Saturday, 7 March 2015

Game 27 - 'Muskets & Mayhem'

We were always looking forward to playing Steve's 'old school rules' from over at Sound Officers' Call - and we weren't disappointed.

'Pour la Gloire mes amis! Pour la Gloire!'


These are older in style, yet not too simplistic, while giving some nice challenges in terms of managing resources on the battlefield.

The scenario chosen was a French attack on prepared allied positions (English/Dutch) around the Marlburian period (I removed my pike blocks from my Nine Years War units - purists will comment on the lack of Tricornes rather than flop hats, but mehhh).

There's a nice turn sequence which lets stationary units fire and apply casualties well before moving units can bring muskets to bear. This can make an attack really difficult - especially so against well defended positions - as it should be of course. The advantage of removing casualties at different stages of the game turn, depending on whether they moved/fired or not, is something that we see in other rules, though the turn sequence here really lends itself to making tactical decisions on that basis.

Some changes or revisions we implemented:

  • Leaders can force one re-roll if within a 12" command radius, or if attached to units, can remove a hit - although we found that the re-roll made things a little fiddly. Commanders move 30 movement units.
  • We used musket/close artillery range of 6", with max artillery range of 20".
  • Morale checks are used for charging, the 'chargee' stands if his is made. We adapted this for cavalry so that they could countercharge if passed, and both units would meet in the middle.
  •  We conducted melee simultaneously rather than use initiative to dictate anything. We noted that there is a morale check for stands lost to fire, though not to melee - although the fact that 2 hits difference will make a unit fall back, can decide most melees (we debated whether the unit should fall back or be removed - removal means a shorter game.) We insisted upon removal for any units which had lost stands, though cavalry was pushed back - we experimented with follow through charges..
  • We sped up firing and saving throws, by each player using a different colour of dice groupings - player 1 fire / player 2 save, player 2 fire / player 1 save.
  • The effects of shooting and losing part of the unit has a real effect on effectiveness. A normal unit has a morale / hit potential of 4+ per two figures in a 16 figure unit. Remove one of the four stands it goes to 5+ for 12 figures and saves are adjusted too. So a fresh unit fires with 8 dice for 4+, while a unit that has sustained 4 hits, fires with 6 dice for 5+. That makes a real difference, and once a unit falls into 'disorganised' morale - it really deteriorates fast. We discussed a rally rule here.
  • We had prepared Allied defences in our game - we allowed a +1 for units rolling morale and saves, and a +2 to their morale roll when charged in defences.
  • Units that interpenetrate friends due to push back from melee (assuming we use the non-removal rule) inflict a hit.
  • Units failing morale on pre charge or receipt of charge is clear - though we debated over what happens when they lose a stand and fail morale. We opted for pushback.
  • For elite cavalry we opted for 3+ morale rating. This made them devastating.
  • For flanking charges - we opted to have hits rolled as normal, but unit charged gets no saves, and total adds to requirement for 2 hits. In this case, a fleeing unit was destroyed.
Some pics from the action:
A little Marlburian action. Cavalry on each flank, and a determined (though of course outnumbered) defender behind some stalwart defences.



The first charge of the game on the Allied right. The by now familiar cavalry clash. (feels like we've been here before, though with these fast-play rules, that 'first clash' would set a pattern for a rapid erosion of the loser's chances - if the melee wasn't decided in the first round that is.)


Some musketry duels in the centre - the French commander of course, sitting on his bloody hill, too far from the action to affect any die rolls *sigh*.



 Another cavalry charge on the Allied left - though the French gain the upper hand with elite horsemen.
A mass of bodies in the centre as the elite Dutch guards charge into the French lines.


On the French right, led by French guards and Irish units, the assault against the prepared English defences goes in.



 ...but the French are getting the better of the cavalry clash on the right. (One example of how we used a push back as a result of a lost melee).

 Those Allied flanks are looking decidedly delicate...

As the French assault goes in, in the centre...infantry charges against prepared defences - ouch.




  'Pour la Gloire mes amis! Pour la Gloire!'

It's that French gunner again! He's still readin' the bloody newspaper. "Oy! Mate! Fire something!"

Allied cavalry flee in the face of fantastic dice rolls superior French cavalry.


 With a similar result on the French right. The Allied flanks are now officially 'open'.

The French have taken a mauling in the centre, though they have enough reserve units to assault again - and the Allies won't be able to take it, despite their defences - especially as French cavalry will be coming down upon their flanks within two turns.







View from the ramparts.



Even last ditch attempts by Dutch infantry to hold the flank won't be enough. Victory to la Francais.


A great game and great rules. We added a few things and clarified others. We need to clarify what happens to the loser in melee, and ranges and things like that, but the mechanisms are very solid and intuitive, with little time spent on minutiae.

These rules would also work for multiple periods within Horse & Musket, as nothing is period specific or set in stone. Squares, columns, AWI light infantry - can all be easily added.

Very good.





Sunday, 1 March 2015

Stay on Target!



It's always difficult to keep focus with so many things to get excited about in the hobby...and that's not even counting all of the new 'shinys' on the market.

I did of course cave in and buy Sam Mustafa's 'Blucher'. Being a dyed in the wool Volley and Bayonet fan, and the scale involved, I couldn't resist. Of course, the excellent Maurice rules by Sam also helped make my decision.

Now I have card holders and markers to get, but the game looks wonderful - and may even give me an excuse to paint my 2mm collection, or can of course be played with the cards for the 100 Days campaign.




Other 'targets' of course include:

  • Stephen's rules hack of the 'War Game' for Horse & Musket.
  • Something with WW III.
  • Squad Leader in miniature.
  • WWI
  • Modern - with FUBAR or possibly a return to Force on Force.
  • Ancients with Sword & Spear (requires painting).
  • My American Revolution / AWI project (requires speed painting).

GAAAAH! So many things to do.

Monday, 23 February 2015

Game 26 - The Tractor Works

Of course, this is where the pics on this post looks very similar to the previous one. That's Squad Leader for you; not a lot of variation in how it actually looks (at least in the first three scenarios), but of course, that's the 'minor' letdown with hex'n'chit games vs miniature wargames, right?

Nevertheless, the Dzerzhinsky Tractor Works scenario can get pretty exciting. Experience had told me though, that is was either an early cakewalk for the German engineers trying to break in...or a damned nightmare as the Russians stream across the board, darting from building to building, after forcing a blind spot in the German crossfire.

Still a wonderful system and deserving of a miniatures treatment. The jury is still out though on whether to use the actual counters to represent squads and weapons on a miniature base - or do something else. Of course, counters are easiest, though perhaps less pleasing to the eye.


The Germans get into the Tractor Works early, with a few nice moves through the covering smoke.


 (Damn those 8-3-8s and their high morale...)

They hold and dig in, refusing to move despite some accurate Russian fire and the onslaught of a few berserk units (a lot of 'snake eyes' being rolled on this one).

Still an elegant system. I did think during the game, that the mechanics could be turned to WWIII and modern - but of course we have 'Fire Team' and 'Team Yankee' for that ;)

***

In other news, Steve over at 'Sound Officers Call' has an excellent set of old school Horse and Musket rules to try out - based on Charles Grant's The Wargame. Another set of rules for the gaming magpies to try...and these look really good.

'Old skool' lends itself to adding bits and pieces. Already, ideas like allowing commanders a command radius to allow re-rolls have been discussed. Simple, yet effective. Can't wait to try 'em.

...I may also have a post about 'speed' painting soon...beware!



Sunday, 25 January 2015

Game 25 - The Guards' Counterattack

The title of the scenario will be familiar to many of course.
It was sad to hear of the recent passing of John Hill, designer of 'Johnny Reb' and the older (and classic) 'Squad Leader'. Re-opening the old SL box brought back a lot of memories, as I'm sure it would for many of us. I can still say with conviction, that this was the only board style wargame in my collection, that I have played every scenario for, at least once.



Those same rules have of course come in for a knock in recent years - with complaints of too much detail, too 'little' detail, the wrong approach to WW2, the wrong scale for WW2, lack of fog of war, etc. etc. etc.

The modern answer to the fog of war problem at least, appears to be card activation or dice activation, which leaves many people (including me) cold.

So it was with new eyes that we took a fresh look at the old classic...and also I took particular interest in Steve's comments over at Sound Officers' Call, who outlined beautifully how the rules mechanisms can echo actual military thinking and tactical initiative, especially so with a view to the conduct of fire and movement.

For those detractors who allude to the lack of 'fog of war' or other issues, the fact remains that it is neither adequately simulated by cards or dice activations - let's face it. Having potential control over all of the counters on the board means very little when faced with whether to activate a unit in terms of 'prep fire' or leave it to move and engage a flank, or keep it in reserve. It's that aspect of the rules which allows the player to make tactical battlefield decisions..and yet, makes it so difficult to make the right decision. That is, in essence, the mainstay of the game. Sure, you can activate every unit on the board. But making the wrong call can have disastrous effects.

Some of the elegant mechanisms we found in this replay of the old classic included:

  • The decision to 'prep fire' and leave the unit static with a base of fire is heavily dependent on how many broken units can be brought back to the battle in the rally phase. It's easy in the early turns, but as units start to melt away...it takes nerves of steel to commit your troops to early action...even if you can get them back in play.
  • Risk is inherent every time you move.
  • No other game simulates the pressure on individual squad leaders and platoon leaders - with the resultant effects of them being broken or killed - which can be catastrophic (I'm including IABSM here).
  • No other game adequately places the focus on support weapons, their breakdown and potential capture by the enemy. In addition, their enhanced range can have major effects on the battle.
  • The averaging effect of 2D6 and the requisite bell curve means that when less probable rolls happen (as in our game - twice) the effects can be devastating. The trick is to follow up early enough and exploit the relative weakness on the other side.
  • The scale is perfect for WWII. Other rules  seem to 'scale'  on the basis of offering a gameable scenario through making exceptions or fudging MMGs etc. etc., though Squad Leader trumps them in terms of making the player really feel like the company commander - losing touch with named commanders feels terrible, while watching them advance as the position is taken is momentous.
  • (The only annoying episode was when I couldn't read 'Sgt Kelso' or any of the other leader's names on their counter, without a bright light and my glasses. Thirty years ago, this wasn't a problem !!!)

You can't argue with these mechanics, and to see them all still working thirty years after I last played them (and understanding their design intent much more clearly now) is very refreshing.

Miniatures games (for which the rules were originally designed until Avalon Hill insisted on a board/hex wargame) will follow. There's also a version for miniatures here:
https://groups.yahoo.com/neo/groups/slminiatures/info


Rest in Peace John.




Early weight of smg fire is devastating on the defending Germans.

Avoiding crossfires from what was essentially a 'beautiful' defensive setup also allows the Russian guards to make inroads into the German buildings.




By mid game, the ability of the Soviets to set up their own crossfires and keep German broken units under 'desperation morale' allows them to almost move around the battlefield at will.



By game end, moving Russian units, who have effectively silenced the last of the machine gun platoons in the German buildings, are able to capture enough ground to win the game.

Excellent rules...glad to see them once again.


Sunday, 28 December 2014

Game 24 - Lightning War



Like most wargamers, I cut my teeth on the table of modifers, the roll of the d6 with variable plusses and minuses and the complicated artillery rules. This has been a mainstay of wargaming since the heyday of the 70s and 80s.


 I’m talking about Firefly, Command Decision and even Rapid Fire here and I suspect (from what I’ve seen) that the latest version of ‘Fires of Conflict’ and its ilk, uses similar systems in a decidedly ‘non’ unique way.
So that said, I was surprised about eight years ago (and have recently been 're'surprised when I re-discovered them) with a completely free set which I found on the internet. Now, there appears to be a bit of a chequered history here, so bear with…

The rules are called ‘Lightning War’ by David St.Clair and Andrew O’Gorman. These later became ‘Lightning War II’ with added orders and objective rules. A later version, with VERY similar systems by 'David Childs Dennis' also appeared under the ‘Lightning War’ title, though these were both modern and WWII versions of rules at a much lower and ‘close in’ scale (covering areas such as Russian conflicts and more recently world war II).

So the game that follows is very much using the original rules – with minimal fuss and bother – dating from the 2002 pdf. (I can email these to anyone who wants them, as the original rules seem to have disappeared from the internet, and been replaced by the reduced scale versions).

Here are some examples of the beautiful design:

  • Game turn sequence revolves around initiative (nothing strange there) though you can grant it to the opposing player if you want to force him to move (or miss a move).
  • Units that don’t move (on both sides) fire before units that do – granting a ‘reserve fire’ rule without the messiness of stopping units mid move.
  • There are 3 movement lengths and ranges – 6”, 12” and 24”. The Grognards among you will be gasping with shock, but this doesn’t half speed things up.
  • Gun effectiveness vs armour governs the number of dice fired, with ‘6’s predominat. That’s it. No modifers or mess.
  • Artillery at the company scale is assumed to range across the table, hence no ranging, with the ‘to hit’ roll built into the number of d6 rolled. Get caught in the open by the side that has initiative, and your units are badly mauled.
  • Armour caught in the open without infantry support, is automatically removed if close assaulted by infantry, if they survive first fire. You're forced to support your armour without having to write complex rules around it.


The second version of the rules introduces objectives and orders, but again in a seamless way. We’ll try this next time.
Here’s the kicker though. This game proceeded in exactly the same manner as a more complex game, with better appreciation of the tactics required and more careful use of forces available in half the time. Take that hardback rules!!!





  Russian armour and infantry begin to mass. (Those cheap 1960s moulded polythene T34/85s eventually came in handy.)



Russian armour makes an attack on the right as the remnants strike deep on the left flank.



Armour in action, taking out one panther at some cost, as the JS2 lurks.





German defences take a battering on the left and right as Soviet armour starts to break through.



Some sterling efforts (with lucky sixes ;) ) in defence and the German re-establish the line in the town with one anti tank gun and a panther.



The 75mm ATG holds the line, reducing the last of the Soviet armour, so much so that German infantry (which has been spotting for artillery) can be released to press home a counterattack...






All in all a lovely and fast set of rules that pull no punches, get a more readily achievable result and hone tactical use of troops rather than book flipping. I love it.
The big benefit here is that the same mechanisms can be used for
  • Moderns and 1980s Cold War
  • Other scales. Currently, 3-4 infanty units represent a company, but smaller scale squad or platoon level, rather than company, are readily achievable by adjusting ranges and clarifying command issues. Even breaking bases down to fireteam level offers ultra modern opportunities.
  • Upscaling to operational level for ‘Market Garden’ or Bulge also makes sense, and retains a playable ruleset where logistical concerns are key.

More next time…and Happy New Year to all.