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Mythical Realms wargame rules wargaming

Zarland 1817: Sharp action at Baumdorf – more game mechanics

In the previous two posts I have set out the campaign and mechanics that brought the two forces to action at Baumdorf.

In the distance the Nuringians advance boldly upon Baumdorf as the Zarlanders attempt to seize the hill

The forces were

Zarland Eastern Army commanded by General Kratzen

  • IR 8th Adelburg CF5 (2)
  • IR 6th Nurtberg CF5 (1)
  • 2nd Tuttingen Skirmishers CF2 (1)
  • Pioneer Regiment 2nd Eyachdorf CF5 (2)
  • 5th Gellenstein Cavalry CF6 (2)
  • Artillery Regiment 12th Pinkenfels CF6 (2)
  • 8th Filstad Skirmishers CF4 (1)
  • IR 4th Beckendorf CF6 (2)

The Nuringian Army commanded by General Paskievich comprised

  • IR Von Rechten CF3 (1)
  • IR Von Ryssel CF5 (1)
  • 1st Sharpshooters CF5 (1)
  • CR Prince Clement Dragoons CF6 (2)
  • CR Polenz Lancers CF14 (3)
  • 1st Field Artillery Battery CF4 (1)
  • 2nd Field Artillery Battery CF5 (1)
  • 1st Pioneer Regiment CF14 (3)

Both armies had a similar mix of forces and both had pioneer units which often fight in these small actions in the realms of Fauxterre…….. and are feared in the same way as Grenadiers.

Each unit shows its campaign condition or “CF factor” – a value that is training, experience, morale and fighting ability all in one. This was converted to the relevant Table Top Battles unit class – again an “all in one” fighting factor.

The battle was fought over three objectives – possession of the village and the hill and also driving off the enemy from the area of Baumdorf.

This encounter action after numerous skirmishes caught each force unawares and they both aimed to seize the village and hill.

In TTB you dice for initiative, important when using alternating movement rules – Zarland won the first two rounds as the forces closed on the village of Baumdorf and its hill.

The Zarlanders gained an early advantage

Both entered the village and commenced a firefight involving infantry and artillery (these were only allowed in the village on the road).

Meanwhile the Zarlander 8th Adelburg IR and 8th Filstad skirmishers took the hill.

The forces close for action

On Move 3 Paskievich (Nuringians) took the initiative and attacked all along the battle line. Around the village the Zarlander 2nd Eyachdorf Pioneers and 4th Beckendorf IR broke.

Looking towards the Zarland lines. Somewhat chastened – the sole Zarland Artillery 12th Pinkenfels on the village road watched as their infantry broke on either side of them

On the Nuringian right flank the Zarland 2nd Tuttlingen skirmishers retired before the measured advance of the Prinz Clement Dragoons.

The fight for the hill is in the balance
The Zarland Gellenstein Cavalry simply follow the Prinz Clement Dragoons onto the hill while the Zarland infantry are losing the fight for the hill

On Move 4 the Nuringians again pushed on, with the artillery duel in Baumdorf reaching a crescendo. The hill is taken by the Von Rechten IR and the Prinz Clement Dragoons, despite the Zarland Gellenstein Cavalry trying to draw off the Dragoons.

Looking towards the Zarland lines. On the Nuringian left the brave Zarland Artillery are driven from the village while the Nuringian Polenz Lancers break the remains of the Zarland Right wing on the edge of the village

Finally the Zarland Artillery (12th Pinkenfels) withdraw from the village. Elsewhere the 8th Adelburg IR are driven fully off the hill while the 6th Nurtberg are broken by the gallant charge of the Nuringian Polenz Lancers.

Paskievich had taken both objectives and very soon would achieve the third objective of driving the enemy from the field. This meant earning maximum “Control Points” for this action which would add weight to any campaign negotiations.

The Zarlanders stream from the field, while the Nuringians secure Baumdorf

After this action the campaign then ended with a final skirmish to complete the 32 segments.

Zarland won that last skirmish but overall lost the campaign – winning just 2 skirmishes to Nuringia’s 6 who also won the Baumdorf action. Nuringia took all the control points available in the campaign while Zarland had 4 units break in action to none for Nuringia.

For each skirmish or action experience points acrue to each unit taking part, 4 experience points = 1 condition point. Those broken units lose 5 condition points reflecting the wider consequences of a units collapse on the field with soldiers missing, deserting and having been in close fighting – more wounded not to mention those killed. It also counts as a measure of morale of those still in the unit.

So each units takes time to build its condition yet can lose it a lot more easily.

This meant the following units dropped to the lowest condition factor (CF) of “green” as replacements diluted the remaining expertise of the unit.

  • 8th Adelburg was seasoned and is now green
  • 6th Nurtberg were green on CF5 and are now on CF0 still green
  • 2nd Eyachdorf were green on CF5 and are now on CF0 still green
  • 4th Beckendorf were seasoned on CF6 and are now on CF1 green

This will dent Zarland forces capability in the 1818 campaigns.

My Abstraction of conflicts with the use of segments of the years campaign, being both in parallel and in sequence, means a unit could be propelled into another campaign activity in the same year. So those Zarland losses could yet affect other 1817 campaign outcomes.

I am tempted to apply a similar condition factor in my approach for Generals experience/rating. I typically use -1,0,1 or 2 range as in poor, average, good and great. Currently I am thinking of converting these to ranges and applying positive and negative moves to a Generals condition – all experience is growth so it is the reaction to the experience that matters and of course I am moving away from simply an inherent – your either a good or bad general for all time.

For each General the following could apply

General Kratzen (rated +1 = good) now means veteran so has a CF of 16 prior to the campaign and after it is up 3 experience – not enough for +1 CF. He is -5 CF for the defeat. A bit brutal – he ends up seasoned on a CF of 11.

General Paskievich (rated 0 = average) now means seasoned so has a CF of 10 prior to the campaign and earns 2 CF’s for all his victories giving a CF of 12 and still seasoned.

A long serving general declining back to green means while the ranges work the name tags need adjusting.

This approach could prove a bit onerous though – we shall see.

Roll on the next campaign………..

Categories
Mythical Realms wargaming

Zarland 1817: Sharp Action at Baumdorf – game mechanics

The Game

For this campaign I used the following

  • My Greater Zarland story fed the belligerents and circumstances
  • Each state has a relationship varying between allied, peace, neutral, disputes and war. With disputes these are irritating affairs of state that erode the capability of the state to mobilise for war. I randomly (1d6 123 = 5% or 456 = 10%) chose the part of the establishment diverted to deal with each dispute. Equally the reverse applies for allied states routinely supplying supporting forces.
  • Each dispute or war is diced for in terms of its occurrence and sequencing (one after the other or in parallel).
  • Disputes are a series of major or minor skirmishes with the possibility of a small action
  • Wars extend to larger actions and even greater engagements – possibly big set piece battles.
  • I used my campaign rules to generate the campaign forces available.
  • The campaign duration was made up of 32 segments. After each campaign turn a 1d6 determined how many segments were consumed. Once all 32 segments were consumed this campaign sequence ended.
  • In this case 7 turns had been played and 28 of the 32 segments consumed. Autumn was approaching and both sides had only a series of skirmishes to show for their efforts.
  • Each turn either a skirmish, action or engagement could occur – skirmishes most likely and engagements (large battles) least likely.
  • Now on this eighth turn an “action” was drawn. As it was a “small action” each force would have 8 units available to fight.
  • In this case I randomly selected the 8 units from each establishment.
  • Zarland defended the village because they had lost the skirmishes up till then.

I fought the battle using Table Top Battles on a grid. The rules generated the terrain. I used 50mm multi figure element bases representing a battalion of infantry or regiment of cavalry. One gun represented a battery of artillery.

The playing area measured 28″ x 40″ – 70cm x 101cm marked with a 5cm or 2″ grid.

The forces were

Zarland Eastern Army commanded by General Kratzen

  • IR 8th Adelburg CF5 (2)*
  • IR 6th Nurtberg CF5 (1)
  • 2nd Tuttingen Skirmishers CF2 (1)
  • Pioneer Regiment 2nd Eyachdorf CF5 (2)*
  • 5th Gellenstein Cavalry CF6 (2)
  • Artillery Regiment 12th Pinkenfels CF6 (2)
  • 8th Filstad Skirmishers CF4 (1)
  • IR 4th Beckendorf CF6 (2)

Despite constant harrassment and losing many of the skirmishes the Zarlanders were in surprisingly good spirits. The last two units had just joined the army when the action commenced. Two units with * against them upped their morale rating on the day.

The Nuringian Army commanded by General Paskievich comprised

  • IR Von Rechten CF3 (1)
  • IR Von Ryssel CF5 (1)
  • 1st Sharpshooters CF5 (1)
  • CR Prince Clement Dragoons CF6 (2)
  • CR Polenz Lancers CF14 (3)
  • 1st Field Artillery Battery CF4 (1)
  • 2nd Field Artillery Battery CF5 (1)
  • 1st Pioneer Regiment CF14 (3)

The units were allocated cards which randomised their deployment.

The Nuringian advantage lay in their artillery and cavalry
The Zarlanders were blessed with an advantage in infantry – ideal for holding Baumdorf
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wargame rules wargaming

2nd Battle of Tinckermann Bay

The Red Kingdom had suffered a crushing defeat losing 2 of its 4 ships at the 1st Battle of Tinckermann Bay.

The Blue Kingdom had pursued its plans for invading the Red Kingdom and so the Red Kingdom sent another Squadron of ships to defeat the Blue Navy.

The Red Squadron ships set sail…………

Willem Van Der Velde Rijksmuseum
https://creativecommons.org/publicdomain/zero/1.0/

Again the Blue Kingdom Navy had word of the Red Squadron and despatched the same successful squadron, now repaired, to intercept the Red Squadron. The Bellona was added to the squadron.

The two squadrons met again near Tinckermann Bay, scene of the recent Blue Navy victory.

The Red Squadron approach Tinckermann Bay with trepidation…………

This time it was the Blue Squadron who were in a full line and met the Red Squadron dispersed in three groups. The Blue Squadron attacked immediately led by Abellino and Lyra.

The Blue Squadron sail into action confident of victory

The ships present were

The Red Squadron

Centre line

  • Elven – a single decker 3 masted FAST frigate
  • Neptunus – a 3 decker 3 masted ship of the line

Right Line

  • The Meshuda – a 3 decker 3 masted ship of the line
  • The Triton – a single decker 3 masted FAST ship of the line
  • The Allart – a single decker brig with a Carronade

Left Line

  • The Zugarte – a 2 decker 3 masted FAST ship of the line
  • The Sarpen – a sloop of war

The Blue Squadron

  • The Chippewa – a 3 decker 3 masted ship of the line
  • The Allegheny – a 3 decker 3 masted ship of the line
  • The Abellino – a 2 decker 3 masted FAST ship of the line
  • The Firefly – 1 decker 3 masted FAST Frigate
  • The Lyra – a 1 decker 3 masted FAST Frigate
  • The Bellona – a 3 decker 3 masted ship of the line

The Red Squadron seemed too spread out to present a threat and as the Abellino bore onward the frigate Elven turned, fired a broadside and scuttled to join the Zugarte.

As it happened both outer lines of Red Squadron ships fired on the Blue Squadron line who returned fire with mixed results.

The Neptunus presented a broadside to the lead ship Abellino who returned the favour. Behind the Blue Squadron quickly broke its line pursuing the seemingly disordered Red Squadron.

The Blue Squadron break their line

In the process Abellino found itself isolated as did the Lyra. Again luck was against the Blue Squadron ships as the Lyra and then the Abellino had their masts shot away leaving them adrift yet still able to fire.

Elven, Neptunus and Sarpen had done the damage.

Further back down the line Firefly joined the action at the head of the line while Bellona and Allegheny became isolated in the rear. In the case of the Allegheny it appeared she would soon be defeated. Bellona destroyed the Allart’s sailing gear leaving her adrift.

The lines are broken into a series of small ship to ship actions
Now Bellona and Sarpen (top left) began their own singular battle while Meshuda and Triton closed in on Firefly, one of the few Blue Squadron ships still intact.

The Allegheny could still make sail but was now disarmed, so she made much sail with Zugarte vainly pursuing her. Elsewhere the final reckoning was taking place.

Firefly managed to evade the Meshuda and Triton before being pursued by the Zugarte. The Allegheny had sailed away with Bellona close behind.

The Firefly fought a gallant final action against the Zugarte with the Triton now closing again (see bottom of picture).

Finally Firefly fled having lost all her guns.

The Red Squadron had defeated the Blue Squadron in the second battle of Tinckermann.

The Red Squadron had captured the Chippewa, Lyra and Abellino while the Sarpen and Allart had been demasted and had to be towed back to port.

The Red Squadron return to port with their prizes………

Willem Van Der Velde Rijksmuseum
https://creativecommons.org/publicdomain/zero/1.0/

The Rules

I had used the basic TTBnaval rules described in my previous posts including amendments in the Battle of Tinckermann post.

This time I introduced some variation on the ships themselves and added another weapon class – a carronade.

A carronade required the ship to be in contact with its target – point blank range and it throws on the broadside to hit column. The value though was always to be +1 on the respective broadside hit result. The carronade being just +1 on the to hit column meant throwing 12 +1 to get 13 and achieve the maximum 3 hits (2+1). Very damaging but not easily achieved. This combination of close range only + difficulty to hit, I think would prevent the carronade being too overly powerful.

In the event the Allart (a two masted Brig) had her masts destroyed before she could get into action and was left adrift with her shiney new carronade unused.

Another new ship for the Red Squadron was a “sloop of war” fast and well armed. The Sarpen did do some damage early on but was eventually brought to a standstill, her masts and sailing gear being destroyed.

Victory was secured in move 11 so again the game, with my changes, was contested between sides of differing numbers and capability. It could have gone the other way if the Blue squadron had not lost ship manoeuvreability early on.

Finally I have kept the “outcomes” unaltered because this is where the tempo of the game is achieved – brisk but not too brisk! And that is what makes TTBnaval fun to play.

Categories
wargame rules wargaming

The Battle of Tinckermann

Table Top Battles – the Naval Rules, have been occupying my time recently. NavalTTB are a very simple set of rules using a grid based set up. They are part of a compendium of rules featuring fantasy, air, siege and land based warfare.

Having played the basic rules I could not help but tinker with them.

The Extras

First up, I used a 50mm grid and not a 100mm grid permitting greater granularity in manoeuvre.

a 50 mm grid gave each 100mm square a centreline to sail on. In turn all “lines” became sailable with some rules tinkering. The spaces cease to be occupied directly.

Second I took the single broadside characteristic value of 3 and changed this to three possible values – 3,2,1. I also allowed three steps in the degradation of a broadside after being hit. So a ship might start with a 3 then go down to 2 and finally 1. Note the numbers 1,2,3 are the actual values added to the die roll for a broadside scoring a hit.

The Blue Squadron’s ill fated Chippewa has lost all sail, while all its broadsides (3 per side) and its one of its close action firepower (2xCr=Crew) remain intact

I also permitted some ships to have say a 2 or 1 rating for their broadside from the start reflecting a weaker armanent. And then I still allowed those ships three hits absorption before that broadside would fall silent. So this might be 2,1,1 or 2,2,1 or even 1,1,1.

I left the score tables, crew attack and command values unaltered.

Finally I altered the sailing manoeuvre value. Essentially a hit on a sailing capability each time reduces the speed (movement per 100mm square) by 1. I applied some options, as in a large ship could have say a maximum of 2 while a small ship had a value of 4. In either case degradation of manoeuvre gave more granularity. So a faster ship might have “S” values of 4 then 3 then 2 and then nothing while a slower ship might have “S” values of 2,1,1, before being unable to move.

One final change I made was to sail ships on the “line” of the grid and not in the space. A ship turns on its centre and cannot overlap another ship when it does so. The standard rule of no ramming was retained.

This was a result of my using a 50mm grid.

The unintended outcome of this movement change was for ships to become stuck alongside each other. That felt ok though.

The Battle of Tinckermann – Fauxterre 1816

The Red Kingdom had found out that the Blue Kingdom was attacking some of its provinces and making an amphibious attack. The Red Kingdom dispatched a strong squadron of ships to disperse the enemy fleet.

The Blue Kingdom, well informed about the Red Kingdom actions sent a squadron to intercept the enemy squadron.

The Red Squadron

  • The Fortuna – a 3 decker 3 masted ship of the line
  • The Estedio – a 3 decker 3 masted ship of the line
  • The Meshuda – a 3 decker 3 masted ship of the line
  • The Zugarte – a 2 decker 3 masted FAST ship of the line

The Blue Squadron

  • The Chippewa – a 3 decker 3 masted ship of the line
  • The Allegheny – a 3 decker 3 masted ship of the line
  • The Abellino – a 2 decker 3 masted FAST ship of the line
  • The Firefly – 1 decker 3 masted FAST Frigate
  • The Lyra – a 1 decker 3 masted FAST Frigate

The Blue Squadron attacked the Red Squadron in two lines while the Red Squadron attempted to keep a single line and sail between both enemy lines attacking them at the same time.

Early on the Chippewa lost all sail control and drifted out of the battle. This in theory evened up the battle between 4 ships on each side. Then the Fortuna became caught between the Allegheny and the Abellino.

The Allegheny and Fortuna are in the positions that framed the rest of the action while Chippewa in top right drifts out of the action. The blue/red dice indicate a ship has acted in the turn.

Then the Zugarte, Estedio and Meshuda isolated the Allegheny although the Firefly gave aid.

Firefly attempts to aid the Allegheny

At this point in the battle both the Allegheny and Fortuna were stopped and the other ships manoeuvred to support or exploit the situation.

The final action saw the Red Zugarte and Estedio take on the fast Blue Frigates Lyra and Abellino. Lyra and Estedio had their sail control destroyed.

Lyra (blue) and Estedio (red) are stopped with no sailing power left – they have orange dice on them

At this point the Red Squadron broke off the action and the Meshuda escorted the Zugarte (now with no armanent left) away.

Actually the 12th game move finished. The standard rules are a 12 move game.

Outcomes

At the conclusion of the action the Red Squadron was driven off having to abandon both Fortuna and Estedio – both ships suffering so much damage to their masts that they could no longer manoeuvre.

Firefly and Abellino make sure the Red Squadron make plenty of sail.

The Zugarte had lost all its broadside and crew fighting power. It could still make sail and was escorted away by the Meshuda, which still had both fire and manoeuvre capability remaining.

The Blue Squadron despite driving off the Red Squadron had suffered badly.

The Allegheny had lost all sailing ability although it still had some broadside capability. The Lyra likewise could defend itself but needed repairs before it could make sail again. Early in the action the Chippewa had suffered complete loss of its sailing ability and as the action moved away it sustained hardly any damage keeping all its broadsides intact.

The Firefly retained sailing and fighting ability as did the Abellino – these two vessels were to be seen driving off the Red Squadrons Meshuda and unarmed Zugarte.

And so ended the Battle of Tinckermann with the Blue Kingdom free to continue its land attack on the Red Kingdoms provinces.

A mark 1 ship card – to make them reuseable I inked them in.
A mark 2 ship card! – more improvements required methinks

Afterthoughts

The difference between a win and a possible draw occurred in the last move of the game between slightly unequal forces. I will test this a bit more. It does mean the game hangs in the balance. And for the soloist it is not easy to see who is winning where – always a bonus.

If I was inclined a permanent sea table along with 3D models would drastically improve the visual aspect of this game. Indeed I do have some models from wizkids 2005 pirate game. Somehow I preferred the 2D test set up.

So this has proven a surprising distraction from my land battles. I tend to use TTB for land battles when the action does not lend itself to using Neil Thomas One Hour Wargames or 19th Century European Warfare Rules.

I like to think if Neil Thomas wrote some naval rules then NavalTTB would not be far off the mark.

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Mythical Realms wargame rules wargaming

Fauxterre 1816 Part 3 – Rules for the Kloster Arens Encounter

In part 1 of this series of posts I covered the background to the “Twins War” which broke out in Greater Zarland.

In part 2 I gave a narrative account of an encounter between two advance guards of the respective Royal Zarland Army (the defender) and the VinAlban Army (the aggressor).

In this, part 3 I will detail the rules I am using.

Fauxterre is my mythical realm for what I call the Vienna Treaty Wars. The period between the demise of Napoleon and the Russians wresting control from the Ottoman Turks of the Black Sea is about 60 years and offers up a fascinating choice of technology, engagements and of course uniforms.

Fauxterre 1816 is very much Napoleonic in outlook to begin with. By Fauxterre 1878 the components for World War 1 are already in place – especially technology.

My primary ruleset is from Neil Thomas – Wargaming Nineteenth Century Europe 1815-1878 (NT19e). How convenient!

published by Pen and Sword of Barnsley, Yorkshire, England available as an e book and the occasional ebay offering.

I now have many Neil Thomas titles in my wargames library. And this one first arrived as an “e publication”. I was so impressed I tracked down a rarely for sale hard copy version from the USA. I use both. I am a “printed” book collector anyway.

For my Fauxterre campaign I have also used some other rulesets to meet my needs.

They are

  • Charlie Wesencrafts Practical Wargaming
  • A solo wargames association article on campaign unit advancement
  • One Hour Wargames and Wargaming an Introduction by Neil Thomas
  • Table Top Battles – Grid Wargaming by Mike Smith
  • A Gentlemans War (e pub) by Howard Whitehouse
  • Piquet Field of Battle 2nd Edition by Brent Oman

In fact I am keeping the rulesets apart for battles and actions.

Why multiple rulesets?

As a soloist you can please yourself. I actually want the rules for different situations.

  • Table Top Battles on a grid are good for big encounters – one base equals say a battalion
  • One Hour wargames does what it says on the tin! quick turnround
  • A Gentlemans War lends itself to looking at skirmishes in more detail
  • NT19e simply gives you a complete package and coupled with One Hour Wargames, lots of flexibility
  • Piquet – simply because I like the randomness of the rules for a change! and lastly
  • Practical Wargaming by Charlie Wesencraft is another complete package and with some fine mechanisms it gives you a quick and interesting game (in a way Donald Featherstone offerings were not – with Donald Featherstone, I am always spoilt for his fantastic range of choices instead!).
  • Wargaming, an Introduction gives me some perspective on Neil Thomas thinking. It includes rules for Napoleonic and ACW wars which sort of bookend his NT19e ruleset.

Where to start?

I think for campaigns the attrition of forces is as good as any. And together with attrition is their reinforcement, gaining of experience and honours.

I came across these ideas in Donald Featherstones books first.

discovered in a library – it was my second wargames book after Charge!

The ideas have remained popular. Indeed RPG games starting with D&D quite simply were all about gaining experience and levelling up: The difference – it was so personal.

this now retired 1970’s level 3 thief would know all about levelling up in D&D

In 2012 Sam Mustapha published his Maurice ruleset and in there you find a very basic three level unit quality rule aimed at Maurice being a simple multi battle campaign.

  • Elite
  • Trained
  • Conscript

Neil Thomas uses a 3 level scale in his book Wargaming, an Introduction.

In the Napoleonic rules he uses Elite, Average and Levy with ranges 3-6/4-6 and 5-6 respectively. He then slides these to 4-6/5-6 and 6 on D6 dice rolls when he moves to the ACW era. You can see he downgrades “elite” and “average” while levy are also downgraded and become “militia”.

Perhaps in all this is the genesis of a finer grading he uses in Wargaming Nineteenth Century Europe which I have abbreviated to NT19e. Either way Neil sees unit quality as an important ingredient for this post Napoleonic era which also includes the ACW period albeit in Europe. Morale on a D6 rating are

  • Fanatic (2-6)
  • Elite (3-6)
  • Average (4-6)
  • Levy (5-6)
  • Rabble (6)

I used these in the Kloster Arens encounter.

For future battles though I will probably adopt the following approach.

I found it in an old copy of Lone Warrior, TLMorgan wrote “oh what a surprise!” His fragility factors attracted me because they also seem to lean towards the 19th century armies willingness to easily run away and then come back and have another go. In fact Donald Featherstone uses that very idea in chapter 12 of Battles with Model Soldiers to reflect his view of ACW armies.

Overflowing with ideas but not a package – a great book for the DIY rules player

And again in Neil Thomas’s Wargaming an Introduction, he contrasts Napoleonic rules with ACW era where in the latter you have rallying of quick breaks in the fighting ability of units.

TLMorgan provided the following example in Lone Warrior

  • Green 0-5
  • Seasoned 6-13
  • Veteran 14-16
  • Elite 17-20

The idea is each unit gathers small amounts of experience or attrition and moves on the 0 to 20 scale.

Note TLMorgan describes experience levels whereas Neil Thomas mixes it a bit with measures (average) and types (militia).

TLMorgan provides the means to reflect smaller steps of progress in a campaign compared to say Maurice where each step is the result of a major battle – a case of sequenced battles equating to a campaign. In my case I wanted a campaign where big battles were not guaranteed. In that situation you need a different approach to rewarding experience. Actually much more of a nod to incremental levelling up you get in the original D&D game.

Next TLMorgan also used a similar technique I came across in Charlie Wesencrafts Practical Wargaming. This is where a unit can have its incremental grading for the campaign but on the day of battle can have a different one! This is excellent for narrative creation – prevents the best always being at their best and delivers that campaign grist soloists need.

Again from the original D&D – a super swordsman adventurer having a hangover from too much beer the night before and not being able to wield his sword the next morning…….

another retired 1970’s D&D hero – ral partha Elf – my painting and photography does not do justice to this sculpture.

Prior to each battle TLMorgan threw a 1D6 for each unit with a 1 meaning the unit was demoted one of their grades for that battle only. Similarly a 6 gained the unit a temporary promotion. Your narrative takes care of the reason.

Another Charlie Wesencraft idea I like is the weather board – ok Donald Featherstone gives you plenty on weather effects as do so many others. I have simply found the Practical Wargaming version enduring and simple in its impact.

You have a scale of 2 to 12, with 6 weather effects and each battle turn you move up or down on a dice throw (range -1,0 or +1) having thrown a 2d6 to get you a starting point.

Kloster Arens Encounter

I used my narrative map to generate some relationships to flesh out the core story about succession. It is here in an earlier Fauxterre post:

https://wordpress.com/post/thewargamingerratic.home.blog/2539

These relationships have driven the conflicts and belligerants including who might be supporting whom.

Having created the conflicted situation I simply used the NT19e minigame scenario generator for the advance guard forces and the main scenario generator for the main bodies.

To get some unit qualities I simply threw a single d12 for each unit against the following table

  • Fanatic on a 1
  • Elite on a 2 or 3
  • Average on 4 to 8
  • Levy on 9 to 11
  • Rabble on a 12

Zarland Royal Army Advance Guard (Commander is General Sumpf)

  • 4th Benkendorf Infantry Regiment – Average
  • 12th Maulhadt Infantry Regiment – Levy
  • 13th Nurtberg Infantry Regiment – Levy
  • 6th Dirkheim Artillery – Average
  • 5th Gellenstein Cavalry – Average

No skimishers in this NT19e selection

VinAlban Army Advance Guard (Commander is General Stute)

  • 11th Fusiliers – Levy
  • 12th Fusiliers – Rabble
  • 13th Fusiliers – Levy
  • 1st Artillery – Average
  • 2nd Artillery – Levy

no cavalry or skirmishers in this NT19e selection of pretty poor troops.

Both commands could control up to 6 units using NT19e optional leadership rules.

So you can see that immediately NT19e gives you asymmetrical or rather different but balanced forces. The use of a unit grading/quality then further alters the result.

Finally I have seen the reference to “zero player” wargaming. This is where the soloist takes neither side but in effect is the third person umpire you get in normal two player games that do have an umpire.

I suppose I play “zero player games”.

To help this dimension I add another layer of deviation or loss of control.

Written Orders

Long out of popularity with two player gamers, written orders are a convenient way to control a game for the soloist. First memorising one sides plans is hard enough, memorising two sides is near impossible and you live in the moment reacting to everything that has just gone before: objectivity and impartiality go out the window.

Written orders gives you a delayed reaction and contributes to the fog of war.

I write two moves ahead which further removes my immediate control. I think it still retains a degree of accuracy when units fail to always react to situations immediately. Very unrealistic situations are simply handled, with dicing for a series of revised actions to modify that one issue.

And if one general is particularly poor they may have to write three ahead – personally intervening more often, if they can, to get things changed more quickly. In contrast a very superior general may be allowed to write only one move order ahead reflecting their greater awareness to situations and independence of their officers.

Neil Thomas is not a great lover of explicit command rules believing in the wargamers ability to mess up, being enough friction in itself! Yet I think in his heart he is writing mainly for two player face to face games and his unaltered rules work really well there.

In summary I use a set of rules with their options and then add in the scene setter + unit quality (if missing) + written orders + weather.

Categories
Mythical Realms Vienna Treaty Wars wargaming

Fauxterre: 1816 Part 2 – The Twins War

18th March 1816 somewhere in western Zarland.

General Stute of the VinAlban Army was in command of a weak advance guard pushed out to ensure no surprises as the VinAlbans marched south into Zarland.

General Stute cuts a fine if lonely figure on the Arensburg – not to be confused with Kloster Arens located eastwards across the valley of the river Hase.
A rather accurate map (for once) supplied by the Vin Alban Company of Military Surveyors

General Stute’s force descends along the road into the valley of the river Hase. Patrols on either side are already alert to possible enemy activity.

The early morning mist makes it difficult to see the forces involved

They cross the river bridge below Kloster Arens, a rather imposing set of buildings set on the edge of the valley.

General Sumpf of the Royal Zarland Army had been rashly sent (in his opinion) to secure the Arensburg which controls a key road junction west of the river Hase.

in foreground golden cards are Zarlanders, green in the valley are VinAlbans.

General Sumpf had let his force stretch out on the road as his officers had pushed on hard. The men had risen well before daybreak and only now were the mists lifting on what would surely be a clear sunny yet cold day.

The River Hase is crossed by a stout bridge – good for artillery, the river is fordable while a wooden bridge (local name old sawmill bridge) permits foot soldiers and cavalry a dry crossing further south.

The Kloster Arens masked the river valley General Sumpf needed to cross to reach the Arensburg.

Suddenly his troops leave the road in a hurried but directed manner. The General is soon informed – the enemy are in the valley. His leading troops have secured the ridge and Kloster Arens.

As they turn the road corner at Kloster Arens, the 13th Nurtberg Infantry collide with the VinAlban column ascending the valley side. The VinAlban 1st Artillery battery was in the lead and promptly deployed.

The VinAlbans are surprised by the appearance of the enemy troops on the ridge and around Kloster Arens yet continue to march up the valley side. They react by dispersing, trying to form a battle line in and around Kloster Arens.

General Stutes VinAlban force is in a vulnerable position – he already regrets not securing the ridge before crossing the valley: No cavalry and no skirmishers in an advance guard, what was General Geflugel thinking?

He reflects on the exchange a few days earlier with that pompous staff officer Major Heinz Grimble: “What do you mean they are all second battalions – more like depot battalions – get out of my sight Grimble!”

Right now he could do with the 1st Battalions he thought he was getting.

A sharp action commences and it is the VinAlban 1st artillery who claim the first success deploying swiftly at the head of the VinAlban column as it climbed out of the valley. The Zarlanders are too close, fail to react and suffer a great volley of canister – yet they are close enough to rush the gun and capture it driving off the VinAlban artillerymen.

The 13th Nurtberg Zarland Infantry take serious damage from the 1st VinAlban artillery

Overreaching themselves the victorious 13th Nurtberg Zarland Infantry are confusingly attacked by the 13th VinAlban Fusiliers and sent in chaos back over the ridge and beyond the Kloster Arens into South Wood. The VinAlbans almost have the ridge.

In turn the 13th VinAlban Fusiliers attack the Zarlanders with instant success

Then the 13th VinAlban Fusiliers in their turn met a withering fire from the Zarland 6th Dirkheim Artillery.

Now the 13th VinAlban Fusiliers are on the receiving end. The 6th Dirkheim Artillery shatter the advancing VinAlban column.

It was now 10.00 am and the Vin Albans (12th VinAlban Fusiliers) were also on the ridge to the north of Kloster Arens. Here they were soon thrown back by the Zarland 5th Gellenstein Cavalry and 12th Maulhadt Infantry Regiment.

The VinAlbans seek to control Kloster Arens with the 12th Fusiliers advancing round the marshland while the 11th Fusiliers take Kloster Arens itself. The 12th Maulhadt Zarland IR and the 5th Gellenstein Zarland Cavalry repel the 12th Fusiliers.

By 11.00 am the tenuous VinAlban hold on the ridge around Kloster Arens was proving stronger than General Sumpf liked. His 5th Gellenstein Cavalry had initially driven off the 12th VinAlban Fusiliers but these inspired troops decided to return to the fray.

Leaving the 12th VinAlban fusiliers to the care of the 12th Maulhadt Zarland IR the 5th Gellenstein Cavalry head off to secure the right flank of the Zarland ridge line

Today it is the 12th VinAlban Fusiliers who are up for the fight. They drive off the 12th Maulhadt IR who seem to have been preoccupied by the departure of the 5th Gellenstein Cavalry.

The Maulhadt 12th IR were promptly driven off by the VinAlban 12th Fusiliers

The 5th Gellenstein Cavalry now had no option but to return to the marshlands and again attempt to clear the enemy from that part of the ridge.

No reinforcements appear along the road from Vin Alba. Across the distant ridge the Zarlanders fought to keep their line. The Zarland 5th Gellenstein Cavalry are engaging the redoubtable 12th VinAlban Fusiliers

By now it was early afternoon and the Zarlander forces recovering from being strung out on the road were beginning to press home their local advantage and dislodge the VinAlbans from Kloster Arens. The 6th Dirkheim Artillery blast away at the Kloster Arens walled gardens much to the dismay of its owners hiding within.

The VinAlbans still just held on and the 12th VinAlban Fusiliers now saw off the 5th Gellenstein Lancers – much to General Sumpf’s disgust.

Woe for the 5th Gellenstein Cavalry as the 12th VinAlban Fusiliers send them packing.

General Stute had already dispatched couriers to his main body. And around 1600 the 11th Vin Alban Fusiliers quit the Kloster Arens as the 4th Zarland Infantry Regiment, the Benkendorf, broke in to the surrounding walled gardens.

The 11th VinAlban Fusiliers and the 2nd VinAlban Artillery are driven from the Kloster Arens

As General Stute withdrew his artillery and infantry, General Sumpf was content to secure Kloster Arens. The Arensburg could wait until tomorrow.

The heroic 12th VinAlban Fusiliers cover the retreat of the VinAlban advanced guard north along the ridge

Firing died away as the Zarlanders posted their pickets and found the best bivouacs before their main body arrived!

All quiet as the Zarlanders post their pickets and patrols

The narrative is drawn from the game – played solo/zero. In the next part I will detail the rules used.

Categories
1/72 scale figures 20/25/28mm figures anglo saxons basing wargame rules wargaming

Prelude to Wargames Rules tested

So having had a good start to the year painting wise, by August I had enough units to do some gaming. My wargaming has always been predominantly “solo”, so road testing rules on my own is natural for me.

Impetus elements of Anglo Saxons, Carolingians and Normans ready to do battle

I should also say that from my earliest wargaming days I have tinkered with rules.

It is a quirk of fate that the first wargames book I read on rules came from my local public library (remember them?). So being a child you take what you can or rather see. So what did my local library have in the adult section? Well a single Donald Featherstone book. And his book was called “Advanced Wargames”. It was a book about wargames and the advanced bit meant nothing to me.

years after my public library discovery I bought my own copy of this book. It actually contains material that has been “invented and popularised” decades later such as grid gaming

So armed with Advanced Wargames I started rule based wargaming and of course met a big problem. Advanced Wargames is a set of chapters dealing with “aspects” of wargaming. Drawing on multiple sources and authors the book covers most areas of rulesets yet they are not joined up to provide a single useable ruleset.

The assumption was that you had a wargames ruleset/s already and some prior knowledge of the whole idea of rules based wargaming. Then you would cherry pick additions and improvements from the book.

I think this is the origin of my “tinkering” with wargames rules. Give me a set of rules and I will invariably add in some “house rules”.

So back to my road test of the rulesets of Neil Thomas and Daniel Mersey.

I have posted previously about my reluctance to move from seriously thought out but quick DBA into the very simple world of AMW. Yet this ruleset is very enjoyable and is more subtle than you might think.

In Ancient & Medieval Wargaming (AMW) by Neil Thomas there are four period rulesets

  • Biblical Wargaming 3000BC – 500BC
  • Classical Wargaming 500BC – 300AD
  • Dark Age Wargaming 300AD -1100AD
  • Medieval Wargaming 1100AD – 1485AD

My choice here was obvious – Dark Age Wargaming.

I used his rules without house rule changes on this occasion. Well with one exception.

I use Impetus sized elements having abandoned DBA with its restrictions on depth. And I had settled on 1/72 20-25mm figures on 80 mm wide bases which Impetus assumed would be for 15mm although the rules clearly gave you the option for 1/72 basing.

In fact Impetus rules whole approach to basing was so refreshing when I encountered them. And for me they have set the tone for most of the last decade.

I think they were in the vanguard of “BW” measurement or base width’s. This simple decision meant the end of the need to “rebase” figures when switching between rulesets. Of course if you only have one ruleset it is never an issue.

I have almost as many rulesets as guides to painting figures if not more……..dozens.

AMW assumes you have DBA based figures so uses 4 40mmx20mm bases giving you an 80mm x 40mm element and 8 of these make an AMW army.

In effect you need 32 dba bases which is not so good if you have 12 unit dba armies: And most of my thinking had been on these compact DBA army lines.

table size and figure basing all go together for me. I fixed my maximum table size at 6’x4′ imperial and 1.8m x 1.2m metric. 3 collapsible picnic tables from lidl are the foundation
surface finish is 3 x 20mm thick mdf 4’x2′ (1.2m x 0.6m) boards to minimise warping covered with felt in this case

Then I read an article in the Lone Warrior magazine of the Solo Wargamers Association. There the writer suggested a cheap way to build armies was just use the 40mm x 20mm bases as single elements and/or reduce figure count to just say 1 for light troops, 2 for medium and 3 for heavy troops. Well it was something like that because it was the principle that made the difference to me. It broke me fully away from DBA “figures per base rules” and Impetus gave me the solution of 1/72 figures which I prefer – yet now on a smaller 15mm scale base size I also prefer.

The net result is I use 80mm wide bases and actually a generous 60mm depth for all units. This allows the impetus suggested “diorama” approach, better showing individual figures you have carefully painted rather than their being very squashed together under DBA.

You sacrifice ground scale though. I guess in this I have followed favourably the increased “abstraction” approach on ruleset design. Abandoning figure removal for losses in the 1990’s? was the start of this “abstraction” and for some the descent fully into gaming and away from any simulation. I love history yet I love gaming so the compromise matters.

Neither AMW nor Dux Bellorum require explicit command bases but I like them so here is one – from my much delayed “Normans in the South” project – none other than Tancred d’Hauteville looking at the shield design.

Using single base elements meant that required base removal in AMW rules was not now possible. The fix here was simply to use two dice. The first was used to show the 4 “virtual” bases while the second showed the 4 points value each virtual base could sustain before being knocked out and removed from play. I have also used three dice in other games (18 so showing 6+6+4 at the start). But the rules in AMW use base counts to indicate available attack dice. Unless you like mental arithmetic, showing the two aspects gives a simple visual indicator.

A few years later Neil Thomas used this “one number” technique to good effect in his fastplay “One Hour Wargames” (OHW) rules where units are a single base elements with a value of 16 which equates to all the elements morale/resistance/casualty value and overall strength in one number.

With AMW you need not fear flank issues so the shieldwall has gaps between each element/unit ! you can of course place units in base to base contact – i was reflecting the AMW book diagrams!

So I played two games with AMW. The first was essentially two shield walls crashing together and the second was a cavalry led force attacking a shieldwall.

The mighty Norman/Carolingian or Franks in AMW speak start their assault on the Anglo Saxons shieldwall. AMW give suggested army set ups although you still have plenty of choice in the small army lists in the text

The third ruleset test game was another shieldwall versus shieldwall this time using Dux Bellorum.

atmospheric artwork throughout the Osprey book makes its use feel positively different to the text heavy AMW where a central batch of irrelevant but professional model armies fails to add any real value. The AMW font is bigger so the text is much easier to refer to in the heat of battle though!

These rules are aimed at a narrower period AD367-793 and with a nod to fantasy gaming called “Arthurian Wargaming Rules”. These rules use the “BW” concept, being published in 2012, 5 long years after AMW.

a solid pair of shieldwalls square up for Dux Bellorum. The dice are colour coded for the unit grades such as “nobles”.

Again there were no tweaks for once. Indeed in both cases as I fought shieldwall battles a side benefit was to better understand the design of these two rulesets. Because shieldwalls in both rulesets result in quite a static and very balanced game you can see the effect of a limited number of the author’s variables in action.

Here is an Anglo Saxon Command with to its front my version of a shieldwall in 1/72 Strelets plastics on an Impetus 15mm scale 80mm wide element base.

In my next blog I will consider what happened in each game.

the ring and dice combination solved my AMW rule problem when using only base instead of 4.
Categories
wargaming

Three Tenors Italia 90 Fantasy Map

Yesterday was the 30 year anniversary of the world cup final now remembered more for the three tenors concert?

Back in 1990 being a keen football fan I watched England fail again – the gascoigne era with missed penalties skyed over the bar as I recall.

I don’t seem to remember the three tenors although as I paint my wargames figures to classic fm they are now heard quite often and are easy on the ear.

Yet all was not wasted back in 1990 as during the matches I decided to map my imaginary world. At the time I had just acquired Tony Baths “setting up a wargames campaign” published by wargames research group (wrg). I had run a solo campaign and enjoyed it so much that I decided to expand the small A4 map of hexes.

The end result was lots of football viewing and a very large map of the imaginary world mapped in hexes.

Each hex was colour coded to reflect the categories suggested in Tony Baths book. And I since then it has had quite a few uses although never of itself. I always just made a copy of the part that was being campaigned. So I guess it was my master map.

The important thing was it anchored one view of my imaginary world and it still forms a key part of it 30 years on.

In this world of perfect computer generated images there is something reassuring about its roughness.