desert their new masters. Jaegers and schuetzen did their best to keep to the traditional huntsman's green uniform.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEC1D5c0p8YMEQDDBHa06A84IGt0F59rtM9ogLE1AFIwaZuxtpk2SF8B-21M9t_HjV13QKPIgvdj2oiCn4NCiPBi5Y_ja6hG48Yoll-YsQgnfAz9K51zLmxOHkG2bzkbjEL1RJ1XYwHpXwbAzwVA-oyIEUIW6n5OFfFsc-_TYKU4u7V2hwFMRhMNa1ndgu/s348/prussian%20backs.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="348" data-original-width="311" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEC1D5c0p8YMEQDDBHa06A84IGt0F59rtM9ogLE1AFIwaZuxtpk2SF8B-21M9t_HjV13QKPIgvdj2oiCn4NCiPBi5Y_ja6hG48Yoll-YsQgnfAz9K51zLmxOHkG2bzkbjEL1RJ1XYwHpXwbAzwVA-oyIEUIW6n5OFfFsc-_TYKU4u7V2hwFMRhMNa1ndgu/w358-h400/prussian%20backs.png" width="358" /></a></div><br /><p><br /></p><p>There's a wide range of quality as well. Here are the backs of the 12th Regiment (on the left) and a landwehr battalion, a jaeger company, and the artillery company (on the right).</p><p>Like French <i>legere </i>infantry, the fusiliers have a hunting horn and a range 2, showing they can skirmish. They also have a slightly better fire factor (8) than the musketeers of the same regiment (6) and better ratings for melee (20 versus 16) and morale (22 versus 24--again, unlike all the other ratings, the lower a morale value the better). After the campaigns of 1813 and 1814, which both hardened green troops and wore away the core of solid soldiers, regular and reserve regiments were much the same in 1815, with a few exceptions. </p><p>The landwehr (top right) were also more experienced, at least those that had fought in the earlier campaigns. But Berg was not the only territory Prussia had picked up at the conference tables in Vienna, and some landwehr units in 1815 were formed in these newly Prussian lands, had not seen the campaigning that their Pomeranian or Silesian opposite numbers had seen, and may even have been resentful and surly about being pressed to fight for their new overlords. This landwehr unit shoots almost as well and his regular counterparts, and his melee value is good, but his morale is several steps worse then the regulars. </p><p>Looking at the jaeger below him, keep in mind that this unit consists of about 200 men compared with the line battalions' 800 or more. Jaegers are also trained to fire and retire, not stand in line of battle. And the artillery has much the same values as the French battery with Girard; same trained professionals, same number and quality of guns.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi48qvjocw6esN8-yZrlM7gmVVBn1JD7MgFj7JrDCOeXuyrVOIRTnMFvto3mTZVgkE5PT76eaY5zD8kyGsvCAZSZOI2Km6BqMxsFe7ewQEJlMSjo4dHPK9K_fcH1q8867BKqsemy3GVH75jW_07BlpgO66Wkzd9nNV9EKMHWhlh4VVSTCTyq1ag258JkWxW/s385/prussian%20officers.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="385" data-original-width="152" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi48qvjocw6esN8-yZrlM7gmVVBn1JD7MgFj7JrDCOeXuyrVOIRTnMFvto3mTZVgkE5PT76eaY5zD8kyGsvCAZSZOI2Km6BqMxsFe7ewQEJlMSjo4dHPK9K_fcH1q8867BKqsemy3GVH75jW_07BlpgO66Wkzd9nNV9EKMHWhlh4VVSTCTyq1ag258JkWxW/w158-h400/prussian%20officers.png" width="158" /></a></div><br /><p>Last but not least, the Prussian officers. The French divisional commander Girard is a dashing 4/-/2/4, superior to any of his opposite numbers, the Prussian brigade commanders. Ziethen, the corps commander, is more Girard's equal. Ziethen also has a cavalry rating, and a good one (4). And no wonder--Generallieutenant Hans Ernst von Ziethen had served in the Prussian army since 1785, when he joined his father's regiment of hussars. He had fought in the wars of the French Revolution, in 1806 at Auerstadt, and in the campaigns of 1813 and 1814. </p><p><br /></p><p>Up Next: <i>La Victoire Chantant!</i></p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-42115264631208009142024-02-19T23:52:00.003-05:002024-02-20T22:05:42.513-05:00The Fight for St Amand La Haye: The French<p>So, the other half of our scenario, of course, is the French army contingent. The French attack on St Amand commenced around 2.30 pm on the 16th with an assault by Vandamme's III Corps, augmented by Girard's division from II Corps. The scenario suggests that Girard alone occupied the focus of the Prussian I Korps, but this description is not borne out by any of the accounts I've read (Hofschroer, Uffindell, Nofi, Schom, Siborne, or Alain Arcq's account in <i>Ligny: 16 juin 1815</i>). Those authors agree that Girard's was one of four divisions that took part in the attack on the St Amand "cluster"; it may even have been the last to move into combat, after III Corps proper was engaged. Perhaps it is for simplicity's sake and as an introductory scenario that only Girard is included here. (In fact, reading through several of the above authors' accounts, the scenario as presented seems to be bear only a sketchy connection to the historical events.)</p><p>In any event, General de Division Count Girard's aim is to capture St Amand La Haye (or at least more than half of it) by the end of the scenario. He has two light infantry and two line infantry regiments, totalling nine battalions, at his disposal, as well as one battery of artillery. Given that the French are disallowed from attacking St Amand Le Chateau and that it's filled with Prussians who aren't allowed to move but would be more than happy to shoot at passing Frenchmen, there's plenty of reason to give Le Chateau a wide berth in moving toward La Haye. St Amand Le Hameau also flanks the target, but it is held only by a small force, and the scenario does not immunize them from the French, so they might be an early target, just to clear the way, so to speak.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEju6awm8Y5Z0gOrFvIJXIK0H_OqdHURU0EvmsKh7rcNqy_BIxo9zEZ0NfamF1F6ul5nbYIhuFfATM9k8DkK_l5YkCfU8hGLmfRFVt1Haq4U5HpVh4imirO7Jktit6mMFhzSvhotQEb-Wf_k-ptfCBmwgEDP36RTXx3VkOLebBBU1XwqdW5NkKrAU9sHbXzA/s1857/French%20deployment%20area.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="742" data-original-width="1857" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEju6awm8Y5Z0gOrFvIJXIK0H_OqdHURU0EvmsKh7rcNqy_BIxo9zEZ0NfamF1F6ul5nbYIhuFfATM9k8DkK_l5YkCfU8hGLmfRFVt1Haq4U5HpVh4imirO7Jktit6mMFhzSvhotQEb-Wf_k-ptfCBmwgEDP36RTXx3VkOLebBBU1XwqdW5NkKrAU9sHbXzA/w640-h256/French%20deployment%20area.png" width="640" /></a></div><br /><p>Girard can begin anywhere within ten hexes of Ferme l'Alouette, which means essentially as far as the westernmost crossroads on the Mellet-to-St Amand Le Chateau road, south of the Chapelle St Bernard. </p><p>The French have eleven turns (the beginning of the 2.40 turn to the end of the 6.00 turn) to take and hold five of the eight village/town/special structure hexes of St Amand La Haye. That seems on the face of it more than enough time. Once the French capture five of those hexes, the Prussian I Korps, 2nd Brigade--being held in reserve--is released to reinforce the troops in St Amand. So my first instinct, in a gamey sense, is to slow-roll the attack. Why fight more Prussians than you need to sooner than you have to? But that assumes that the French player knows the Prussian decision points, and while they could probably guess that reinforcements would be sent to hold or retake a strongpoint on the army's flank, I think the first impulse ought to be to take the town as fast as possible and worry about holding it after.</p><p>So Girard's men are going to be arrayed to take Le Hameau swiftly, then move on to seize La Haye and "hold until relieved". But what formation(s) to use? It will take about half an hour to march from their start point to the St Amands, so I don't seen any need to start any of the infantry in road column to get there faster. </p><p>If the French are going to attack Le Hameau first, let's try shooting up its defenders and see if we can drive them off that way. The French have two regiments of <i>legere </i>(light infantry), all of whom can skirmish. Skirmishers can fire better than columns, so let's use skirmishers to start with. Troops in line can fire even better, but they are more vulnerable to return fire than skirmishers, and they move more slowly too. Troops in column move speedily, but they generate minimal firepower, so let's not use columns. There are jaegers out skirmishing on the outskirts of Le Hameau, but it's one small unit; the <i>legere </i>can overwhelm them with numbers.</p><p>So let's start one of the light infantry regiments in front skirmishing and the rest of the infantry behind them in columns for a quick follow-up.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiApWv2M4dYmPmmgw9wHbQ0QGJdFQLeLpcyDDHOdQg8olFvgEaxMHzNSQ7ozT_oc1ARKCsfkQHp3wGu8Rdso_69IHQjt8ae0DOki0UgtcO1Ishm7sdohvvN8yv1ui7YnMaUQAMuBLmSeRL4DZkK3ku3jpz1h7CybdMTW9FvG4oDdGorLH7ipEUXykn1dQ3v/s1347/French%20deployment.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="705" data-original-width="1347" height="334" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiApWv2M4dYmPmmgw9wHbQ0QGJdFQLeLpcyDDHOdQg8olFvgEaxMHzNSQ7ozT_oc1ARKCsfkQHp3wGu8Rdso_69IHQjt8ae0DOki0UgtcO1Ishm7sdohvvN8yv1ui7YnMaUQAMuBLmSeRL4DZkK3ku3jpz1h7CybdMTW9FvG4oDdGorLH7ipEUXykn1dQ3v/w640-h334/French%20deployment.png" width="640" /></a></div><p>So there is Girard, with one regiment of <i>legere </i>out in front, skirmishing, accompanied by the divisional guns, which will be looking for a good position to set up for supporting fire on the assaults. Behind the front line are three regiments, two battalions in each, in columns ready to move forward behind the skirmish screen. Girard will advance to the northeast, sweep through the hamlet, and move on to the main course.</p><p>What does Girard have to work with? Here's a snapshot of his command, displayed as broken down into battalions.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5z7NyBC0I2Ih6JzEipU4qBt61lRrqSsHkCRozYVlfwRFlw5q6MER1IcudnfLRJApBccqgC6Ki2xA5EiVPSTr4MtqvymopMBmbVUYQs6gKL8lORbz903I-r1nq-HlriXnhIMy9pYxNI-s-hljEKfJbpkeB_U3aaMi2dfjv_xqjaEjP3ieFeEMoGU-IHkhQ/s492/French%20OB.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="492" data-original-width="241" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5z7NyBC0I2Ih6JzEipU4qBt61lRrqSsHkCRozYVlfwRFlw5q6MER1IcudnfLRJApBccqgC6Ki2xA5EiVPSTr4MtqvymopMBmbVUYQs6gKL8lORbz903I-r1nq-HlriXnhIMy9pYxNI-s-hljEKfJbpkeB_U3aaMi2dfjv_xqjaEjP3ieFeEMoGU-IHkhQ/w314-h640/French%20OB.png" width="314" /></a></div><br /><p>First is Girard himself, the 0-10. The 0 shows that he and his staff officers, while they represent a locus of command, have no combat strength. The 10 shows his ability to move during a turn. As a division commander he has a third, unprinted rating of 3--the distance he and his immediate staff can reach out and command troops. Any troops more than 3 hexes from him will be out of command, so he needs to stay close to the action. The II on his counter shows he is part of the French II Corps; the 7 below that shows he commands the 7th Division. His counter, like all those in La Bataille games, is a representation of his uniform: a blue coat with gold lace, white breeches, a particoloured sash, and on his left breast is the ribbon and star of the Legion of Honour.</p><p>Below him are four lines of counters, slightly more stylised in their design. The <i>legere </i>(light infantry) wear their blue coats and trousers; below them the <i>ligne </i>(line) regiments have blue coats and white trousers. The center of the counter shows the facings of the regiment (again, blue or white) with white crossbelts (which also mimic the X symbol of traditional NATO imagery for "infantry"). In the top left corner, all of them show the 7 of Girard's division; below that a 1 or 2 to show their brigade in the division (there are no separate brigade commanders shown in the French OB--they were there, but they play no role in the game's mechanics). At the top of the counter are two red dots; an adaptation of traditional NATO symbology to indicate the unit depicted is a battalion. Below the unit's crossbelts is a brass badge like that worn on the regiment's shako (hat), showing the regimental number; to the right of the counter is the number of the battalion (regimental component) that counter represents. So, the first brigade of Girard's 7th Division consists of the 1st and 2nd battalions of the 11th <i>Legere </i>and the 1st and 2nd battalions of the 82nd <i>Ligne</i>. For some reason, the artist has given the 1/11th <i>Legere </i>an imperial bee (Napoleon's personal badge) on their counter; I'm not sure why.</p><p>Each unit also has two more numbers: its strength and movement potential. Strength (the lefthand number) represents roughly how many hundred men it consists of. Movement is how many hexes of open terrain it can cross in twenty minutes. That's planned, intentional movement; troops may move more than that in a turn if they become disordered or broken and seek to fall back or flee. Note that the light troops move just a little faster then the line (and are marked with a hunting horn, the symbol of hunters, scouts, and--curiously--postal carriers in European symbology). Did they truly move that little bit faster? Or does it represent the little bit more initiative usually attributed to light troops, or a little longer reach of their inherent skirmishers? Who knows? It may just be a designer's grace note.</p><p>The division's second brigade is similar; its <i>legere </i>regiment has three battalions rather then two, thought he third, only about two hundred men, is very small.</p><p>Bringing up the tail of the column is the division's artillery company. Note the single red dot to show a company-sized unit. It is the 3rd Company of the 2nd Regiment of Foot Artillery, though in this period artillery was rarely deployed as anything but companies--regiments were more an administrative element than an operational one. The cannon ball on the crossbelts is a small touch to denote artillery. With its guns and limbers, the artillery does not move as fast as the infantry. Were these horse artillery we would see a faster movement potential, as those units included riding horses for all the crew, not just enough to move the gun limbers and ammunition caissons.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYdkQHh1beUaKrFzBtKxf5pBs8R1wb-3ITK4WM8sLbD1vN9whozS4xa6Ieg04WB9F7Aa8L_6lPc7QUGd68zFrv3jsVd1Y4f7xVjNch0_m_zjrTtMWgp0t7EocRnLKgkjLlgiF_BhC9CDFCbeTQ_ji5bFa2CXUdpiCQq4zQ726zoTpDPQ6dvSuOcnBkeR2h/s506/French%20flip.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="445" data-original-width="506" height="562" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYdkQHh1beUaKrFzBtKxf5pBs8R1wb-3ITK4WM8sLbD1vN9whozS4xa6Ieg04WB9F7Aa8L_6lPc7QUGd68zFrv3jsVd1Y4f7xVjNch0_m_zjrTtMWgp0t7EocRnLKgkjLlgiF_BhC9CDFCbeTQ_ji5bFa2CXUdpiCQq4zQ726zoTpDPQ6dvSuOcnBkeR2h/w640-h562/French%20flip.png" width="640" /></a></div><div><br /></div>And here's a glimpse of the all-important back of the counters (I moved the artillery up to show it as well).<div><br /></div><div>Girard's counter shows his name and command role. It shows four numbers that represent his ability to influence his troops. On the left, the bonuses he gives for infantry (upper) and cavalry (lower) combat. No surprise, he gives a bonus to his infantrymen but none for cavalry, of whom he commands nine. To the right, his bonuses for artillery (upper) and morale (lower) for all arms. Girard's ratings are good, if not stunning. He was a brave leader who led by example; in the battle for St Amand, he was mortally wounded leading his men in combat. His counter bears the imperial badge of the wreathed N to show he is an officer.</div><div><br /></div><div>The four infantry units are largely the same. Their unit designation (division/brigade/regiment/battalion) across the top. Below it on the left their fire value (top), melee value (middle), and morale value (bottom). These are exceptionally good troops; these are strong values. Note that the <i>legere </i>units also bear their light infantry hunting horn badges and a 2 on the right side. This shows they can fire out to a range of two hexes rather than the default of 1, because they are trained as skirmishers. This represents the main body sending out bodies of troops in open order to fire at the enemy from close range. These skirmishers have supports to fall back on, should the enemy advance, and can fall back on the main body of the battalion if pressed hard enough. This additional range can only be used when the unit is operating in skirmish order, as denoted by flipping over the counter in play to show this reverse side.</div><div><br /></div><div>The artillery unit also starts with its designation. On the left side are three fire factors, for close, medium, and long range. Close range is always 2 hexes, medium 3 to 5, long range 6 to the battery's maximum. The top number on the right side of the counter is that maximum (so long range for this battery is 6 to 8 hexes). The middle number on the right is the unit's morale; the bottom number its melee value. The better the morale of units, the *lower* the number (so the infantry at 14 or 16 have better morale than these artillerists at 21). The better the melee value, the *higher* the number--so these gunners (3 versus the infantry 11 to 15) had better be doing their fighting from long range!<br /><p><br /></p><p>Next time: The Prussians.</p></div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-82964475495604601952024-02-19T01:21:00.002-05:002024-02-19T01:31:28.900-05:00La Bataille de Ligny: Another post already? Inconceivable!<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMHP9pJBgzVPRQTYIaUIZ5PXixMQDcK_V0td4keCYV4Nph7bpDirn5IcWpxntKqOgJed2OWg4iL8uuiYPQs925g0aMNNOTbJS0bAYUqxvKXEfJrybng-1KfnVfcUzqU12bm789oNvW4DR516oqIG9SJUCG7E8PR_Tm-DPqfGHqlD_HWsxxCGuNpGogtMC8/s1070/Ligny%20Prussian%20setup.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="982" data-original-width="1070" height="588" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMHP9pJBgzVPRQTYIaUIZ5PXixMQDcK_V0td4keCYV4Nph7bpDirn5IcWpxntKqOgJed2OWg4iL8uuiYPQs925g0aMNNOTbJS0bAYUqxvKXEfJrybng-1KfnVfcUzqU12bm789oNvW4DR516oqIG9SJUCG7E8PR_Tm-DPqfGHqlD_HWsxxCGuNpGogtMC8/w640-h588/Ligny%20Prussian%20setup.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><br /></div>First things, well, first things was trying to pin down all the scenario errata. That was more work than I expected. Let me leave that for a follow-up post. But here's my first shot at a setup for the Prussians in the first scenario of Ligny.<p></p><p>The Prussian forces include parts of three brigades of the Prussian I Korps. This forms the right-center of the Prussian line in the battle, holding some of the more defensible village/towns on the western side of the Prussian position. Troops arrived in a bit of a jumble the day before, and no one detangled them on the morning of the 16th, so here they are. </p><p>Prussian brigades were sized somewhere between other armies' brigades and divisions. Their basic pattern was two regiments of infantry (like some other brigades), but then they usually had another regiment of landwehr (essentially militia), some skirmish troops (companies of jaeger and/or schuetzen), and artillery, sometimes even some (again landwehr) cavalry. Three or four of these brigades of infantry, plus several brigades of cavalry and a reserve force of artillery, would make up an armee korps.</p><p>Here, the greater part of Generalleutnant von Ziethen's korps is deployed to hold the cluster of villages that make up the town of St Amand. As in many parts of western Europe, the town is composed of several sections, each with its own identity. </p><p>Furthest to the northwest is St Amand Le Hameau ("the hamlet"). It holds one battalion of 2nd Brigade's 28th Infantry Regiment (its fusilier, or light infantry, battalion) and a company of jaegers. The fusiliers (heavily depleted) are holding one of the village's two hexes in general order (spread out as effectively as possible in terrain not suited for regular formations), while the jaegers are in skirmish formation in the cultivated areas that form the outskirts of the village.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbi83NOprkYNrBJpdvETGMUXynnyock8TW6n8TYWGAHcrMhrku8wm85xTg0DmJ5Uk1pu_5Gp2WrQ-geKg_7dR41lLK_veLBwtAX3InBNrMLhTmVnGuqq-gZ78GzY6NtSf3lMcemqcjX3lxJ2qcOVpQrrVUffh6NpEOnfin52N56lsQlrJBBNeXtltrY1qM/s430/le%20hameau.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="307" data-original-width="430" height="285" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgbi83NOprkYNrBJpdvETGMUXynnyock8TW6n8TYWGAHcrMhrku8wm85xTg0DmJ5Uk1pu_5Gp2WrQ-geKg_7dR41lLK_veLBwtAX3InBNrMLhTmVnGuqq-gZ78GzY6NtSf3lMcemqcjX3lxJ2qcOVpQrrVUffh6NpEOnfin52N56lsQlrJBBNeXtltrY1qM/w400-h285/le%20hameau.png" width="400" /></a></div><br /><p>Next is the central village, St Amand La Haye ("the hedge"), which is the focus of the scenario. This is being held by a regiment of the 1st Brigade, some rifle companies, and a single battalion of landwehr from the 3rd Brigade that landed off course. As in Le Hameau, some of the infantry are mostly in general order, holding a village hex and a town hex in the center of the town. Two battalions are holding the two walled farms at the south end of La Haye; technically they are in square formation, as that's the best way of describing the all-around defense of buildings like these (called "special structures" in the game). I've not put square markers on them but instead faced the counter fronts toward the gates of each structure, as a reminder that the gates are the only direction from which enemy can try to force their way into the compounds--an ultra-detailed game! Schuetzen and jaegers are again deployed in skirmish formation in the gardens and field on the perimeter of the village. Majorgeneral von Steimetz and his staff are positioned in the rear of the village where they can keep in contact with as much of the brigade as possible.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9l5LWlU1fqQUI4eIwrXFV_UNjiYWChm3sfcbrXHX5T_XHKL2oz-Wqzki6UK_aQwHGi0ByYbSR2Zm-fP-WAQMsF4YK-93F_cw-7RTklEE9jX4p3fMbtCtDSlB6ItcIZgBRQY9zzjw7CTOI-ddxwu7M62wtNVFLvsNOHvkBGhFUaYH00frBKUcu4bDWp8MF/s428/la%20haye.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="425" data-original-width="428" height="398" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9l5LWlU1fqQUI4eIwrXFV_UNjiYWChm3sfcbrXHX5T_XHKL2oz-Wqzki6UK_aQwHGi0ByYbSR2Zm-fP-WAQMsF4YK-93F_cw-7RTklEE9jX4p3fMbtCtDSlB6ItcIZgBRQY9zzjw7CTOI-ddxwu7M62wtNVFLvsNOHvkBGhFUaYH00frBKUcu4bDWp8MF/w400-h398/la%20haye.png" width="400" /></a></div><br /><p>"Behind" La Haye, on the east side of the Ligny Stream, is the rest of 1st Brigade: a regular infantry regiment, a regiment of landwehr, some more jaegers, a foot artillery battery, and I Korps commander von Ziethen himself. The artillery is limbered, the infantry are all in column, waiting to move wherever they are needed. </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQB7nhp6TUDdvqWvL6V6FgWolx8K1mHlb1E8NVjT2pU69WF0uglIuWLer5ge9PvUswj27GVIgUbDQbo66XjHZtjRqus6Bir4sQBEvRBTCECUAIfG-eFBMcYtO_yg0OgfbfsJ8XZSdcIhAW8gCMJCtu_WTyEKQZcU14OiZzyElYw9VlWCpLSJKqm-rI61t5/s393/1st%20bde%20remainder.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="393" data-original-width="327" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQB7nhp6TUDdvqWvL6V6FgWolx8K1mHlb1E8NVjT2pU69WF0uglIuWLer5ge9PvUswj27GVIgUbDQbo66XjHZtjRqus6Bir4sQBEvRBTCECUAIfG-eFBMcYtO_yg0OgfbfsJ8XZSdcIhAW8gCMJCtu_WTyEKQZcU14OiZzyElYw9VlWCpLSJKqm-rI61t5/w333-h400/1st%20bde%20remainder.png" width="333" /></a></div><br /><p>Not visible behind them, clustered near the Windmill of Bussy, is the korps reserve, its 2nd Brigade--the better part of two regiments of infantry, a regiment of landwehr, and some jaegers. One of their fusilier battalions is the beat-up one in Hameau, but the rest are fresh and ready to go. Furst (Prince) von Bluecher, the army commander, is chatting with 2nd Brigade's commander, General Otto Karl Lorenz von Pirch (called "Pirch II" because there was another, more senior officer in the army named Pirch--his brother, Generalmajor Georg Dubislav Ludwig von Pirch I, the commander of II Korps). The prince is not likely to allow von Ziethen to call in this reserve brigade unless the situation in St Amand gets bad. The Prussian center, off to the east, is weak and may need these troops to reinforce it instead. All these troops are in road column, waiting to be directed into combat (or, most likely in reality, fallen out of ranks and sitting or lying about near where they will form up if the drums start beating).</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyoc9KzIuTRcXCVQR6hDJ78Fe_gOLgrouyltRA-Y_5u6zAq0lM0ZHRKUwczBkEk4a25cowI6YEibykK4FFHGUfdIsQFA85ljVCSR_ycqRBzHcg0l5-BEfckyYJ8FxHaSNIFqyHG0Z58GBnMmRlVOwJlkyLl0Skb9O8lG1MBrh0CFuGuPloLh1VDDaixMhn/s373/2nd%20Brigade.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="373" data-original-width="357" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyoc9KzIuTRcXCVQR6hDJ78Fe_gOLgrouyltRA-Y_5u6zAq0lM0ZHRKUwczBkEk4a25cowI6YEibykK4FFHGUfdIsQFA85ljVCSR_ycqRBzHcg0l5-BEfckyYJ8FxHaSNIFqyHG0Z58GBnMmRlVOwJlkyLl0Skb9O8lG1MBrh0CFuGuPloLh1VDDaixMhn/w383-h400/2nd%20Brigade.png" width="383" /></a></div><br /><p>Lastly, south of La Haye is the last of the three villages of St Amand, Le Chateau. This is another jumble of village hexes with one town hex at its center and cultivated area all around. This is held by the better part of the korps' 3rd Brigade: two battalions of infantry and two of landwehr, plus more jaegers and schutzen. The riflemen are all deployed in skirmish order and the other foot in line in the gardens and pastures on the edge of the village, in a vain hope that they can inflict some musketry on passing Frenchmen, Per the scenario's special rules, 3rd Brigade are not allowed to move from their starting positions, and the French are not allowed to fire on or assault them, the idea being that by occupying this village, 3rd Brigade prevents the French from marching through it and simply outflanking St Amand La Haye. During the battle, the battalions of 3rd Brigade were actually fighting troops of another French division than the one that takes part in this scenario.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizl17r0SH_gQBbzHVxanOransV7oO6UgqN4GeoQ4BlUYcN3_iJEM1slfuvOmuWSGbtFFMJLcMLjJDZSIbTzm3e91K6MZe0pdT0l7AFwHe4Zd0nqSoPVFI-Cs3S5mtxyIGp3lZGY39nm6NvDDOHqbI2k-SDexcGULfpfwIhLaiTCulna8whBG7WaX_w7Q1n/s647/le%20chateau.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="483" data-original-width="647" height="478" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizl17r0SH_gQBbzHVxanOransV7oO6UgqN4GeoQ4BlUYcN3_iJEM1slfuvOmuWSGbtFFMJLcMLjJDZSIbTzm3e91K6MZe0pdT0l7AFwHe4Zd0nqSoPVFI-Cs3S5mtxyIGp3lZGY39nm6NvDDOHqbI2k-SDexcGULfpfwIhLaiTCulna8whBG7WaX_w7Q1n/w640-h478/le%20chateau.png" width="640" /></a></div><br /><p><br /></p><p>So the Prussians west of Ligny Stream are hoping to inflict some damage on the attacking French then get relief from the remainder of 1st Brigade and, if necessary, 2nd Brigade. In the historical battle, Bluecher himself led 2nd Brigade troops into La Haye to throw out the French in a spirited charge!</p><p><br /></p><p>Next time: the French deploy and attack.</p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-10135001008739088442024-02-12T23:25:00.001-05:002024-02-12T23:25:21.845-05:00The Latest in a Never-Ending Series of "Hey, I'm Still Here!" Posts<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJHAHkYHkoAayFT5L6ucI3abrQdnOmhotk2zV0PaaBAO3sMI1LX1Ik6l38GULwdV3EnqxiSVv2B_XKaRYkEqJdQMBg5719sNIuYcMZ4AyMmZULxk5cYu1KbeQrRbzJHRV-XKoefRY-4HUNF445rtrHIn_5vxHfcomu-fd3Ysh8r29pRwmKX2L8BNi5x4v6/s2048/dutch%20grenadier%20rene%20north%20full.JPG" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="2048" data-original-width="1292" height="304" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJHAHkYHkoAayFT5L6ucI3abrQdnOmhotk2zV0PaaBAO3sMI1LX1Ik6l38GULwdV3EnqxiSVv2B_XKaRYkEqJdQMBg5719sNIuYcMZ4AyMmZULxk5cYu1KbeQrRbzJHRV-XKoefRY-4HUNF445rtrHIn_5vxHfcomu-fd3Ysh8r29pRwmKX2L8BNi5x4v6/w192-h304/dutch%20grenadier%20rene%20north%20full.JPG" width="192" /></a></div> So, 2024 is here, another year begun and none of my projects finished.<p></p><p></p><p>But what's the answer to that? New projects!</p><p>I've been playing a lot of Triumph with local folks; fortunately for me, the Washington Grand Company doesn't refer to Washington State. Most of the Triumph authors live in the area, and I get to play with them from time to time, which means lots of good games and also lots of good insights into the rules. I'll have another post on Triumph later, but just to say it's one of the two prongs of my gaming strategy for the new year.</p><p>I've mentioned Rally The Troops in the past as well, and that's been another good prong. I haven't diversified much on RTT yet, but I do have one (disastrous) game of Wilderness War under my belt there, two of Nevsky, and eight (8) games of Pax Pamir, played in the league organized through the RTT server. A ninth game is underway e'en now.</p><p>A third string is weekly Euro gaming with friends on Sunday nights. I have been less successful in getting to the Wednesday Night Wargaming group in Virginia or to any of the DC Conscripts ASL meet-ups, but hope springs eternal.</p><p>I have not gotten many games in with my friends the Kensington Palace Guard. Eric, the moving force in that group, has been working severe hours for a long time now, and it's hard to winkle some of the other members out of their shells if both he and I aren't there. We had some games of Cover Your Six and a Black Powder game in late December, and a game of Black Powder with Marc and Matt before that, but gaming has been a bit thin on the ground with my usual comrades.</p><p>I've also been getting less and less interested in modern (20th and 21st century) wargaming of late and more interested in the early modern period (17th, 18th, and early 19th centuries), especially in Europe.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxqZpwblrNA2-iGw72vLVez_pRi4uxH5A-Bdtttf_bKCt5QzMfqBD1Sdv_ii6uAjQ1_f5q4-wpOPUFm3AaGl737mi8N68XKfdcJSwCtQZ8tHjA_wEXOzL7fdq6pP6PEpVGTCEENmlls626Thty4mtNUwEngl8ATiXgsXl9pp9mGfbisfrS5__wCTwznx5f/s827/lingy%20II%20cover.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="796" data-original-width="827" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxqZpwblrNA2-iGw72vLVez_pRi4uxH5A-Bdtttf_bKCt5QzMfqBD1Sdv_ii6uAjQ1_f5q4-wpOPUFm3AaGl737mi8N68XKfdcJSwCtQZ8tHjA_wEXOzL7fdq6pP6PEpVGTCEENmlls626Thty4mtNUwEngl8ATiXgsXl9pp9mGfbisfrS5__wCTwznx5f/s320/lingy%20II%20cover.jpg" width="320" /></a></div><br />So I've decided to start exploring on my own. And I've picked a series that I've toyed with a number of times but never fully committed to, the La Bataille series of tactical Napoleonic games. It's had titles published by many different publishers over the years, including quite a lot of web-published modules made just for the love of the game. Currently, Marshal Enterprises are publishing new titles, as is Against All Odds, while Clash of Arms has for the last few years been publishing new editions of older titles. There's an active group discussing the series on both Facebook and Consim World Forum, so I think I can count on experienced advice.<p></p><p>I'm starting off with an opening scenario from the battle of Ligny, "Girard's Assault," in which a French infantry division ties up parts of three Prussian infantry brigades (division-sized units). The scenario lasts for thirteen turns. By the end of the scenario, the French must have captured five of the eight hexes of the town of St Amand La Haye if they are to win. They don't want to hurry too fast, though; most of one of the Prussian brigades is lurking on the east side of the map, and they are released to pile into the French only *when* Baron Girard has secured his five hexes. Below, you'll see an overview of the scenario map.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2Gy0-to2S7r11ODdr67zOv6ffM7HTLOZKGuDaHRYq3Atf1WtQnZOJQ6te5qJmoEeLQsRNGS4LarbQY-BlqY00FfREVYKY5P70g7CTk18Hx4KkuTBPTAuE-h3dcXHCnHJ3Tb4rf9E_VMZ2abvu9hzjQuMpi8e0pWnZfnc0ykg6OurFwodLS9kg2FHgXMXc/s1462/Ligny%201%20setup.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="992" data-original-width="1462" height="434" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2Gy0-to2S7r11ODdr67zOv6ffM7HTLOZKGuDaHRYq3Atf1WtQnZOJQ6te5qJmoEeLQsRNGS4LarbQY-BlqY00FfREVYKY5P70g7CTk18Hx4KkuTBPTAuE-h3dcXHCnHJ3Tb4rf9E_VMZ2abvu9hzjQuMpi8e0pWnZfnc0ykg6OurFwodLS9kg2FHgXMXc/w640-h434/Ligny%201%20setup.jpg" width="640" /></a></div><br /><div>The French (circled in red) are down in the bottom left corner. Four different blocks of Prussian troops are vaguely marked in yellow on the right, holding the three villages of St Amand Le Hameau, St Amand La Haye (the French objective), and St Amand Le Chateau (presumably the high-rent district). All of them are currently stacked, waiting for setup. So my first decision will be where to spread them out, within the parameters allowed. </div><div><br /></div><div>Most of the Prussians must be in the villages or the "cultivated" hexes directly adjoining them, and most are under strict instructions to hold their positions. </div><div><br /></div><div>The French must set up no closer than six hexes and no more than ten from St Amand Le Hameau. So they can conceivably be knocking on the doors of La Haye within an hour of less of the scenario's commencing. But they have three hours before their deadline, and sprinting forward from the start may just bring Pirch and the Second Brigade in sooner. </div><div><br /></div><div>Stay tuned to see what happens!</div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-50158544825151853502023-06-25T16:41:00.000-04:002023-06-25T16:41:10.059-04:00Poor Old Project 1777!<p></p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgWgUBLn6IoYfekMahseXj88Mr6BIvgL4Swb-Nsn_KtD0mc56lhm_E3IiF5dv-hbLeMtekPK1an-dxLc5udI2ljU2x_Ui4J9v1NxWUHNYd28vyQ9E55his9TZ3EaXomiV79o1Veaxr0TMZ-CMGExRKcC_OTTtfi1dC0x1jbAZN7s3dXnbzQOhzYB-voFzN/s1024/map-3-battle-of-short-hills-color.webp" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: 1em;"><img alt="Maneuvers before the battle of Short Hills" border="01" data-original-height="1024" data-original-width="811" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgWgUBLn6IoYfekMahseXj88Mr6BIvgL4Swb-Nsn_KtD0mc56lhm_E3IiF5dv-hbLeMtekPK1an-dxLc5udI2ljU2x_Ui4J9v1NxWUHNYd28vyQ9E55his9TZ3EaXomiV79o1Veaxr0TMZ-CMGExRKcC_OTTtfi1dC0x1jbAZN7s3dXnbzQOhzYB-voFzN/w316-h400/map-3-battle-of-short-hills-color.webp" width="316" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-family: helvetica; font-size: xx-small;"><b>The operational maneuver leading to the battle.</b></span></td></tr></tbody></table>It's been said (usually by me myself) that my hobby projects lack focus and persistence. In my own defence, I would point out only that it is not only my hobby projects, but most of my life that lacks these things. One example would be that I'm currently blogging instead of doing the certification work that I had meant to do this weekend. Another example would be that it took me something like six years to complete my master's degree. Focus is not something I'm always great at.<p></p><p>So, back I come to my poor, neglected 1777 project. As I said about this time last year, I'm several hundred stands of figures away from a complete British and American order of battle for the 1777 campaign. But that just means I've still got lots to do.</p>I was reminded today of this lingering project partly because I've been thinking about how I haven't done any miniature hobby stuff at all lately and how I would like to do more. Then I looked at the calendar and noticed that tomorrow is the anniversary of the battle of Short Hills, early in the 1777 campaign.<div><br /></div><div>As <a href="https://cardboardandmetal.blogspot.com/search/label/Short%20Hills">I first wrote seven years ago</a> (oh, good lord), the battle was an attempt by the British to trap and destroy an isolated American division. It was the significant last battle of an abortive mini-campaign, in which the British commander in chief, General Sir William Lord Howe, had hoped to lure the American main army into a field engagement where the British superiority in training, equipment, and discipline would force a definite defeat on its commander, Lt. Gen. George Washington, hastening the end of the war. Washington, unwilling to accede to this plan, had sent a division under Maj. Gen. William Alexander to dog the British, observe them, and harass their line of march. Howe turned and tried to trap Alexander's division, so as to get some satisfaction form the campaign. Alexander delayed and fell back, fought a brief engagement, and withdrew further. Howe did not pursue, moving instead back to his main bases at the Amboys and Staten Island.</div><div><br /></div><div>It will be a while before I can try out this scenario. While the forces engaged are small (6,000 to 7,500 of the 30,000 to 35,000 engaged in the larger 1777 campaign), they feature a great number of distinctively uniformed troops that I have not yet prepared-- Hessian jaegers and grenadiers, British light dragoons and guardsmen, Loyalist Queens Rangers, Virginia riflemen). </div><div><br /></div><div>Anyway...it's quiet on this front for now. But hopefully progress will be made later in the year!<br /><p><br /></p></div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-52745498009726318882023-03-26T14:54:00.004-04:002023-03-26T14:54:52.308-04:00Rally the Troops<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBZo9jlqxWqXpy5PZInlwcDsHtOgFt6-lj8EO2JtQf0D9GMl2YG8qXE_lZHn4bQq_ZbPlnJAyqnEsFbS-CI8qDwaTkQhp3zyPybkjnPKLGeUsOONNbemafOWVKb1kFYipuha4xoGazOVgyw2T7xjsSd3u89JYdrfRL1FbOivgTdGe1V03i0hCgsfzm3w/s1597/RTT%20screenshot.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="765" data-original-width="1597" height="306" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBZo9jlqxWqXpy5PZInlwcDsHtOgFt6-lj8EO2JtQf0D9GMl2YG8qXE_lZHn4bQq_ZbPlnJAyqnEsFbS-CI8qDwaTkQhp3zyPybkjnPKLGeUsOONNbemafOWVKb1kFYipuha4xoGazOVgyw2T7xjsSd3u89JYdrfRL1FbOivgTdGe1V03i0hCgsfzm3w/w640-h306/RTT%20screenshot.png" width="640" /></a></div><br />So, the latest bright and shiny thing to catch my eye has been the website <a href="https://www.rally-the-troops.com/">Rally The Troops</a> (RTT), a great gift to the boardgaming community by Swedish game aficionado and software developer Tor Andersson.<p></p><div>On RTT, you can play any of the featured games, for free, without having to download any software or suffer through advertising. The games are all implemented completely; in other words, you move the pieces and play the cards just as you would at the table, and the software not only reflects your moves on the board, but it keeps track of all the administrative details (moves the turn marker, records your victory points) and enforces the rules of the game. </div><div><br /></div><div>Many other online gaming tools for board wargamers (like VASSAL or Cyberboard) act as a toolbox, so you have a map and pieces and you can move them around as you like, but they don't know the rules of the game and leave it up to you to observe them properly. Other game sites, like Boardgame Arena, do what RTT does, but they feature mostly euro games--fun, but not the history-themed, crunchy games that we wargamers like best. Other systems (like the Steam community) feature full-blown computer wargames, even including AI/bots to play against, but they are costly. </div><div><br /></div><div>Mr Andersson has gone out of his way to make sure the game implementations are correct down to the latest interpretation, contacting publishers and designers and even scouring sites like <a href="https://boardgamegeek.com/">boardgamegeek </a>to make sure he knows how every rule is supposed to work. He has also received permission to use the artwork of the games and to include the rules on his site for players to read, so the experience really is an all-access pass, as if you had bought the game in the shop and brought it home, except that this way you can play play it with your friends all over the world, either in real time or asynchronously (I make my move, the site records it; you log in the next time you can, see the new state of the board and make your move, etc.)</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6y3v0bvtnpQh8kfo12nNebElUGAd74e9XWNgIR1RHC02UuozLYOHneg1zvx6bUXQ_wE3AYGzdJlyH4AeYk9jJm-uyew_HXbg_osZ5bXAKtSDsbSNnXoJjVlfg1JYFVPFF_t0VbOhtU5MA3G8mrqAF53VF-YMTw3USa2PLQks8p301zk1E3ACyo-8PWA/s859/Nevsky%20cover%20JPEG.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="859" data-original-width="638" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6y3v0bvtnpQh8kfo12nNebElUGAd74e9XWNgIR1RHC02UuozLYOHneg1zvx6bUXQ_wE3AYGzdJlyH4AeYk9jJm-uyew_HXbg_osZ5bXAKtSDsbSNnXoJjVlfg1JYFVPFF_t0VbOhtU5MA3G8mrqAF53VF-YMTw3USa2PLQks8p301zk1E3ACyo-8PWA/s320/Nevsky%20cover%20JPEG.jpg" width="238" /></a></div>I own five of the ten games currently on the site, and I'm learning more of them thanks to RTT. I've also played one of them for the first time, thanks to RTT's ability to hot-seat or two-hand a game, meaning one person can sign up to play both sides in a game, switching back and forth. This is a great way to learn a game, especially with RTT enforcing the rules, but it's also just a fun way, in my opinion, to experience and play around with a game, trying out new tactics and strategies.</div><div><br /></div><div>The game I'm trying out is <a href="https://boardgamegeek.com/boardgame/249590/nevsky-teutons-and-rus-collision-1240-1242">Nevsky: Teutons and Rus in Collision 1240-1242</a>, another game that has been lingering too long on my shelf. Another game from the hugely talented Volko Ruhnke (<a href="https://boardgamegeek.com/boardgame/1822/wilderness-war">Wilderness War</a>, <a href="https://boardgamegeek.com/boardgame/62227/labyrinth-war-terror-2001">Labyrinth</a>, <a href="https://boardgamegeek.com/boardgame/91080/andean-abyss">Andean Abyss</a>, and from there father of the COIN series), this is the first in a series called <i>Levy & Campaign </i>(L&C), a systemic treatment of campaigning in the medieval era that has spawned two more published titles (Almoravid and Inferno) three more in production and development (Plantagenet, Henry, and Seljuk), and another half dozen to a dozen in design, development, or planning.</div><div><br /></div><div>I spent last Saturday (my birthday) online from early morning to evening, attending a convention hosted by the <a href="https://sdhist.com/">San Diego Historical Games Convention</a> group. They had participants from all over the US and Europe, and their offerings covered a wide range of gaming topics, including demos and walkthroughs of new games, conversations with designers about the industry, and presentations on historical and military topics. I took particular interest in the presentations on forthcoming L&C games and have since engaged with a number of presenters to offer whatever help I can in their moving forward with L&C games on the Hundred Years War, the Albigensian Crusade, and the Anarchy (the Anglo-Norman civil war between Stephen and Matilda).</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSOYv6BUaoK05wqhFo4czbm1Zk_8Lm1UgCeXXci5bJWMXGyN6WFYGkCWQvGC-hozD0cBAJQR7jfxBOdwpvxD34R_IB7asbcrAYoaKIT41M7VfL-skrVHHtTatfXbIsAUx5A3I5u-e6sOB64K64UzdXcOZDnaHt7Ishje-rCvMKF0eL4-hXyGuuGL9Qmw/s882/almoravid%20cover.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="882" data-original-width="666" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSOYv6BUaoK05wqhFo4czbm1Zk_8Lm1UgCeXXci5bJWMXGyN6WFYGkCWQvGC-hozD0cBAJQR7jfxBOdwpvxD34R_IB7asbcrAYoaKIT41M7VfL-skrVHHtTatfXbIsAUx5A3I5u-e6sOB64K64UzdXcOZDnaHt7Ishje-rCvMKF0eL4-hXyGuuGL9Qmw/s320/almoravid%20cover.jpg" width="242" /></a></div>Since then I've been trying to give myself a crash course on the L&C system. I've played two two-handed games of Nevsky, started two online Nevsky games with players in the UK, and read up a lot on <a href="https://boardgamegeek.com/boardgame/295103/almoravid-reconquista-and-riposte-spain-1085-1086">Almoravid</a> (the L&C game set in 11th century Spain) and begun reading up on <a href="https://boardgamegeek.com/boardgame/347638/inferno-guelphs-and-ghibellines-vie-tuscany-1259-1">Inferno </a>(the most recent L&C title, set in 13th century Italy). I'm very excited for <a href="https://boardgamegeek.com/boardgame/352135/plantagenet-cousins-war-england-1459-1485">Plantagenet </a>(L&C Wars of the Roses) and <a href="https://boardgamegeek.com/boardgame/359482/henry-agincourt-campaign-1415">Henry </a>(the Agincourt campaign, which I hope to get some of my local friends to playtest with me).</div><div><br /></div><div><i>Levy & Campaign</i> is a truly imaginative system, adding the crucial element of logistics to the glossy and idealized images of warfare in a time of knights and archers. It reminds players that armies march on their stomachs, no matter the era, and that when your army is built of feudal lords and their retinues, one contingent getting fed up (or underfed) and leaving can mean your whole force, and hence your whole campaign plan, can unravel because you didn't bring enough food (or enough money) or enough carts to carry it in. <i>Nevsky </i>adds the character of the Baltic's swampy terrain and unhelpful seasons, where what was a serviceable road can turn around and become a trackless marsh, while a river may freeze and become a handy highway for your sledges.</div><div><br /></div><div>I'm enjoying the heck out of these games and looking forward to more!</div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-41102206510958456332023-03-12T20:35:00.002-04:002023-03-12T20:35:26.580-04:00Wing Leader: Penny Packets<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijQkvSedLOFcNtAj90WmFZ1lrP9gO6gtKqdk1QQgJJ6Uq2tez7a1VlsxzMbkAakNQ_jgw7m71QUx6SK18Z1PO1xXVEfY1FPO8RqlvRDJuU-9TzLXQuJpGTE6W_hilk1ucvrgPiKs822PD4JYaZwjhphdSvrxLZ5206XfqyPaaUUcDtW9kRR-q0oh4Tow/s4032/IMG_7978.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijQkvSedLOFcNtAj90WmFZ1lrP9gO6gtKqdk1QQgJJ6Uq2tez7a1VlsxzMbkAakNQ_jgw7m71QUx6SK18Z1PO1xXVEfY1FPO8RqlvRDJuU-9TzLXQuJpGTE6W_hilk1ucvrgPiKs822PD4JYaZwjhphdSvrxLZ5206XfqyPaaUUcDtW9kRR-q0oh4Tow/w300-h400/IMG_7978.JPG" width="300" /></a></div>On to the fourth scenario for Wing Leader, Penny Packets, which seeks to demonstrate how the RAF defense against coastal raids, of which they had little warning, was hindered by the distributing of squadrons in small groups (the penny packets of the scenario title) in an attempt to respond everywhere quickly at once. It allowed British planes to react to every raid. But by spreading out everywhere (as that great tactician Bilbo Baggins might have said) "like not enough butter over too much bread", the RAF ended up with too little strength to achieve a desirable effect at any point.<p></p><p>So it was here. The RAF has four full squadrons to take on two squadrons of fighters and their three bomber flock, but the British struggle to get any kind of traction on the bombing flock and their Bf sheepdogs, especially as the escorts/sweeps are Veterans and the home team are not. The RAF are also handicapped, if they are defending in a fight, by their rigid doctrine.</p><p>The bombers are coming in at 8, with one escort and a sweep squadron above.</p><p>The RAF start with one squadron low and behind the Germans, one near the bombers and below them, and one very low and approaching the engagement. One squadron enters as a reinforcement. Since that would be the "break glass in case of no serious damage by then" unit and because it was one of the two (superior) Spitfire squadrons, I chose to give them the British Experte, whom I dubbed Biggles, after the hero of British period schoolboy adventure books. The German Experte I gave to Holstein Staffel (the sweep squadron)</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwWbuj8KQeW6Fn0SJkXwryavEy4ckIqhLp0D-xmAdocsiBfllfkCSnCyAcpBprHbGN5ItqtqS8gdxJy1LBfiwh9PFi1DI_IYL-MDSbwyUen356h3qjwHvEVfGOHmr-sTGnK5xFVRXjhTAMNQUSGsBBGXMzJGRQeGRgeyddOYuxrNKTUpJRCLBo-5FMjQ/s4030/IMG_7980.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3022" data-original-width="4030" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwWbuj8KQeW6Fn0SJkXwryavEy4ckIqhLp0D-xmAdocsiBfllfkCSnCyAcpBprHbGN5ItqtqS8gdxJy1LBfiwh9PFi1DI_IYL-MDSbwyUen356h3qjwHvEVfGOHmr-sTGnK5xFVRXjhTAMNQUSGsBBGXMzJGRQeGRgeyddOYuxrNKTUpJRCLBo-5FMjQ/w400-h300/IMG_7980.jpg" width="400" /></a></div><br /><p>The RAF put out vectors in front of the bomber gruppe and began climbing toward them. Kapok Squadron tried tallying the German sweepers and vice versa; nothing doing. Lion Squadron, climbing through the cloud deck into the bright sunshine, finally tallied the trailing bombers (the first time I used the "+2 for a ruddy bog load of the blighters" tally mod). About the same time, Kapok tallied the lead bomber elements.</p><p>But before Kapok could land in among the bombers, the escort staffel scored them (my first successful use of escort reaction, and just after the Hurricanes had realized they could use their free movement after tallying to move OVER the tally and dive on it, rather than suffering a head-on engagement).</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcUhwuojedDBWxiAcnQxpc6yTAAp2mZJ3GTs71OP54bCbg5EuGYUCS07UtmtfOhHoIEsTekOrYGjaG0J1tFiSxU8qcyEdeDZSBcUzdapynqXvDM9shRq2XByha3MolGUDn-_fhMIyJohUrXa13GbxwbNxtysx_nOjvVGZsDEbei0hG9ts1HsLfc63rjQ/s4032/IMG_7985.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcUhwuojedDBWxiAcnQxpc6yTAAp2mZJ3GTs71OP54bCbg5EuGYUCS07UtmtfOhHoIEsTekOrYGjaG0J1tFiSxU8qcyEdeDZSBcUzdapynqXvDM9shRq2XByha3MolGUDn-_fhMIyJohUrXa13GbxwbNxtysx_nOjvVGZsDEbei0hG9ts1HsLfc63rjQ/w300-h400/IMG_7985.JPG" width="300" /></a></div>Sadly (for the Germans) the two groups of 109s were not on the same radio net, so the sweep squadron remained unalerted and just kept sweeping the empty sky ahead.<p>If the combat is a dogfight, it will always be a turning fight. Otherwise, whoever is attacking can choose whether to use Speed factors or Turning factors to decide who has the combat advantage. If bombers are in the mix, the non-bomber party will always be the attacker. Otherwise it goes by who had the initiative (moved last) in Movement; if all a/c moved at the same time, it goes to the a/c with the highest Speed.</p><p>Speed and Turn vary by aircraft by altitude (usually the lower the altitude the better the stat). Spitfires and Emils are comparable, but Spits have an edge in turning fights. Emils and Hurricanes are comparable, but Emils have the edge in speed fights. And anyone diving has an edge in Speed combat (+1 to Speed) and anyone climbing has a detriment (-1 to Speed).</p><p>Thus Isar leader got to choose combat with the Hurris, having moved last, and took Speed. He had his Speed advantage, his Veteran advantage, and by making the RAF the defenders he got to use the British "rigid doctrine defending" disadvantage". So, not surprising that the escorts shot down one Hurricane and disrupted the squadron. They also forced the British into a dogfight, thus preventing them from engaging the bombers in the near future (dogfights only end when one side breaks).</p><p>Next turn, Holstein finally tallied (miraculously) the oncoming Spitfires and joined them just as they climbed up into the underbelly of the bomber gruppe.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuDIhUFISbUOwKLO0DYqEOAMn--LMhen7cD5nFP_nr4uUvOMz_XZiEPtjHrC6Uh9W5SM3gw-jU-gqYWqMOQB4lk3N-skEBxuwzRAICbyFGHXBLOw59NJ8YqljkSJhk4BEmRLCY6Hp1LpoQh5od56ysiJWPPqNuZhQ8K6IQCO8CcC2-ZBR48BTvME4WSg/s4032/IMG_7988.JPG" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuDIhUFISbUOwKLO0DYqEOAMn--LMhen7cD5nFP_nr4uUvOMz_XZiEPtjHrC6Uh9W5SM3gw-jU-gqYWqMOQB4lk3N-skEBxuwzRAICbyFGHXBLOw59NJ8YqljkSJhk4BEmRLCY6Hp1LpoQh5od56ysiJWPPqNuZhQ8K6IQCO8CcC2-ZBR48BTvME4WSg/w300-h400/IMG_7988.JPG" width="300" /></a></div>In the dogfight, the Hurricanes take a loss and break, preparing to return to base (RTB).<div><br /></div><div>In the fighting just below, because the Germans were on sweep, not escort, they couldn't React to the Spitfires and catch them before they got in among the bombers, so it will be a fight with the RAF attacking, the Germans (fighters and bombers defending). The Emils were diving, so their Speed (normally the same as the Spits) is one higher, while the Spits had to climb to reach the Heinkels so their Speed is one lower then normal. The Spits, the attackers, take a chance and chose a turning fight. This cancels out the German +1 and their -1 modifiers, which are only to Speed, and it allows them to use their Turn, which is one higher than the Emils. But it also bumps up the He-111's Defence number (the only thing that bombers contribute to a combat like this) from 0 to 2 as a DRM to the German combat roll. A risk, but Echo Leader decides that a Combat Differential of 0 (the British Turn advantage is blanked by the Germans being Veteran) with a +3 German DRM (they're also bringing their Experte) is better than a -2/+2 Differential in the German favour with a +1 German DRM.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCqkzEIomvsLmwfbe4y6othVDQ_L1VA0L5R64AOdgKHxwzCMBmKbymG5pBBYDRD7mQGEbypEHPpJGkIh6HDbcOZsaZ6soOQ-l9JtbiUft5CaSyuDKeGRe4VOPMoVi0bTxFS6NeXvcFSxPGqBtaqpYPb1fwjgqfiYfzzPzRmSAScnYL_kyWmHiOJ3X9dg/s4032/IMG_7989.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCqkzEIomvsLmwfbe4y6othVDQ_L1VA0L5R64AOdgKHxwzCMBmKbymG5pBBYDRD7mQGEbypEHPpJGkIh6HDbcOZsaZ6soOQ-l9JtbiUft5CaSyuDKeGRe4VOPMoVi0bTxFS6NeXvcFSxPGqBtaqpYPb1fwjgqfiYfzzPzRmSAScnYL_kyWmHiOJ3X9dg/w300-h400/IMG_7989.JPG" width="300" /></a></div>And, it turns out, he's right on the night. The Germans actually take a loss in the combat and the RAF don't. But again the Germans manage to pull the Spits into a dogfight.</div><div><br /></div><div>NOTE: Here's where I made a significant rules error. Since two German staffeln were involved (one fighter, one bomber), it was actually the British choice as to how to distribute the hits before they are resolved, though each squadron has to take one before any can take two, etc. Hits are distributed before they are confirmed (they begin as generic hits that have to be checked to see if they manifest as losses, stragglers, or near misses). But I think I was assigning them to the fighters automatically as they were the primary combatant.</div><div><br /></div><div>EVEN BIGGER NOTE: And here's where I notice that I've been missing out a major rule through all four of these scenarios. Ammunition! Fighters go low ammo after their FIRST combat round. After their SECOND combat round they then go DEPLETED. These increase their chances of disruption in later turns. Squadrons have had WAY too much staying power in my games so far. This will be an added factor in deciding when to engage; the first shot is going to be the best shot!</div><div><br /></div><div>Anyway, back to Penny Packets. Having dispatched one group of Hurris off to lick their wounds, the escorts pop down to fight the Hurris that have latched on to the tail end of the bomber gruppe. The Hurris don't lose any crates, but they also don't prang any Jerry bandits. And the dogfight between the Spits and Emils continues.</div><div> </div><div>Good news for Great Britain! Flight Lieutenant Biggles and the second squadron of Spits arrive! They rush toward the bombers. The bombers plod forward. And the dogfights fall behind. (Dogfights move either not at all, or one square adjacent to their current location at the same or one lower altitude, at the choice of a random player. They cannot crash or move off the board.)</div><div><br /></div><div>Biggles dives into the lead bomber element. He takes down one bomber, and Lion Squadron take down an escort 109. </div><div><br /></div><div>The next turn Biggles hits twice, but both hits resolve as "miss". Rattled by the misses, he fails to check in with FLt. Snipes, who is smoked by a Jerry tail gunner. E takes a loss and a straggler and disrupts, but veteran Holstein Staffel and their Experte also take a loss and with snakes both break lose their Experte! L and I trade shots, then L breaks and RTBs. This dissolves both dogfights, leaving Echo's Spitfires and Isar's 109s free to engage new targets.</div><div><br /></div><div>Biggles, like an American cowboy riding herd on a stampede, tries to bring down another Jerry. E Squadron, unable to get direction from GCI at the end of last turn, was going to RTB and hope to tally on the way, but scored a desperate tally on the tail of the stampede! Isar Leader could not tally Echo for all the glare, and so returned to his sweep mission.</div><div><br /></div><div>But as in even the most heroic Western, the cowboy is sometimes run down by the stampede! Biggles loses another plane and a straggler and is disrupted. </div><div><br /></div><div>This is essentially the end of the mission. Biggles' D Squadron and the first of the bombers move off the board on the next turn. E won’t catch up before the rest exit. And even if I tallies E and can move full, without being able to get extra MP from a dive, he will not catch him.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeOlRKg76wR4URK-v8EsMubcs3z7zZ17851IegiH7Ixn5h74COIc27Cbpo9BRWvvjOJ79zC1uMcX1IdedvgIPakg7kUmq9mxPokqYqqtK4ALCLfDwEf8AeXBZ0N5pEzeeNtd9SKbwprAanl07wrmrNts-y91Qg95bfhOPHowCZj82kRUir_2YfWBMPhg/s4031/IMG_8003.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="3023" data-original-width="4031" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeOlRKg76wR4URK-v8EsMubcs3z7zZ17851IegiH7Ixn5h74COIc27Cbpo9BRWvvjOJ79zC1uMcX1IdedvgIPakg7kUmq9mxPokqYqqtK4ALCLfDwEf8AeXBZ0N5pEzeeNtd9SKbwprAanl07wrmrNts-y91Qg95bfhOPHowCZj82kRUir_2YfWBMPhg/w400-h300/IMG_8003.jpg" width="400" /></a></div><br /><div><br /></div><div><br /></div><div>Victory Points: The RAF got one He-111 and three 109s. In the process, they lost seven precious a/c, three Spits and four Hurricanes. The Germans exited three laden bombers (I did forget to count the -1 Speed for bomb loads. Oops! Biggles might have gotten another crate or two. But then, I also wasn't counting ammo, which only works against fighters, not bombers.) That’s 25 German VPs and British 5 VPs, a difference of 20 and a clear German victory.</div><div><br /></div><div>I think the scenario shows the historical context it tries to demonstrate. The British are a mix of a/c that are slightly better or slightly worse than the opposing fighters, but they are dispersed at start and have difficulty concentrating on their target (the bombers). The German fighters have overall more experienced aircrew and the advantage, in an air tactical setting, of the central position. They can react to each of the British piecemeal attacks, attempting to neutralize them in turn.</div><div><p>The Germans effectively used dogfights to protect their bombers. And most of the British came into the fight too low, not having had time to climb to positions above the incoming bandits because of lack of warning. Later scenarios, as I glance ahead, are going to feature the RAF starting to use wings, groups of squadrons operating together under a wing leader who can provide guidance (<b>he </b>vectors and his squadrons move with him) and local command (he can <b>assign </b>tallies rather than squadrons having to roll them).</p></div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-19561182489694245902023-03-09T14:27:00.002-05:002023-03-09T14:27:46.735-05:00Wing Leader: Third Time's the Charm<p> </p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgidm_GgG6s6qL8blBNHJ-dLsK1tJhChCXT9ksQudqA-7VI09MuPRl9tVm5j2XQQT7I4IODl58DelMoIPAuOAwseWLlcUwmTiKVDyqZ12giH9FPLUyfPEHpATWQ2Vf6AT-rmqCb8cGFTheCDuOr5a9gxiZ6xBJ9FWiaud0p_qwDGlUEjndq1ze94smMPQ/s4032/IMG_7940.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgidm_GgG6s6qL8blBNHJ-dLsK1tJhChCXT9ksQudqA-7VI09MuPRl9tVm5j2XQQT7I4IODl58DelMoIPAuOAwseWLlcUwmTiKVDyqZ12giH9FPLUyfPEHpATWQ2Vf6AT-rmqCb8cGFTheCDuOr5a9gxiZ6xBJ9FWiaud0p_qwDGlUEjndq1ze94smMPQ/w300-h400/IMG_7940.JPG" width="300" /></a></div>Off we go to snowy Russia, for an attempt by the Luftwaffe to deliver supplies to the surrounded German 6th Army. Two wings of He-111s are trying to fly in food, ammo, and medical supplies with escort provided by a flight of Bf-109F-4s. The German escorts are few, but they're both Veteran and include an Experte flyer.<p></p><p>Facing (or tailing) the German relief flight are two full squadrons of Russian Yak-1 fighters. There's lots of them, but they are all Green. And the Germans are close to their destination when the interceptors arrive. The Russians either have to chase the Germans all the way or take a head-on shot to begin with and then flip around and chase.</p><p>The first time I played this I did SO MANY THINGS wrong that I scrapped the playing (I set up the escort 109s stupidly, but I also treated the German bomber flights like squadrons and the Russian fighter squadrons like flights, etc.)</p><p>This is the first scenario that actually uses fighter in a true escort mission and so allows the players to test out the escort reaction mechanism. It also features Dense Cloud for the first time, which is important because any interceptors or escorts flying higher than 3 (the bombers start flying at 1) literally will not be able to see anything to shoot at or even chase. The Sun direction is more or less meaningless too; no one can see the Sun through all that Dense Cloud. Both sides' fighters have radio nets, and the Soviets have GCI to help get them on target.</p><p>Incidentally, I went hunting on BGG as I played and got confirmation from the designer that the "radio clutter" rule only applies in the Tally phase to a/c in dogfights. The modifier for combat "this turn" only applies to placing vectors in the Admin phase.</p><p>I still made one error that I can see right off, placing the transport bombers at 2 instead of 1. It might have give the Russians one Dive bonus for one turn, but it's a minor error.</p><p>Nothing like that of the Russian Alpha squadron, which failed to tally the bomber transports rushing straight toward them and circled, hoping they would see them as they passed (they did). The Yak Baker squadron took a long shot and tried tallying the escort...and succeeded! They hoped to keep those Fritzes busy while Alpha jumped the first batch of resupply a/c. </p><p>Didn't quite work. The 109s blew past them after an exchange of gunfire and tallied the Yaks that were now trailing the transports, blazing away without hitting much.</p><p>OK, thought Baker squadron; we'll hit the tail-end transports. Well, they engaged them, but did no appreciable damage. The 109 star pilots chased off the Alpha Yaks, shooting down one in the process. Then they came after Baker.</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi02wK8UunHz58Hyk46DjhqxK3BGyISlPamGPW5-vkNPnqnZ4brM5RohEZhtImET8NerzMJhdqPr7M2qFh_CWUGmmytb2g2dhy1oXTWwXN15iw_dRcqzSOSRKnurYXLNOQ7evSFU6K65WrSOcXsPN1Bg7HBOFZSQTp0MkJy2kBCrWb3_VYU5eLRFKtKww/s4032/IMG_7974.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi02wK8UunHz58Hyk46DjhqxK3BGyISlPamGPW5-vkNPnqnZ4brM5RohEZhtImET8NerzMJhdqPr7M2qFh_CWUGmmytb2g2dhy1oXTWwXN15iw_dRcqzSOSRKnurYXLNOQ7evSFU6K65WrSOcXsPN1Bg7HBOFZSQTp0MkJy2kBCrWb3_VYU5eLRFKtKww/w300-h400/IMG_7974.JPG" width="300" /></a></div>Baker's pilots sprayed bullets all over the sky near the Heinkels, but not in any of the parts of sky the Heinkels actually physically occupied. When the Freiderichs showed up, the Experte took down another Yak, and that was all that Baker squadron needed to justify calling it a day.<p></p><p>The Germans ended up with 8 VPs, the Russians none. Vasily Stalin must have been in charge of this air operation!</p><p>Next time, we travel to Kent to view The Few take on the Dastardly Hun!</p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-10848043129139757162023-03-08T21:46:00.003-05:002023-03-08T21:46:45.415-05:00Wing Leader: Second Action<p> So, on to Scenario 2 (or, more accurately, VO 2). This features not only interceptors on one side and bombers on the other, but some aircraft executing a sweep to protect the bombers. We're still in the CBI; the P-40Bs have a few of their E-type brethren to help out, and both sides have some Veteran pilots (the AVG also has some Green pilots). And there is GCI to help vector the Flying Tigers, and they have some radio nets to help them coordinate (the IJA fighters are missing that, which is a handicap).</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif3sREULgDLzU-FwbbeD-wrGCkp1DIda1o0KGYengY6dI30tJ3fF59jRUKUgBK5bLaqys6vmAH5ZjjzjoVS4XNp8tHaN_HOeT7xkyHyCQGLk0v0e6XxzeU9L8HKQlXsXcMbO50n6UlKn7T-A_Zt6Y9m5g4uJ2qZ5KfvUODS1JFxLq3JN3YlD1yqb1lNg/s4032/IMG_7920.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif3sREULgDLzU-FwbbeD-wrGCkp1DIda1o0KGYengY6dI30tJ3fF59jRUKUgBK5bLaqys6vmAH5ZjjzjoVS4XNp8tHaN_HOeT7xkyHyCQGLk0v0e6XxzeU9L8HKQlXsXcMbO50n6UlKn7T-A_Zt6Y9m5g4uJ2qZ5KfvUODS1JFxLq3JN3YlD1yqb1lNg/w300-h400/IMG_7920.JPG" width="300" /></a></div>The IJA bombers are doing a standard basic bombing mission, running straight across the map and exiting. Their fighters are in escort position, and the AVG are at a spread of levels, hoping to catch some target, somehow.<br /><p>The P-40Es tallied quickly and dived right down on to the approaching bombers while the Japanese sweep Ki-43s were still scanning the sky for enemies. As the P-40Bs tried valiantly to make their way up to the bombers' altitude, the Es scored two kills and disrupted the leading bomber squadron.</p><p>The Ki-43 section likewise tallied and dived down to protect their bombers. They took out one P-40E while the AVG separated out one straggler from the bomber herd. The 43 flight, though, just motored on, oblivious to the fighting below.</p><p>Another flight of Tigers joined the melee (which was steadfastly *not* becoming a dogfight, despite IJA attempts to turn it into one. And the P-40 squadron climbed up, almost reaching the rear bomber squadron, which it had tallied.</p><p>With the two P-40 flights both tallying the lead bomber squadron and the Ki-43 squadron tallying the P-40Es, there was a big single battle flying across the map, which lead to a bit of computational balancing to see who would be the better lead element in each round of fighting. The straggling bomber was downed and the 43s took their first loss. The lead bomb group was disrupted and down three aircraft now.</p><p>The Ki-43 flight finally tallied and joined in, just as the P-40 squadron caught up to the second bomb group. The first round of "now everyone's shooting" was also the last, as both of the P-40 flights broke and headed for the barn, as did the two Ki-43 units. Both bomber squadrons had lost three planes now and both were broken.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb_UcKzPi5zX4DYCzRLVTPd3NpXbwtWcWNupylaCfuOu2qREoPxMVDI6QeM6nc9cCTTRlhKyLNM-fDmts6I84TXB8E0x-0IGdUQwyXpMbREhDtCFe7ItJLDM9kWjFGAZRYRPQABlkhpgZBs37hSgyd4637EYx9lhQAFNf9ixv_UxEsoh98yAu7XNm9kQ/s4031/IMG_7937.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4031" data-original-width="3023" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjb_UcKzPi5zX4DYCzRLVTPd3NpXbwtWcWNupylaCfuOu2qREoPxMVDI6QeM6nc9cCTTRlhKyLNM-fDmts6I84TXB8E0x-0IGdUQwyXpMbREhDtCFe7ItJLDM9kWjFGAZRYRPQABlkhpgZBs37hSgyd4637EYx9lhQAFNf9ixv_UxEsoh98yAu7XNm9kQ/w300-h400/IMG_7937.jpg" width="300" /></a></div>And that was where things stood as the bombers flew off the map towards their target. The first group probably should have jettisoned and fled for home, in retrospect, but that will be a lesson learned in the IJA hotwash.<div><br /></div><div>The Tigers lost three aircraft in return for two IJA fighters and six (6!) bombers, a differential of -11, a massive Chinese win! Col. Chennault was all smiles at this debrief, handing out cigars and beers.</div><div><br /></div><div><br /></div><div>Next up, off to Europe and a trip to Stalingrad!<br /><p><br /></p></div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-82575447889575958322023-03-08T15:01:00.002-05:002023-03-08T15:01:22.071-05:00Starting a new game series: Wing Leader Victories<p><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;">I've had Wing Leader in my "to play" pile for so long that GMT has brought out not only a sequel and four battle packs but a whole new edition. So when I finally decided I was goign to stop looking at it and start playing it, the first thing I had to do was go through the very clear page of "what to keep/what to throw out" instructions that came with my second edition update kit.</span></p><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;">So I read through the basics and figured I'd play the first scenario, keep the rulebook handy, and learn as I go. Not perhaps the best approach with a complex LB-W game, but I had fun and it kinda worked.</span><div><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;"><br /></span></div><div><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;">Scenario 1 is a pretty basic learning scenario. Two squadrons of Japanese Ki-21 bombers go drone,drone,drone across the map to their target, drop bombs, then flip around and drone,drone,drone home, trying to ignore two flights of pesky American Volunteer Group P-40s zooming around them like gnats.</span></div><div><br /></div><div class="separator" style="clear: both; text-align: left;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnkB8PTcB6HSqw5nTyBkyCxwtJFZKXOvrdaOurkzCxlT6ns9sA4od73nOJZZgzuLU4WzBBt_SM8NLHRsRGcE69PeTmFykDKUXgNEGZg8dU-o2JRqE0jfGl6pWRZdtkdIFsmSMdd5PVZuHSmcUfyO__YX7yHRTnfSi3oONYm8-dYkpZmQZ2B9uIiGAOWw/s4032/IMG_7899.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnkB8PTcB6HSqw5nTyBkyCxwtJFZKXOvrdaOurkzCxlT6ns9sA4od73nOJZZgzuLU4WzBBt_SM8NLHRsRGcE69PeTmFykDKUXgNEGZg8dU-o2JRqE0jfGl6pWRZdtkdIFsmSMdd5PVZuHSmcUfyO__YX7yHRTnfSi3oONYm8-dYkpZmQZ2B9uIiGAOWw/w240-h320/IMG_7899.JPG" width="240" /></a><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px; text-align: left;">I have a slew of photos I took as I walked through the scenario, but suffice to say it was a pretty mild encounter.</span></div><div><br style="background-color: white; box-sizing: content-box; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;" /><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;">The AVG pilots weren't able to attempt tallies on Turn 1 (too far apart), missed their tallies on Turn 2 (really bad rolls), and so had to circle and try to tally the bombers as they flew past (which they managed).</span><br style="background-color: white; box-sizing: content-box; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;" /><br style="background-color: white; box-sizing: content-box; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;" /><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;">They pursued the bombers toward the target, inflicting and taking a single straggler result along the way.</span><br style="background-color: white; box-sizing: content-box; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;" /><br style="background-color: white; box-sizing: content-box; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;" /><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;">The IJAAF crews dropped their bombs (which sailed wide of any meaningful targets), and as they turned for home, the P-40s inflicted another straggler (on the same sqn, bumping it up to a loss) and a loss.</span><br style="background-color: white; box-sizing: content-box; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;" /><br style="background-color: white; box-sizing: content-box; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;" /><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;">The next turn, they inflicted another straggler, which disrupted one of the Japanese squadrons. But the sheer effort of chasing the multitude of bombers across the sky was so exhausting and the pilots so unused to formation flying that they were scattered far and wide (translation: they both rolled a disruption and being mere flights thus broke). Reluctantly, AVG commander Dupoy, seeing his planes spread all across the Burmese horizon, radioed both flights to return to base.</span></div><div><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAgBWuwEjlo1pdFS7gzs1_JVgSLuEPmYuL-c0eKNfrXID1JT2ssW87AtNnKB4SBbfnrse4FAcf8xauEI9vm2N0oxynus2BgMkwLMd3KkT-3tsiSpYIEmniZBOjFXBBu-cQZ_czcdSEpHSWLqrbN3bw08mkslmCqIa_b6myHtMpMhUrHgUhz2zy1gz-Rg/s4032/IMG_7919.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAgBWuwEjlo1pdFS7gzs1_JVgSLuEPmYuL-c0eKNfrXID1JT2ssW87AtNnKB4SBbfnrse4FAcf8xauEI9vm2N0oxynus2BgMkwLMd3KkT-3tsiSpYIEmniZBOjFXBBu-cQZ_czcdSEpHSWLqrbN3bw08mkslmCqIa_b6myHtMpMhUrHgUhz2zy1gz-Rg/s320/IMG_7919.JPG" width="240" /></a></div></div><div><span style="background-color: white; font-family: proxima-nova, Arial, sans-serif; font-size: 15px;">Pointswise, the AVG had downed two bombers, lost no aircraft, and the IJA bombs landed nowhere damaging, but expectations were so high for the fighters against the unescorted bombers that Col. Chennault tore strips off the flyers in the AAR. "You should have downed them all!" he roared, "Tigers? We should call you pussycats!" The chastened Tigers determined to do better next time.</span></div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-19298749791009485912022-06-08T11:08:00.000-04:002022-06-08T11:08:06.113-04:00Project 1777: Next Steps<h3 style="text-align: left;">What Do We Need? More Troops! When Do We Need Them? Now!</h3><p>So, I've been working out what figures I'll need for Project 1777. I took stock of what I already have, made a rough estimate of what more I'd need, and put in an order with a couple of suppliers to fill in most of the gaps. Perry Miniatures are wonderful for Rev War, but they are missing a few things. </p><p>They started the line, as I understand it, to complement the work they had done before with Wargames Foundry. So they didn't rush to do basic things they had already done, like standard British infantry in the early war clothing of the 1768 Warrant. Also, they don't sell artillery pieces as stand-alone items, so if you want such and such a piece, you buy the set of artillerists and gun that feature it. And while they do most of the types of guns seen during the war (3 pounders, 4 pounder, 6 pounders, howitzers, even a 24 pounder siege gun), they don't do a 12 pounder field piece. So I also had to make small orders with other makers, including with Front Rank (now owned by Gripping Beast), who do a handsome 12 pounder. </p><p>I also wanted to fill out a few of my older units, built with Front Rank figures. I had built them back int he day to fill slots in an OB (also 1777, as it happened) for gaming with my friend Rocky's <i>Fortunes of War</i> rules. Those involved considerably smaller units, based in one rank, so if I were to make those units of to <i>Carnage & Glory</i>'s preferred two-rank basing, I'd need more figures to match the old ones I'd used.</p><p>And I also needed to evaluate the bits and pieces I've assembled, partly secondhand, to see what would be suitable. After my initial foray with Front Rank (whose figures are good-solid, beef-fed fellows, very stocky, and tend to lean forward a great deal), I'd tried out Redoubt Miniatures, whose figures have character and at the time had the benefit of being cheap. They have stopped producing their Rev War line, so I can't fill in any of those units, and at some point I'd rather like to replace them and sell off my Redoubt units, as they are rather cartoonish figures. But at the moment, they make a good half of my Continentals, and I have 40 British infantry in the "cut down" uniform assumed by much of the army for the 1777 campaign. They're not handsome, but there are a lot of them and they're easy to paint up.</p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEga-BaMw_ZgU8C-pc6KAKpqK38gZCoAKR53_9C-J27HdexUBa2zIkBzh7WPOKBGD2alfiydXUigX7XKRJZMm9kGgrBj20QthfYE4rdbGosfPrREp18gg6I1LdzWTkW8x8Hgf2QA9RItvAKMob13GXaVO45UrDjzwpKEoEx6v1ebErn88lP7y9HKVm96tQ/s4032/IMG-5536.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEga-BaMw_ZgU8C-pc6KAKpqK38gZCoAKR53_9C-J27HdexUBa2zIkBzh7WPOKBGD2alfiydXUigX7XKRJZMm9kGgrBj20QthfYE4rdbGosfPrREp18gg6I1LdzWTkW8x8Hgf2QA9RItvAKMob13GXaVO45UrDjzwpKEoEx6v1ebErn88lP7y9HKVm96tQ/w300-h400/IMG-5536.jpg" width="300" /></a></div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRoO4Me0I5op2I6SkUoYVsa636Nwou0oPncWDv1VwPorVTSjQwRSu921edrCM0ya2Rf0wK-V0dXgboTRPjJXpEFMFvjmleKHpaQNVRwpJ5TqaGmY4aEfyfD8LSmfVM30ccgSZd27UqRn51AMZbrsIHBHyOPt8JSxDO60X45-2K6SB_xO7EBLUwCasOsQ/s4032/IMG-5535.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="4032" data-original-width="3024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRoO4Me0I5op2I6SkUoYVsa636Nwou0oPncWDv1VwPorVTSjQwRSu921edrCM0ya2Rf0wK-V0dXgboTRPjJXpEFMFvjmleKHpaQNVRwpJ5TqaGmY4aEfyfD8LSmfVM30ccgSZd27UqRn51AMZbrsIHBHyOPt8JSxDO60X45-2K6SB_xO7EBLUwCasOsQ/w300-h400/IMG-5535.jpg" width="300" /></a></div><br />Here are two batches of them, one unprimed and the other with six colours on, almost ready to be based.<div><br /></div><div>Two things are brought home by making up a list of what units I need to build and what figures I'll use for them. One is that, while the British OB is mostly a matter of what units (and officers) started out the 1777 campaign and which were added up to the evacuation of Philadelphia and the battle of Monmouth, the American army is much more ... changeable. The British army used more or less the same organization throughout, but the Americans, I presume because of their enlistment system and the resulting variable strength of their units, made substantial organizational changes from 1777 to 1778. So I'm going to proceed on the basis of 1777 and then see what changes need to be made for 1778 when I get there.</div><div><br /></div><div>The other realization this process brings home is the sheer scope of the project I've taken on. the British and American armies are both over 15,000 men (the British closer to 20,000), which will mean over 300 stands of troops. At the moment I have the equivalent of about 50. Lots of work ahead!<br /><p><br /></p></div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-4121048492580304972022-05-04T18:54:00.000-04:002022-05-04T18:54:17.712-04:00Project 1777: A Return to Blogging<p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik09NT6CQbBBjr4z30CsBAqP2sTkmeUBO1zLXwwH5OpM0NQjBTgI-LOJl084VXb4w7_dJER2_QziJJv6VJzpwjwc6RD40zv7Kzy-5BBt909U60nC3p18r83xd_4BHJekEiXp6yiibW76NbKI7rPHmaJbJABlOAiOcLtKJ8cYkr28msuz4__qEFCAAgOg/s760/aw37colour.jpg" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"></a><b style="font-size: large;">Back to the blog! Onward for victory!</b></div>After about a year away from the blog, I'm returning to a project I started back in 2016: Project 1777. This is a series of posts about an an effort to recreate the battles of Sir William Howe's Philadelphia Campaign of 1777 during the American Revolution. I had originally enlisted the support of my friend Mr Invisible for this project, but he dropped off this project, entranced by other periods, so this will continue to be a solo project for now.<p></p><table cellpadding="10" cellspacing="10" class="tr-caption-container" style="float: left;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik09NT6CQbBBjr4z30CsBAqP2sTkmeUBO1zLXwwH5OpM0NQjBTgI-LOJl084VXb4w7_dJER2_QziJJv6VJzpwjwc6RD40zv7Kzy-5BBt909U60nC3p18r83xd_4BHJekEiXp6yiibW76NbKI7rPHmaJbJABlOAiOcLtKJ8cYkr28msuz4__qEFCAAgOg/s760/aw37colour.jpg" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="wargame miniatures of Rev War American officers" border="0" data-original-height="429" data-original-width="760" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik09NT6CQbBBjr4z30CsBAqP2sTkmeUBO1zLXwwH5OpM0NQjBTgI-LOJl084VXb4w7_dJER2_QziJJv6VJzpwjwc6RD40zv7Kzy-5BBt909U60nC3p18r83xd_4BHJekEiXp6yiibW76NbKI7rPHmaJbJABlOAiOcLtKJ8cYkr28msuz4__qEFCAAgOg/w400-h226/aw37colour.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;">American general officers from Perry Miniatures </span></td></tr></tbody></table><p></p><p>When I blogged last on the project, I had delivered some notes on <a href="https://cardboardandmetal.blogspot.com/2017/03/project-1777-prequel-forage-war-in.html">the Forage War in the Jerseys</a>, outlined <a href="https://cardboardandmetal.blogspot.com/2016/02/project-1777-state-of-war-in-spring-of.html">where the war stood</a> at the beginning of the year as well as a precis of the first small battle of the campaign and <a href="https://cardboardandmetal.blogspot.com/2017/04/recreating-bound-brook-preview.html">a short piece on recreating the latter</a> as a wargame. From there I had provided a precis of the next battle in the campaign, that of <a href="https://cardboardandmetal.blogspot.com/2016/04/project-1777-battle-of-short-hills.html">Short Hills</a>, set out a brief <a href="https://cardboardandmetal.blogspot.com/2016/08/project-1777-american-army-of.html">overview of the American army</a>, and began on a deeper dive on the American forces with a piece on the <a href="https://cardboardandmetal.blogspot.com/2016/09/project-1777-lincoln-wayne-and.html">Pennsylvania Division's first brigade</a>, then one on its <a href="https://cardboardandmetal.blogspot.com/2016/09/project-1777-second-pennsylvania.html">second brigade</a>. Next up was going to be an article on Nathanael Greene's Virginia Division as one of five more blog posts planned to cover the Continental Army of 1777. I expected the description of the Crown Forces to consist of as many as nine posts (one for each brigade, one for the elite battalions, and one for the army assets). Along with all of those, there will be posts on the other initial engagements of the campaign (Staten Island, Couch's Bridge), the incidental and hypothetical combats (Paoli, Whitehorse Tavern, Matson's Ford, Whitemarsh, the storming of Redbank), and the main battles of the campaign (Brandywine and Germantown). The latter probably deserve several posts as we look at the different sections of the battles. In addition, I see I need to go back through the existing posts and do a little editing, correcting some typos, replacing images that have been lost, and so forth.</p><p><table cellpadding="10" cellspacing="10" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ4-b0dUp9TAGlFSQI2FvhydhWjGJQ-Uqc1G2YcL-7Jorh8GJw0ImcF-D8KHHucAzelFSNfZX0uAZaOH6q7NDw8T54pzZ485yZoCc4M96ZhQDJKR7ZBxKp2O9Ptt8yelI_n8Fetehha6J_VGRVnwsvW9dpu67AIcLCA04CysVGfnor1PdB7o7RbDvV0Q/s760/aw16.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="wargame miniatures of British 16th Light Dragoons" border="0" data-original-height="333" data-original-width="760" height="175" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ4-b0dUp9TAGlFSQI2FvhydhWjGJQ-Uqc1G2YcL-7Jorh8GJw0ImcF-D8KHHucAzelFSNfZX0uAZaOH6q7NDw8T54pzZ485yZoCc4M96ZhQDJKR7ZBxKp2O9Ptt8yelI_n8Fetehha6J_VGRVnwsvW9dpu67AIcLCA04CysVGfnor1PdB7o7RbDvV0Q/w400-h175/aw16.jpg" width="400" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;">Officer, trumpeter, and trooper of the 16th Light Dragoons from Perry Miniatures</span></td></tr></tbody></table>While I'm working on the blog, I also need to build up my miniature forces. I've been collecting both 15mm and 28mm figures for the period, but I have to admit that the 28mm figures produced by the Perry brothers are my true love for the period. Wargames Foundry has some of their earlier sculpts that are also handsome. I have a small supply of Redoubt figures (not very good), Old Glory figures (not awful but not great), and Front Rank (fine sculpts, but all very portly and with a tendency to be sculpted leaning forward as if walking into a heavy wind). In time, I'd like to replace all the latter with Perry figures, either from <a href="https://www.perry-miniatures.com/product-category/metal-ranges/american-war-of-independence/">Perry Miniatures</a> or from their old <a href="https://www.wargamesfoundry.com/pages/american-war-of-independence">Wargame Foundry</a> line. <a href="https://www.fifeanddrum-minis.com/">Fife & Drum</a> also makes handsome figures for the period, but due to the style of their sculpting, they are not suitable (IMO) to be fielded with any of these others. They also have a very limited range, compared to others (their WAS/SYW lines, and their Jacobite and other figures, sold under <a href="https://cranntaraminiatures.co.uk">Crann Tara</a>, are much more extensive), and they are quite pricey.</p><p>So, I'm starting with the figures I have, trying to build up slowly to the forces for the full 1777 campaign, while focusing first on the troops engaged in the initial battles of the campaign.</p><p>I'm also experimenting with several rule sets. I began by assuming that I would use <i><a href="http://www.carnageandgloryii.com">Carnage & Glory</a></i>, which is still my favourite. It does have a few issues, though, especially the overhead time required to set up a game; sometimes it would be nice to be able to pick up and play a game somewhat quickly. Of the "manual" (i.e., not computer based) rules that I've seen designed specifically for the American Revolution, <i><a href="https://www.caliverbooks.com/Partizan%20Press/partizan_BG.shtml">British Grenadier</a></i> seems like the strongest contender, while <i>Blackpowder </i>has the advantage of being simple to teach and learn and a set that can be used for a variety of different periods. </p><br /><p><br /></p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-37848984498604974252021-06-14T23:16:00.000-04:002021-06-14T23:16:36.900-04:00Normal Service To Resume Shortly<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL108aSmzMNVWIzMpNMMEYTEPItElXc-CBYUMUGsv42I6Dbfvk6Cza6gN1lWN-zQaq88X3R1hd7aCdrT6KFo9u97h8kQ65h0wONSpVFb05IreFnC309D_PZYy85WkPUykpPADwnQEYkgIb/s720/Bayerischer+Rundfunk+test+pattern.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="576" data-original-width="720" height="512" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL108aSmzMNVWIzMpNMMEYTEPItElXc-CBYUMUGsv42I6Dbfvk6Cza6gN1lWN-zQaq88X3R1hd7aCdrT6KFo9u97h8kQ65h0wONSpVFb05IreFnC309D_PZYy85WkPUykpPADwnQEYkgIb/w640-h512/Bayerischer+Rundfunk+test+pattern.jpg" width="640" /></a></div><br /><p><br /></p><p>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 <i>Great War Spearhead</i> into scenario and two replays of the <i>1871 </i>battle of Wissembourg scenario. Plus, maybe, more <i>Et Sans Resultat</i> upcoming!</p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com1tag:blogger.com,1999:blog-3199694422738499444.post-38234099108556084342021-04-27T19:16:00.001-04:002021-04-27T19:16:27.478-04:00Verbreitnet: a brief AAR<p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEha1Za0MEOKRjrSqBFJl_9pvsySIkQmk9hE5heF15JJIHpVD9tq3G5Nl3Qvudfdj8bDjf3lOW3DrWmOnXJ5yqYDVIuac9uKEw9aQ8T5X10R0h_YIvqwptd3XKRR7SseyMSw8Y78m8dAkj36/s800/Victor_Huen_Une_compagnie_d%2527infanterie_l%25C3%25A9g%25C3%25A8re_fran%25C3%25A7aise_dans_les_bois.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="586" data-original-width="800" height="468" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEha1Za0MEOKRjrSqBFJl_9pvsySIkQmk9hE5heF15JJIHpVD9tq3G5Nl3Qvudfdj8bDjf3lOW3DrWmOnXJ5yqYDVIuac9uKEw9aQ8T5X10R0h_YIvqwptd3XKRR7SseyMSw8Y78m8dAkj36/w640-h468/Victor_Huen_Une_compagnie_d%2527infanterie_l%25C3%25A9g%25C3%25A8re_fran%25C3%25A7aise_dans_les_bois.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;"><i>French Light Infantry Attacking Through Woods </i>by Victor Huen</span></td></tr></tbody></table><br />So, I never had a chance to provide an AAR on our Carnage & Glory game, the battle of Verbreitnet. As readers may remember <a href="https://cardboardandmetal.blogspot.com/2021/02/our-test-battle-verbreitnet-here-are.html">from the preview</a>, 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.</p><p>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. </p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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. </p><p>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.</p><p><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk09gPOFUOIgPCdcyIqSxwWxOsoXwmRiL4MZLwyy-YxqyMydCepldbhVKhHTYxho_bJBOcFpmSSg6nKJCVL5NavAGv_khoF2kkmn5rpxsBh3bxtXnxEmBB9FxDkCNoklF9Y8kWJBQ9s4F7/s339/Knoetel_schutzen.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="339" data-original-width="291" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk09gPOFUOIgPCdcyIqSxwWxOsoXwmRiL4MZLwyy-YxqyMydCepldbhVKhHTYxho_bJBOcFpmSSg6nKJCVL5NavAGv_khoF2kkmn5rpxsBh3bxtXnxEmBB9FxDkCNoklF9Y8kWJBQ9s4F7/s320/Knoetel_schutzen.jpg" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><span style="font-size: x-small;"><i>Prussian Schuetzen </i>by Richard Knoetel</span></td></tr></tbody></table><br />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.</p><p>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.</p><p>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. </p><p>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.</p><p>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. </p><p>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.</p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-24397656379059652192021-04-25T18:39:00.000-04:002021-04-25T18:39:14.037-04:00Kleiner Feldzug: Afterthoughts<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4pHbMKU5bsY5n0XopM2bczWQybw7DScYKpdNARztOVzJG1bRixN4JCjW_tRInnDBVThM3q201sn61X_uzRrDQbnwex3A1yVIlJ7gQjrktksDYBgl0k_Y0VAAYelp3YgFETrmCVpThn_qo/s1200/seven-years-war-fall-of-kolberg.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="753" data-original-width="1200" height="402" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4pHbMKU5bsY5n0XopM2bczWQybw7DScYKpdNARztOVzJG1bRixN4JCjW_tRInnDBVThM3q201sn61X_uzRrDQbnwex3A1yVIlJ7gQjrktksDYBgl0k_Y0VAAYelp3YgFETrmCVpThn_qo/w640-h402/seven-years-war-fall-of-kolberg.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>The Capture Of The Prussian Fortress of Kolberg On 16 December 1761 </i>by Alexander Kotzebue</td></tr></tbody></table><br /><p>In commenting on the last post about our KF 1757 campaign, Keith from The Wargames Room asked:</p><p><br />"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?"</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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. </p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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?</p><p><br /></p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-56749820386716657312021-02-26T23:59:00.004-05:002021-04-27T12:18:56.185-04:00<h3 style="text-align: left;"><span style="font-family: georgia;">Our Test Battle: Verbreitnet</span></h3><div><span style="background-color: white;"><span style="color: #222222; font-family: georgia;">Here are some previews of our test battle for tomorrow, the imaginary 1813 battle of Verbreitnet.</span></span></div><div><span style="background-color: white;"><span style="color: #222222; font-family: georgia; font-size: x-small;"><br /></span></span></div><div><span style="background-color: white;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFxrYPRATO88qsTPhbUajUON9B784GlpA0yHj4Ps3anbJBzGSMr_Io5CIAf7l6Lujuc7hcB1Tknhn6cR0RbgJBaonRSHYdEv8Cbbcih26ph9t8eySP9-eQgGeUM_cr1_Zy_HPmS4ueN89L/s1024/Gebhard_Leberecht_von_Bl%25C3%25BCcher_in_Bautzen_1813.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="693" data-original-width="1024" height="434" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhFxrYPRATO88qsTPhbUajUON9B784GlpA0yHj4Ps3anbJBzGSMr_Io5CIAf7l6Lujuc7hcB1Tknhn6cR0RbgJBaonRSHYdEv8Cbbcih26ph9t8eySP9-eQgGeUM_cr1_Zy_HPmS4ueN89L/w640-h434/Gebhard_Leberecht_von_Bl%25C3%25BCcher_in_Bautzen_1813.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Gebhard Leberecht von Blücher in Bautzen, 1813</i> by Bogdan Willewalde</td></tr></tbody></table></span><span style="background-color: white; color: #222222; font-family: georgia; font-size: small;"><br /></span></div><h4 style="text-align: left;"><span style="background-color: white; color: #222222; font-family: georgia; font-size: small;">First, Terrain</span></h4><div><span style="background-color: white; color: #222222; font-family: georgia; font-size: small;">As described in </span><a data-saferedirecturl="https://www.google.com/url?q=https://cardboardandmetal.blogspot.com/2021/02/carnage-glory-infantry-artillery-and.html&source=gmail&ust=1614487474105000&usg=AFQjCNE71FP8I70GnXEZRmodYj7Thp4N6Q" href="https://cardboardandmetal.blogspot.com/2021/02/carnage-glory-infantry-artillery-and.html" style="background-color: white; color: #1155cc; font-family: georgia; font-size: small;" target="_blank">my blog post</a><span style="background-color: white; color: #222222; font-family: georgia; font-size: small;"> 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.</span></div><div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;">I don't want to make terrain a big complication in tomorrow's game, so we'll have X types of terrain:<br /><br /><b>Medium woods</b>: 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.</span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><b>Streams</b>: simple linear obstacles that have no effect on line of sight. Movement to cross streams must be input as movement crossing a linear obstacle.</span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><b>Gentle hills</b>: 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.</span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><b>Fields</b>: 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.</span></div></div><div><span style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></span></div><div><span style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></span></div><h4 style="text-align: left;"><span style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;">Orders of Battle</span></span></h4><div><span style="background-color: white; color: #222222; font-family: georgia; font-size: small;">Below are the orders of battle for the two sides in the battle of Verbreitnet</span></div><div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;">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).</span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;">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.</span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;">Each officer and each unit has a three-digit number, a name, and some defining characteristics. </span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><blockquote style="background-color: white; border: none; color: #222222; font-size: small; margin: 0px 0px 0px 40px; padding: 0px;"><div><span style="font-family: georgia;">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!)</span></div><div><span style="font-family: georgia;"><br /></span></div><div><span style="font-family: georgia;">Distances are all measured in paces; for our 15mm battle, we'll be treating each inch as 50 paces.</span></div></blockquote><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;">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).</span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;">Unit characteristics are more complicated. </span></div><div style="background-color: white; color: #222222; font-size: small;"><ul><li style="margin-left: 15px;"><span style="font-family: georgia;">First is their total casualties and their starting strength (hopefully every unit's first number is 0, since battle hasn't yet commenced!). </span></li><li style="margin-left: 15px;"><span style="font-family: georgia;">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.</span></li><li style="margin-left: 15px;"><span style="font-family: georgia;">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.</span></li><li style="margin-left: 15px;"><span style="font-family: georgia;">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).</span></li></ul></div><div style="background-color: white; color: #222222; font-size: small;"><span style="font-family: georgia;"><br /></span></div><div style="background-color: white; color: #222222;"><h4 style="text-align: left;"><span style="font-family: georgia; font-size: x-small;">French Forces</span></h4><pre class="aLF-aPX-K0-aPE" style="color: black; font-family: "Courier New", Courier, monospace, arial, sans-serif; margin-bottom: 0px; margin-top: 0px; overflow-wrap: break-word; user-select: text; white-space: pre-wrap;"><span style="font-size: xx-small;">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</span></pre><h4 style="text-align: left;"><span style="font-family: georgia; font-size: x-small;">Allied Forces</span></h4></div><pre class="aLF-aPX-K0-aPE" style="background-color: white; font-family: "Courier New", Courier, monospace, arial, sans-serif; margin-bottom: 0px; margin-top: 0px; overflow-wrap: break-word; user-select: text; white-space: pre-wrap;"><span style="font-size: xx-small;">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 </span></pre><div style="background-color: white; color: #222222; font-family: Arial, Helvetica, sans-serif;"><span style="font-size: xx-small;"><span style="font-family: "Courier New", Courier, monospace, arial, sans-serif; white-space: pre-wrap;"> 10 Colors present</span> </span></div><h4 style="text-align: left;"><span style="font-family: georgia; font-size: x-small;">Next Time: Charges, Firing, and Rallying!</span></h4></div>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-43595736295718424762021-02-22T00:16:00.001-05:002021-02-22T00:16:06.216-05:00Carnage & Glory: Infantry, Artillery, and Terrain<p> Continuing our introduction to <i>Carnage & Glory</i>...<br /><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOO-8klgQUHAQEMyeByS8N_7ZlPS8ZsmdOyl9rjZzAgpO2oWbhN-H03yCSeoDw7-H2K1tva4-qKh45bCxvU1jkZlb8B0_r_iCe5FnLYZ5N19lvDarM9aRgBdIpOY8Wj-MrQVrRy2sQg4MM/s2048/russian+infantry+advancing.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1281" data-original-width="2048" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOO-8klgQUHAQEMyeByS8N_7ZlPS8ZsmdOyl9rjZzAgpO2oWbhN-H03yCSeoDw7-H2K1tva4-qKh45bCxvU1jkZlb8B0_r_iCe5FnLYZ5N19lvDarM9aRgBdIpOY8Wj-MrQVrRy2sQg4MM/w640-h400/russian+infantry+advancing.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Prince Bagration at the Battle of Borodino</i> by A.Y. Averyanov</td></tr></tbody></table><br /></p><h4>Infantry</h4><p>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. </p><p>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).</p><p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1SSlK_ncLi74WKatUnJ93L3EiY6QbVv8e1hVK2c9uwF8IlDR5U3Nux0Buu2GUhwkZ1rtyjHzTyTKoYYte2SVDW0aW8_opeKIZ-oBaPROx61ul36KFtV3vg0CQjqWAvTc3p2thDmmVvKAM/s1024/french+guard+artillery.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="730" data-original-width="1024" height="456" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1SSlK_ncLi74WKatUnJ93L3EiY6QbVv8e1hVK2c9uwF8IlDR5U3Nux0Buu2GUhwkZ1rtyjHzTyTKoYYte2SVDW0aW8_opeKIZ-oBaPROx61ul36KFtV3vg0CQjqWAvTc3p2thDmmVvKAM/w640-h456/french+guard+artillery.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>French Imperial Guard Artillery </i>artist unknown</td></tr></tbody></table></p><h4 style="text-align: left;">Artillery</h4><p>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.</p><p>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. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGdSp8QEVdg6HFavyihxA9jWttzIQ9cZIrAHLwEkMtADP3eTkR6x5qBKljpfJDIIa0JPv1hAcAvytmQkIfSu68_WjNaSxcnGKtpcuLLeMWC1AHUiTp5RoPkK3fMpbEngJrNtEbBFier2ks/s2000/gates+of+houg.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1408" data-original-width="2000" height="450" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGdSp8QEVdg6HFavyihxA9jWttzIQ9cZIrAHLwEkMtADP3eTkR6x5qBKljpfJDIIa0JPv1hAcAvytmQkIfSu68_WjNaSxcnGKtpcuLLeMWC1AHUiTp5RoPkK3fMpbEngJrNtEbBFier2ks/w640-h450/gates+of+houg.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Closing the Gates of Hougomont </i>by Robert Gibbs</td></tr></tbody></table><h4 style="text-align: left;">Terrain </h4><p>In <i>Carnage & Glory</i> 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. </p><p>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.</p><p>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.</p><h4 style="text-align: left;">Next Time: Charges, Firing, and Rallying!</h4>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-17899674307918370622021-02-21T17:57:00.003-05:002021-02-22T00:15:05.080-05:00Carnage & Glory: Officers and Cavalry and Developing a Scenario<h4 style="text-align: left;"> <table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGpXCd2dbpJzNcDHKnUDfEM0H0HkioqaIpJdrKZIYUaL6-_PwMx-VW-zKmpOTGuFyfk_ZCg-TQD0J1V2OOk4idLThFVsX3dA9Vqj7DWy8cA3jQ3hfr6W015lwyS0ItygoEzmI_tMQacJyk/s2048/MoshkovVI_SrazhLeypcigomGRM.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1067" data-original-width="2048" height="334" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGpXCd2dbpJzNcDHKnUDfEM0H0HkioqaIpJdrKZIYUaL6-_PwMx-VW-zKmpOTGuFyfk_ZCg-TQD0J1V2OOk4idLThFVsX3dA9Vqj7DWy8cA3jQ3hfr6W015lwyS0ItygoEzmI_tMQacJyk/w640-h334/MoshkovVI_SrazhLeypcigomGRM.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>The Battle of Leipzig</i> by Vladimir Moshkov</td></tr></tbody></table><br />Onward To Battle!</h4><p>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. </p><p>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 <i>might </i>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.</p><p>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.</p><p>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. </p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1ldsp-GekbXqzifFSx0LTvIpjrzThUfRExKhGyrCiB-SAv4FUw3MlFrXoGcWFiM4uIbU5SNpMcvkLE0MJcf6iNLa-9aGVn8hfWozFObwoGdblZYOm_ETAsg_xi2bkpHUbP9dGzY951MEZ/s751/image_2021-02-21_165007.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="498" data-original-width="751" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1ldsp-GekbXqzifFSx0LTvIpjrzThUfRExKhGyrCiB-SAv4FUw3MlFrXoGcWFiM4uIbU5SNpMcvkLE0MJcf6iNLa-9aGVn8hfWozFObwoGdblZYOm_ETAsg_xi2bkpHUbP9dGzY951MEZ/w640-h424/image_2021-02-21_165007.png" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>Napoleon Conferring With Desaix at Marengo</i> by Keith Rocco</td></tr></tbody></table><br /><h4 style="text-align: left;">Officers</h4><p>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 <u>enough </u>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.</p><p>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.</p><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto;"><tbody><tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfN3CpwG27MqxqP2Nn8VwJq_guqCZPaahDUf3_pfCj4NHb38P_EjAba-XV2ks5oHzhTNhtShYO9k_rUQ-mBVDhsK2QFzDsmuUJMC0m_tpU0U1ydRcYikZIycsluajSA0yU0RYNEWXGlTyR/s2048/1807%252C_Friedland.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1129" data-original-width="2048" height="352" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfN3CpwG27MqxqP2Nn8VwJq_guqCZPaahDUf3_pfCj4NHb38P_EjAba-XV2ks5oHzhTNhtShYO9k_rUQ-mBVDhsK2QFzDsmuUJMC0m_tpU0U1ydRcYikZIycsluajSA0yU0RYNEWXGlTyR/w640-h352/1807%252C_Friedland.jpg" width="640" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><i>1807, Friedland</i> by Ernest Meissonier</td></tr></tbody></table><h4 style="text-align: left;">Cavalry</h4><p>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.</p><p style="text-align: left;">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).</p><h4 style="text-align: left;">Next Time: Infantry, Artillery, and Terrain!</h4>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com1tag:blogger.com,1999:blog-3199694422738499444.post-89445498868583979312021-02-20T18:18:00.000-05:002021-02-20T18:18:25.090-05:00Carnage & Glory: A Few Basics<p>With the 1757 <i>kleiner Feldzug</i> over, my next project is introducing a friend to Nigel Marsh's excellent computer-moderated <i><a href="http://www.carnageandgloryii.com" target="_blank">Carnage and Glory II</a></i> 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.</p><h4><i>Carnage & Glory</i>: Scope</h4><p>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.</p><h4 style="text-align: left;"><i>Carnage & Glory</i>: Method</h4><p>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!" </p><p>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). </p><p>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.</p><h4 style="text-align: left;"><i>Carnage & Glory</i>: The Black Box</h4><p>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.</p><p>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.</p><p>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.</p><h4 style="text-align: left;"><i>Carnage & Glory</i>: Some Insights To Start Off With</h4><p>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.</p><p>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. </p><p>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.</p><p>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.</p><h4 style="text-align: left;"><i>Carnage & Glory</i>: How Does A Turn Go?</h4><p>The sequence of play in the game is fairly straightforward. There are some details, but essentially consists of </p><p></p><ul style="text-align: left;"><li>Movement</li><li>Combat</li><li>Rallying</li></ul><p style="text-align: left;">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).</p><p style="text-align: left;">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).</p><p style="text-align: left;">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).<br />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.</p><p style="text-align: left;">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. </p><p style="text-align: left;">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.</p><p style="text-align: left;">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).</p><h4 style="text-align: left;">Coming Next Time!</h4><p style="text-align: left;">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.</p><p></p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-25132973268080509272021-02-10T22:30:00.003-05:002021-04-25T18:39:39.890-04:00Kleiner Feldzug 1757: The End<p>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. </p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com2tag:blogger.com,1999:blog-3199694422738499444.post-5524629273035696622021-02-08T08:31:00.009-05:002021-04-25T18:39:59.555-04:00Kleiner Feldzug 1757: The THIRD Battle of Prague?<h4 style="text-align: left;">Penultimate Move in the Campaign</h4><p><span style="color: #222222;"><span style="background-color: white;">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.</span></span></p><p><span style="color: #222222;"><span style="background-color: white;">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.</span></span></p><p><span style="color: #222222;"><span style="background-color: white;">Another battle royal appears to be in the works at Prague! (the Third Battle of Prague?)</span></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdIPLsKXK1EpZ_L3tJPBWtdqcwpWSh6un9k1ch0Qy8y8CQfsSOOTZbv5X6QxnbXXnWgErhQYGJxH0QFQsmEHTpAIJfAC43qm-ey50cIw_2CGMq-ATJljk07UUNFC3rOZYD6ysOG6WZf0EY/s831/KF+1757+August+I.GIF" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="656" data-original-width="831" height="506" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdIPLsKXK1EpZ_L3tJPBWtdqcwpWSh6un9k1ch0Qy8y8CQfsSOOTZbv5X6QxnbXXnWgErhQYGJxH0QFQsmEHTpAIJfAC43qm-ey50cIw_2CGMq-ATJljk07UUNFC3rOZYD6ysOG6WZf0EY/w640-h506/KF+1757+August+I.GIF" width="640" /></a></div><br /><h4 style="text-align: left;"><span style="background-color: white; color: #222222;">The Armies Coming Together</span></h4><p><span style="color: #222222;"><span style="background-color: white;">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.</span></span></p><p><span style="background-color: white; color: #222222;">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.</span></p><p><span style="background-color: white; color: #222222;">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.</span></p><p><span style="background-color: white; color: #222222;">Frederick 2 (d6) -1 (engineering) + 6 (Great commander) = 7</span></p><p><span style="background-color: white; color: #222222;">von Daun 5 (d6) +3 (irregular cavalry) + 2 (Average commander) = 10</span></p><p><span style="background-color: white; color: #222222;">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).</span></p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0tag:blogger.com,1999:blog-3199694422738499444.post-14630053647843653482021-02-01T22:56:00.001-05:002021-04-25T18:41:35.079-04:00Kleiner Feldzug: The Second Battle of Prague<h4 style="text-align: left;">A Day of Rain and Clouds</h4><p>The Second Battle of Prague somewhat resembled the <a href="https://en.wikipedia.org/wiki/Battle_of_the_Clouds">Battle of the Clouds</a> 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.</p><p>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.</p><p>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. </p><p>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.</p><p>The map following the conclusion of July II.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHMJT6qhs5g2r4cW5U51QlA0mtAcRFSxtaOta7C-HPbzNYIwb-XHAz5mBPA_dFXgBPuKXmbHAUQ7wFA9ky_45eb_g1qc1xfC367LJR6_EpSzTBBJrhMTcwOe6R48aNgNPg9bqzDZNaMo-h/s859/KF+1757+final+July+II.GIF" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="667" data-original-width="859" height="496" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHMJT6qhs5g2r4cW5U51QlA0mtAcRFSxtaOta7C-HPbzNYIwb-XHAz5mBPA_dFXgBPuKXmbHAUQ7wFA9ky_45eb_g1qc1xfC367LJR6_EpSzTBBJrhMTcwOe6R48aNgNPg9bqzDZNaMo-h/w640-h496/KF+1757+final+July+II.GIF" width="640" /></a></div><h4 style="text-align: left;">Next Steps</h4><p>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.</p>Janhttp://www.blogger.com/profile/07430151102779191991noreply@blogger.com0