Sunday, October 9, 2011

Fort Mackinac - July 1812

Now that naval operations for the year are over it is time to begin the land campaign. So we will go as far from the sea as possible to Fort Mackinac.
Now historically the British commander, Captain Charles Roberts received news that war had been declared. Promptly taking advantage of threat advantage he gathered his forces to quickly deliver the news of the outbreak of hostilities to the American commander a Lieutenant Porter Hanks.
If only it was so simple, there would be point in recreating it. There are a number of points in the narrative of this story that give us the chance to play with history.
The first are British intentions. Captain Roberts immediate superior, General Isaac Brock wrote three letters dated the 26th, 27th and 28th of June ordering him to attack, not attack and attack the Americans. General Sir George Prevost also wrote ordering Roberts to defend his Post. Finally Brock wrote to Roberts authorizing him to use his discretion. So there is a chance that Roberts is a little confused over what his commanders expect of him. So, there will a 1 in 6 chance of command confusion but throwing a five means that I don't have to figure it out.
Second is British mobilization. Fortunately Roberts was kept well informed about the approach of war if not the plans of his commanders. There is a chance that all the confusion will adversely affect mobilization in the area but with a 1 in 6 chance of having a smaller force and throwing a 5 means that the British are fully mobilized.
Third is the Americans tell Hanks that war has been declared and giving him a chance to be prepared. Another 1 in 6 chance of this happening but another five means that this does not happen.
The end result is that Fort Mackinac surrenders to Captain Roberts on schedule.

Saturday, October 1, 2011

A New history of the Italian Renaisance

Wargaming is a hobby about history and wargame campaign is a chance to write or rewrite history. Usually we start we start with known battle or war as a starting point. But history is also about what could have been and this is one of those stories,
In July 1480 a Turkish fleet unable to take Rhodes descends upon the Italian port of Otranto. After a siege of about three weeks the city fell to the Turkish forces. For the rest of that summer various coastal communities along the coast of Italy were raided by the Turks. When Winter arrived it was difficult to supply such a large force so they returned to Turkish territory leaving behind a small garrison to defend their new conquest.
In 1481 a Neapolitan army gathered to retake Otranto, this included Hungarians sent by the King Ferdinand's son in law, King Matthias Corvinus of Hungary. The Turks were presumably awaiting a relief force to arrive so as to continue their advance. But the Neapolitan army arrived first. Then three days after the arrival of the Neapolitan force at Otranto, the Sultan died plunging the ottoman empire into a civil war. With no relief coming the garrison surrendered and left Italy.
The attraction for me is that I can put both sides into field, though of course I can always do with a few more troops to do it properly :-). So let us see what sort of alternative history can be written as the Turks attempt to push into Italy.
Forces involved - 1480
Otranto garrison
  • 400 men
  • 800+ civic militia
The garrison is reported to have fled while the Ottomans were summoning Otranto to surrender. This left the civic militia to defend the place. I have assumed this to over 800 men as it is reputed that this is number of citizens massacred when the Turks took the city. So there were definitely some interest in putting up a fight.
Turkish forces
  • 700 cavalry
  • 18,000 infantry
Two comments. The number of infantry is probably exaggerated and will include a lot of non-combatants. This could reduce the Turks down to about 9000 actual combat troops. Second a large percentage of the infantry are actually dismounted cavalry. Now while I don't have access to any breakdown for this force
Forces involved - 1481
Otranto garrison
  • 500 cavalry
  • 800 infantry
Neapolitan Forces
  • Unknown at this stage but over a thousand Hungarians.

Tuesday, September 27, 2011

USS Essex versus HMS Guerriere

And now we come to the closing act of the year 1812 at sea. The encounter between the USS Essex and HMS Guerriere.
Now to the set-up. As the Essex is armed with carronades she will want to start the action at close range. If the Guerriere knows about the Essex and her armament then she will not want to close. The Guerriere will be given three chances to detect the Essex's carronades but only has a 1 in 6 chance of success. The Guerriere has overall an approximately 40% chance of success which feels about right, each individual chance represents the closing of the range until if she has failed all three she has entered the range of Essex and her carronades.
The Guerriere is either confident in her abilities or ignorant about the Essex's as she failed every chance given to respond. A couple more die rolls and Essex is placed directly astern of the Guerriere at close range with the wind directly behind them. So naturally the bow chasers of the Essex anounce that battle has commenced and misses.
Positioning Essex behind Guerriere means that their is no reason to fight instead it just remains a chase. Time for take 2, I will reposition the Essex a little bit off to starboard.
Now Guerriere turns to starboard and rakes Essex's bow causing damage and crew losses.
Essex turns to Port and rakes the stern of Guerriere causing damage but more importantly damaging her rudder. Unable to turn Guerriere must sail straight until she rolls a six. Essex caught on a different tack drops out of artillery range.
Then the fog rolls in ending the battle.
Well that was short and downright inconclusive.

Wednesday, September 14, 2011

Cambra1 1917 - Planning the campaign

Okay now I have my organizations mapped how man troops do I need? The following order of battle focuses on troops involved in the initial assault.

Order of Battle

Germans

Group Caudry

9th Reserve Division
  • 395th Regiment – Not engaged
  • 6th Reserve Regiment – Not engaged
  • 19th Reserve Regiment
54th Division
  • 27th Reserve regiment – Not engaged, Group Reserve
  • 84th Infantry regiment
  • 90th Reserve regiment
  • 387th Landwehr regiment – from 20th Landwehr
20th Landwehr Division
  • 384th Landwehr regiment
  • 386th Landwehr regiment – not engaged

British

IIIrd Corp

  • 12th Division
  • 35th brigade
  • C battalion
  • 36th Brigade
  • F battalion
  • 37th Brigade - 2nd echelon
20th Division
  • 59th Brigade - 2nd echelon
  • 60th Brigade
  • A battalion – less 1 company
  • 61st Brigade
  • I battalion
6th Division
  • B & H battalions
  • 16th brigade
  • 18th brigade - 2nd echelon
  • 71st brigade
IVth Corp

51st Division
  • D & E battalions – less 1 company
  • 152nd brigade
  • 153rd brigade
  • 154th brigade - 2nd echelon
62nd Division
  • G Battalion + 1 company
  • 36th Division
  • 107th brigade – not participating
  • 108th brigade – not participating
  • 109th brigade

Commentary
If the Germans are deployed according to doctrine elements of 5 regiments each with a battalion in the front line are caught up in the attack, possibly closer to four if you consider that not not all units are being hit equally. The British are attacking with 11 brigades. It does quite match up for an easy game.
On the British left flank, the attack of the 109th brigade is almost entirely against the the 384th Landwehr. So we can reduce it to 4 versus 10. On the right the 19th Reserve is only partially engaged by the 35th brigade attacks it. This makes it 3 versus 9. That's the flanks taken care of.
In the centre each German battalion is attacked by three brigades, odds of six to one, just in the first wave with another six following up and that’s just the assault brigades. It might be easier to do them half scale. So three British battalions versus a half battalion of Germans. That’s possible with the troops I have got painted at the moment. So what more do I need to get and paint.
Now for tanks. Most assault battalions have a company of 12 tanks attached organized into 4 platoons. This could be upto four models, but for the moment both for aesthetic and financial reasons each company will be represented by two models.
So on that basis I will need the following reinforcements.
British
5x Tanks
1x British battalion
1x Trench Mortar company
1x MMG company
Germans
2x battalions
MMG
mortars
artillery
Damn it, I am not even half way. May need a simpler battle or to get my painting mojo back.

Tuesday, September 6, 2011

Cambrai 1917 - a British Brigade on the attack

Now for the other side of the hill, the British. The basic source I am using here is the British official history fro the Battle of Cambrai as well as Paddy Griffith's book "Battle Tactics on the Western Front".
The division has three brigades each of four battalions and at Cambrai was attacking on frontage of about 2000 meters with two to three brigades in the line. The brigade itself would attack with two battalions in the first echelon and one each in a second and third echelon. The first echelon battalions would have two distinct functions half the battalion would be supporting the tanks while the other half would become the trench garrison or stops. The second echelon battalion would appear to act as support for the first echelon battalions rather than have a distinct mission of its own.
A British platoon at this time has four squads, two machine gun each with a Lewis Gun and two rifle grenade. This gives a company a RoF of 4 of which two can be indirect. The lack of LMG's for each platoon will for the moment at least means that the battalion deploys only company stands and not platoon.
Brigade headquarters
  • 1x Command stand
4x Infantry battalions
  • 1x Command stand
  • 4x Company stands
Brigade Trench Mortar company
  • 1x Command stand?
  • 2x 3" stokes mortars
Brigade Machine Gun Company
  • 1x Command stand?
  • 4x Vickers MMG's
There are several ideas that I am toying with. The first idea is to allow each company to be replaced by a platoon sized cadre if it is destroyed. This will require more figures so I don't fancy its chances at the moment.
Next is to allow for Tank-infantry teams to be formed. This would allow for the increased co-operation which is said to have occurred at Cambrai except for the 51st Highland Division.Needs more research first as I think some modern research is challenging
Finally the use of one battalion as porters does open up the possibility of using the ammunition rules. Warfare on the Western front would normally not require any ammunition rules as there is no shortages of ammunition worth worrying about. What you do have is a difficulty in moving it forward to the front line troops. Hence only the attacker has to worry about supplies and only for those troops who cross no mans land.
That's it for the moment, time to paint up some figures and build more trenches.

Sunday, July 24, 2011

A terrain system

With both a table and too much time on my hands I spend a lot of time solo gaming. So naturally I have to set up tables to play on. Fortunately I am also playing games that include a terrain generation system. Yet of course one is never quite satisfied with the result so hence this modified system.

The idea behind most terrain systems is to provide a single layer of terrain. What I have provides for multiple layers so that terrain can be stacked upon terrain such as a hilltop town or a stream meandering through a wood. So at the bottom you have the base layer which are the folds and shapes of the land. Upon them you have the surface layer which are your woods and towns. Finally you can have a dynamic layer which can incorporate weather and other temporary changes to the terrain.

I have it based upon the one used in Flames of War in this case their Mediterranean table.

Base Layer

1-2 Mountain

3 Wadi or stream

4-6 Flat

Surface Layer

1 Orchards and Fields

2 Village and farms

3-6 Nothing

Dynamic Layer

1 Mud

2-6 Nothing

There it is. It does involve a bit more die rolling. There will also generally be more terrain on the table using this system.

The dynamic layer depending upon the effect could apply either to the whole table or to individual sections. Mud is an example of one where it could be applied to only parts of the table.

A final though have an eye to the narrative of the battlefield, how it hangs together and will shape the battle. Don;t be afraid to fiddle around with it, if it will make for a better and more enjoyable game.

Sunday, June 26, 2011

Cambrai 1917 - a German infantry regiment acting as trench garrison

This is a follow up to my previous post about infantry organization in the great War. Now I am going to look specifically at a German infantry regiment that is acting as a Trench garrison in the later part of the war. This order of battle is based upon Martin Samuel's book Doctrine and Dogma, indeed the book acted as a catalyst for this whole idea of creating more specialized structures for the armies in the trenches. Since I am also interested in the battle of Cambrai, I will be focusing on late 1917.
The regiment holds an average front of 1500 meters, with each battalion being deployed one behind the other. The first battalion occupies the area between the front line and the main line of resistance. Behind it in the battle zone is the second battalion which is tasked with supporting the first battalion with small counterattacks. It also has most of the regimental and divisional assets in this area. Furthest back is the third battalion having a nice rest.
Lets start with the third battalion as it is organized as a normal battalion. It has a battalion headquarters with 4 rifle companies each of three platoons and a machine gun company of between 1-3 stands. Now each company nominally has 4 LMG's which is not enough to allow for a breakdown into platoons to occur especially for poorer units. So they can still be company sized stands perhaps with a ROF of three to represent the extra LMG's. Better units could have an infantry platoon and two grenadier platoons.
The second battalion has the same structure but has a different mission as well as more resources. Three of its companies are supposed have a counter attack mission so they can be organized as third battalion above. In poor quality units the counter attack mission will dropped an extra static companies deployed. The fourth company will be divided into three strong point stands to be organized into a single fortified area. Apart from the battalions machine gun company, an extra machine gun company from divisional assets may be attached along with the regimental minenwerfer company and guns from the artillery regiment acting as battalion guns. This gives the second battalion a number of options in its structure, extra strong points may be created to cover gaps in the front line or increase the firepower in existing strong points.
Finally there is the first battalion which is deployed in the front line. Here the first troops encountered are sentry stands whose main task is to observe the front line and to call fire onto any concentration of enemy troops in the area. Supporting them will be a strong point and a recce grenadier stand. Behind them on the main line of resistance is the rest of the battalion can be found. Here can be found 4 companies each with a Command Infantry and a Strong Point. The battalion headquarters acts as a Staff stand as its commander acts as the sector commander.
So in summary this is how the regiment should look like.
First Battalion
  • 1x Staff stand
  • 2x Sentry stands
  • 1x Recce grenadier stand
  • 4x Command Infantry stands
  • 5x Strong points
Second Battalion
  • 1x Command stand
  • 3x Infantry company stands
  • 3x Strong Points
Attached Assets
  • 2x HMG stands
  • 1x Minenwerfer
  • 3x Granatenwefer
Third battalion
  • 1x Command stand
  • 4x Infantry company stands
  • 1x HMG Stand
Some comments
Since none of this has been tested yet. I'll provide some comments and variations that can be explored later, if it does not work according to plan.
Granatenwerfers
The role of the Granatenwerfers is a still a bit nebulous in my head at the moment. Their primary function is to provide indirect fire capability down to the local unit and by the end of the war they are directly attached to companies. In CD4 they are usually a battalion weapon pushed down to companies to convert MMG stands to weapons stands. But here they are concentrated both as a regimental asset and in being in being attached to the second battalion.
This does raise a number of possibilities. The first is to send some to the strong points giving them some indirect capability. But this will cover a few of the 18 nominally assigned to the second battalion.
You can assume that only the Minenwerfer is meant to be concentrated with the second battalion thereby allowing all strong points to gain some indirect fire. I like this idea as to the best of my current knowledge nobody makes 15mm Granatenwerfers so I can avoid modeling them for the moment. To reject this means that they are all with the second battalion, which probably means that instead of three company stands I'll have nine platoon stands.
Sentry stands
These and the staff stand should be the only troops within the regiment who can call artillery fire. Unfortunately without access to telephones they can only call fire onto pre-registered points though the use coloured flare rockets.
Otherwise treat them as patrol stands.
Divisional HMGs
These divisional assets are allocated to the second battalion at the main line of resistance. They can be used to provide more strong points or to reinforce existing stands. This is based in Over the Top model of variable strength HMG stands.
Strong Points
These function as the garrison for the various bunkers and pillboxes on the battlefield. At their core is a stand of HMGs and a platoon of infantry. There are a number of possible variations listed here the first doubles the Rate of Fire as a stand of HMGs is added to the Strong Point, the second adds a battalion gun of 77mm guns to provide a direct fire option. In theory the number of options are limitless, well a slight exaggeration, but you are restricted only by your imagination and ability to manage a lot of different stands.
Staff Stands
You may notice that their is no regimental headquarters. The book provides no clear insight but I would assume regimental assets are moved forward to the 1st battalion to create the staff stand. Leaving the actual regimental headquarters with more of an admin role.
Recce Grenadier Stands
Basically a specialist close assault stand with a ROF of 2, though it could shoot as other with a ROF 1 if you are insistent that it has some range capability. It could also be a better class and morale grade than the rest of the battalion.
Now if I get organized there will be a nice HTML table placed here to show all ratings.
Right that's enough for the moment. Time to do the British and build some trenches.

Wednesday, June 15, 2011

The last best hope for the U.S Navy - The voyage of the USS Essex

After the failure of Rodgers expedition to achieve much of anything for great cost it now falls to the USS Essex to do something to redeem the honour of the US navy.
Now we can just replace Essex for Constitution to get an idea for what could be about to happen. The USS Essex though is a completely different ship which will impact upon the mission. The first is that she is almost completely armed with carronades giving her a powerful but short ranged broadside. Second is that her Captain, David Porter does not like her armament thinking it merely an experiment so he is unlikely to be an aggressive commander. But of course the most important issue is can she find the Royal Navy.
Now on a D6 a 1-2 will be no contact a 3-4 will be one ship and 5-6 will be a larger force. Fortunately a three is thrown so a single sail is spotted upon the horizon. Now there will be a bit of irony if it is HMS Guerriere and I am a sucker for irony.
So stay tuned for the battle between the USS Essex and HMS Guerriere.

Sunday, June 12, 2011

The adventures of Commordore John Rodgers Pt 6 - The journey home

After the battle our little squadron is stuck in the North Atlantic licking its wounds, what could possibly go wrong. Well to my mind there are three possibilities, bad weather, a Royal Navy patrol or with the assistance of the Gulf Stream they drift into European waters. Now all of these things could happen or none of them. So I will test for each individually by rolling a D6, so there is a 16% of each one happening and about 40% chance of something happening.
If bad weather occurs each damaged ship should test to see if it survives.
A Royal navy patrol will most likely mean another battle.
Arriving in European waters will cause problems but also provide opportunities if they survive.
Fortunately none of these things occur and the squadron returns home to the randomly allocated port of New York.
So what happens now?
At the very least the squadron will not sail again in 1812 except possibly for the the two brigs. With four frigates requiring extensive repairs and reconstruction the Navy Yard will be busy for a while. Certainly while it may also lack the resources on hand to effect these repairs now the Navy Yard will be able to get them as New York is a hard port to blockade. Long Island Sound and a shortage of ships in the area will mean that the Royal Navy can delay but not block the repairs.
That was the good news, now for the rest. The first order of business is the fate of Rodgers himself. With half his crew as casualties his chances of remaining unscathed are low. Using a D6,
  • 1-2 unwounded, fit and ready for sea,
  • 3-4 lightly wounded will be able to return sea when the squadron is ready.
  • 5 Seriously wounded, will have to leave his command may even have to retire.
  • 6 Dead
A two means that he is fit for further duty.
Next is the fallout over the actions on the Constitution and its captain, Isaac Hull. At the battle he ignored/missed his chance to join the battle and save Rodger. Now for his fate as she also suffered heavy losses I'll use the above table to see what happens. A six seals his fate. Now that is a pity as I did fancy the chances of duel between Rodgers and Hull.
Oh well at least there is the still the board of inquiry. With the death of Hull there is a fair chance that he will blame will placed firmly his cold shoulders. Considering the fractious nature of the officer corp I am certain Hulls partisans will raise a storm in the papers and history books but there is a good chance( 5 out of 6 ) that is after the war. Of course a six is rolled and the feuding starts at the Board of Inquiry. A further complication Hull's uncle William Hull who is going to have starring roll as the war move onto land actions. Fortunately another 6 is not rolled and all this will have no effect upon the land campaign, though I may reconsider this in 1813.
Now historically, Rodgers sailed before he could receive an order that would have prevented him sailing and restricting him to the defense of the port of New York. This order was rendered moot by the frigate battles that historically occurred but these have not happened, though the Essex may yet change that. But now the squadron has returned to New York and is turmoil as a result of the Board of Inquiry I cannot see any mechanism that exists to fight this order and push for the navy to go to sea. Indeed I would venture that there may be increased support for the gunboat flotillas at this point in the campaign. Another winner could be the lake service as it will be easier to transfer sailors up to the lakes. Well all will be revealed later as first I must venture away from the sea into the wilderness and see how the American invasion of Canada goes.
Oh one final point to think about. The Americans had a strong qualitative edge in terms of their ships crews at the start of war. With access to a large pool of sailors and voluntary enlistment they do deserve the elite ratings most rules give them. But in the battle against the Thalia they took heavy losses and replacing them will be almost impossible. While at New York recruitment is possible but they will have to contend with competition from privateers, lake service and even the gunboats for manpower. Further they will have limited opportunities to train and increase their quality.

Tuesday, June 7, 2011

The adventures of Commordore John Rodgers Pt 5 - A stern chase is a long chase

Goodness this is turning into a long saga.
When we left our intrepid hero he had finally caught upto to the Jamaica convoy. After a long stern chase they are just about to enter cannon range.
The game is fought using the Trafalgar set of rules. There will be six merchant ships traveling at half speed representing the convoy, chasing them will the six American ships in between will the two British ships. If the Americans reach a merchant then a new one is placed upon the table though must pass a Die Roll in order to start moving again.
Tactics for the game are that the British will shoot high in order to damage masts and rigging so as to slow down the Americans, while the Americans are under no such restrictions. Any tactical decisions will be made with the help of a D6 with 50% chance of occurring.
Turn 1.
Requiring a one on a d6 for each ship to enter the table the six ships of the U.S squadron all fail to show up. The British take advantage and get an extra turn of sailing done..
Turn 2.
This time requiring a one or two, three ships the United States, Hornet and President arrive and begin the chase.
Turn 3.
Now its the turn of the Constitution and Congress to arrive on a 1-3. First shots are fired with no effect.
Turn 4.
Wind drops slowing everybody down. This will have a greater impact upon the British as drop from 7 to 5. Oh and the Argus finally gets on to the table.
The President is hit with a long range shot from Thalia
Turn 5.
The wind shift a point clockwise.
With the Americans bearing down the captain of Thalia turns to bring his broadside to bear on the President and inflicts another hit. Reindeer fires and hits Congress but it is saved.
The Americans return fire with devastating effect. Hornet got three hits on Thalia and Congress gets one on Reindeer but all hits are saved.
Turn 6.
Thalia and President exchange broadsides. President gets four hits of damage on Thalia, but Thalia's return includes two critical hits amounts to 14 points of damage. This leaves no mast standing and most of crew as casualties.
The Americans get their revenge as Argus fires on Reindeer causing a fire and driving her out of the battle for a while.
Turn 7.
After the dismasting of the President, the Constitution is presented with the option to either battle Thalia or chases after the merchants. Perhaps driven by the thought of the prize-money or just missing the opportunity the Constitution ignores the battle to starboard and presses on towards the prize.
Though the Congress does arrive to continue the battle against the Thalia. Both sides exchange hits, Thalia saves two while Congress does not including a critical fortunately only three points of damage are recorded bringing down a mast. The President still in range of Thalia also fires but misses.
Turn 8.
Wind shift back counter clockwise.
The Argus moves to the assistance of the President.
Meanwhile Thalia and Congress fire at each other again exchanging damage.
Turn 9.
Hornet and the United States finally catch their first merchantmen.
Congress and Thalia continue to blast each other
Turn 10.
Hornet and the United States miss a turn as they process their prizes. They have to roll a 1 on a D6 in order to disengage.
Congress and Thalia continue to exchange damage. Though a critical causes on Thalia causes her to miss the next turn while Congress is down to a single mast.
Turn 11.
Hornet and the United States is still locked together with their prizes. They now require a 1 or 2. Constitution reaches her first prize.
Thalia turns away from Congress to chase down the Constitution. Meanwhile Reindeer which had been quiet for a while re-enters the battle with a broadside upon the hapless Congress reducing her to a single point of mast.
Turn 12.
With the Constitution distracted by her prize, Thalia closes up and opens fires, several critical hits destroy a mast and half crew.
Turn 13.
Not stopping at the Constitution the Thalia moves on to engage the United States who has finally won free of her prize to rejoin the battle. Hornet is also free so she begins moving towards the battle.
Turns 14-16.
The Constitution also joins the battle against the Thalia, so she is now engaged by three ships and over the next few turns is slowly pounded into pieces. Finally striking her colours.
Conclusion
Finally the guns fall silent, while the Americans have won it is no triumph. While they have captured four ships the rest of the convoy has escaped, both Thalia and Reindeer are barely afloat. The President is completely dismasted and half its crew are casualties, Congress has barely any masts left at all, both Constitution and the United States have lost masts and the Constitution has lost half its crew.

Monday, May 9, 2011

Fallschirmjaeger availability in the summer of 1942

After the recent impulse purchase of a Kv-II and painting it as part of Pz Abt Zbv-66 which was part of the German contribution to operation C3 the planned invasion of Malta 1942. I have developed an interest in gaming this operation out or at least exploring the possibilities in conducting this invasion.

One problem I have had is in tracking down the what German forces are actually were to be involved in the operation. Most resources mention either the 7th Flieger division or Brigade Ramcke and one suggest both. The idea behind this post is to clarify what fallschrirmjaeger resources are available in the summer of 1942 that are avilable to participate in this action and not just those expected to take part. Now Operation C3 did not take place so there is unlikely to ever be a definitive order of battle for the attackers rather there likely to be several different possible order of battles. These will reflect the development of the planning over time as well as the various debates that are occurring behind the scene.So there may exist different plans, some calling for 7th Flieger division and others using smaller forces such as Brigade Ramcke.

Now it is also generally agreed to that Hitler was at best ambivalent about this operation. This is generally assumed to be due to the losses suffered in the air assault on Crete as well as doubts about the Italians ability to carry out the operation. What this article will show is that while the Germans officially had a division of Fallschirmjaeger. it's readiness as a division to conduct an operation that was expected to be tougher than the airdrop on Crete is open to doubt. While this does not mean that the attack can't go in, it does make it easier to put off.

One thing beyond the scope of this article is the movement of individual Fallschirmhaeger as I am only tracking battalions and above. But there are several points worth noting, none of which improve the readiness of the Fallschrimjaeger. The first point worth making is that at this time the Luftwaffe was in the process of creating 20 divisions of Jaegers as part of Gorings boastful posturing to Hitler and any trained soldier such as the Fallschirmjaeger would be useful for these raw recruits as a cadre but have a negative impact on the Fallschrimjaeger readiness. Some of these Fallschrimjaeger are also being diverted South to assist the Italians in creating their own parachute units.

The largest unit of Fallschrimjaeger in the summer of 1942 was the 7th Flieger division, though it would appear that there plans to create a second division even then as several new regiments were established around this time. The division was composed of four regiments, the Sturm regiment and the 1st - 3rd Fallschirmjaeger(FJR1 - FJR3). The division had conducted no operations since Crete though all its major sub-units had been detached off to various tasks.

The Sturm regiment had four battalions was in a state of flux and would eventually be re-badged. The regimental headquarters was in Russia acting as the headquarters for a kampgruppe of Luftwaffe grenadiers under the title of Division Miendal. Of its four battalions, two the II & III were to become part of the the new FJR-5. Of the other two the IV battalion was detached to FJR-2 in order to bring it up to strength when they were sent off to Russia, the I battalion also joining them. Overall the regiment was inoperative buts its sub-units were scattered around the place and their fate is tied to those they are serving with.

Fallschirmjaeger regiment 1 had three battalions. From October 1941 the regiment less II battalion but with I battalion of the Sturm regiment replacing it had served in Russia. They all returned to base in January 1942 so by the summer should be fully operational. The II battalion had meanwhile been detached from the regiment and had become a Lehr battalion and a new battalion had replaced it. This new II battalion will most likely be operational by the summer.

Fallschirmjaeger regiment 2 also had three battalions. The I & II battalions had served in Russia with regimental headquarters and the I & IV battalions of the Sturm regiment. They had only from the Eastern front returned in the autumn. Meanwhile the III battalion was detached to form part of the new FJR-4. Soon after its return the I battalion was detached to Brigade Ramcke. Now this is speculative but I think it it reasonable to assume that the I battalion of FJR-2 attached to Ramcke includes combat ready elements from the II battalion and possibly though elements of the Sturm regiment that had served with it in Russia. So this regiment is pretty much out of action for the summer.

Fallschirmjaeger regiment 3 had four battalions but it was not operating as such. Rather it would appear that there were plans to convert the I battalion to a second Lehr battalion, though it would appear that it was not formally designated as such. Like the other two it had also spent time time Russia returning in January. Upon its return it raised the IV battalion to replace the detached I battalion. With six months back at base this was possibly the best trained and most ready unit of Fallschirmjaegeer the Germans had.

Fallschirmjaeger regiments 4 & 5 were formed during the summer. Rather than being recruited from scratch several battalions were allocated to these regiments and were allocated new ID's as a result. So III/FJR-2 formed the III battalion of Fallschirmjaeger regiment 4. While II & III battalions of the Sturm regiment become part of Fallschirmjaeger regiment 5. II/FJR-5 would be transferred to the Ramcke brigade

The final unit, I am discussing is the Ramcke brigade. It's original structure was only of three battalions each drawn from a different regiment the I/FJR-2, I/FJR-3 and II/FJR-5. As such the brigade is the equivalent a Fallschrirmjaeger regiment. This gives gives the Germans enough troops to bring the 7th Flieger division upto three full regiments each of three battalions or the flexibility to drop it as independent brigade. So within the objectives of this article, it is almost irrelevant whether the Ramcke brigade or 7th Flieger division is the unit going to make the drop on Malta. What is worth important to note is that the creation of the Ramcke brigade gives the Germans the option to drop a division sized force of three regiments onto Malta.

Yet while on paper the Germans had access to a division the actual situation is more complex. Of the six regiments and one brigade discussed here, two regiments are inoperative, two are brand new and only two are operational but they have each raised a new battalion. Thought they also have only had six months to recover and retrain after a tour in Russia. The Ramcke brigade consists of three veteran battalions, one of which has recently returned from Russia. So of the nine battalions that comprise the three regiments and brigades of the 7th Flieger division force to attack Malta. Six are older battalions hopefully fit, rejuvenated and ready for operation, two are new and one older battalion recently back from Russia. To push this reasoning to its extreme conclusion only six battalions may be fully 100% ready for an airborne assault. Though doubts maybe raised about even this number as I suggested earlier if you consider the movement of individuals.

I have also been vague on dates referring only to the summer of 1942. This has been deliberate on my part as in most part the data just does no exist. Even when it has, I have chosen to refer only to the season inpart because everything is not set in stone and could change at anytime from the end of the Gazala battles to when the Folgore division is sent to North Africa. As everything could still change, much of what I have outlined here is only relatively true. With availability being even lower at the start of summer and higher at the end.

So in conclusion. If Operation C3/Herkules is dependent upon having a division of German Fallschrimjaeger there does exist grounds for delaying the mission. Time is required to get the division fully operational or acceptance of a higher risk of failure or greater losses. A smaller force requirement is a far to get into the field.

Now for a note on sources.

Tessin's, Deutsche Verbände und Truppen 1918–1939 got me started on this.

Bruce Quarries, German Airborne Divisions: Mediterranean Theatre 1942-45 was useful in tracking the movement of the various units.

Then of course there is the web.

http://www.lexikon-der-wehrmacht.de

http://www.ww2.dk/

http://www.feldgrau.net

Wednesday, April 13, 2011

The adventures of Commordore John Rodgers Pt4 - The Jamaica convoy

Now, exactly what have I got myself into here.
The British force as per this extract from James consists of two ships.
"The first object of Commodore Rodgers was to get possession of a fleet of about 100 sail of homeward-bound Jamaica-men, known to be not far from the coast, under the protection of so comparatively small a force as the British 18-pounder 36-gun frigate Thalia, Captain James G. Vashon, and 18-gun brig-sloop Reindeer, Captain William Manners. This fleet had sailed from Negril bay, Jamaica, on the 20th of May, under the additional convoy, as far as Cape Antonio, of the 64-gun ship Polyphemus, Captain Cornelius Quinton, and had passed Havana on the 4th of June. On the 23d, at 3 a.m., the commodore spoke an American brig, bound from Madeira to New York, and was informed by her that, four days before, in latitude 36°, longitude 67°, she had passed the Jamaica fleet, steering to the eastward. In that direction the American commodore immediately steered."
The American squadron as it sailed has six.
  • President
  • United States
  • Congress
  • Hornet
  • Argus
  • Constitution
So there is doubt of American victory in terms of defeating the two British ships. What will make it interesting as a game is can the Americans avoid getting distracted into fighting the British and can the British buy enough time for the convoy to escape.
Now for the set-up. The original idea for the campaign was to be a solitaire game and I think this than can also work as a solitaire game as the British to defending the convoy.
The Americans should have the wind gauge as the action is taking place in gulf stream and they are in pursuit of the convoy.
You should play this down the length of your playing area. The convoy starts about a third of the way down the table and they are at full sail. The two thirds mark should be the point where the Americans will reach the convoy. This should be adjusted according to the rules you play with and your experience.
The British warships start between the convoy and the American edge just outside extreme cannon range off the table edge. At this stage the British have pretty much their only strategic choice in the game and that is where the Americans will intercept them. Up close to edge or as far away as possible. For myself I am going to try the long chase first up.
Roll a d6 for each American ship to signify on which turn it will arrive. It being assumed that the squadron has put on full sail for the pursuit, otherwise you can arrive as a squadron when it is the time for the last ship to arrive.
Now it is time to drag out my naval rules and see if this works.

Tuesday, April 12, 2011

The adventures of Commordore John Rodgers Pt3 - Run through

This article will be a combination of playtest and campaign outcome as I go through what I outlined in part 2.
I will be navigating through the paragraphs with the assistance of a D6. Now rather than weigh each decision equally I will initially test to see if we follow the historical path on a roll of 1-5 or deviate from history on a 6. Then I will roll to figure out which direction the squadron sails towards.
Now as this is a playtest so I if I get stuck I may edit part 2 to get around my obstacle. So do not be surprised if there are changes happening.
So onto our little voyage.
Naturally we start at Paragraph 1 and check to see if the fleet is ready for sea. With some good rolling only the Essex is not ready for sea. So its off to sea and Paragraph 2 we go.
So we set sail from New York and seatime goes upto 1. It is time find out what is going on. So it is off Paragraph 6.
Questioning merchants lets us know that the Jamaica convoy has just sailed past, but before we can react a sail is spotted on the horizon. Now feeling aggressive Rodgers sets sail towards the sail and enters hull range and observes a merchant. Hoping for an easy prize, it unfortunately turns out to be a neutral merchant. Back to the business of war, seatime is now 2 and we are off to Paragraph 11.
Realizing that the convoy is not far away, Rodgers set off in pursuit to Paragraph 13.
Sailing across the Atlantic is quiet and uneventful as seatime goes upto 3. At the end of this round sails are sighted on the horizon. It is the Jamaica convoy at Paragraph 9 and your author is caught unawares as this part needs more work.
So stay tuned to Part 4 as your intrepid author attempts to dig himself out of his hole.

Sunday, March 27, 2011

Cambrai 1917 -Organising the units: the infantry battalion

My preferred set of rules is Command Decision by Frank Chadwick and published by TestofBattle.com, but for me it presents a few problems in representing the period.

The basic unit represents a platoon which is fine most of the time except for representing units in the Great War. The next unit up from the platoon is the company and at the start of the war literally everybody is organized into 240-250 man companies. The majority of those consist of four platoons the Germans are in three platoons and in games tuns this means four stands versus three. This gives the Germans a significant reduction in combat power compared to everybody else. Within the context of a game where you can have upto a full corp on each side it is a trivial boost to the allies but it is one of those things that annoy the anal retentive in me.

Next there is the great increase in firepower that occurs during the course of the war. Initially through direct fire with machine guns and later through indirect fire.

At the start of the war the standard is two machine guns per battalion by the end of the war it is upto two per section overall a very big increase in firepower. To put it another way an infantry stand in command decision has a ROF of 1 or 1 Machine gun per section. A company of 250 rifles has roughly the same firepower as 1-2 machine guns. This equates to a firepower value of 5, 1 per company plus 1 for the machine gun section in 1914, by 1918 a platoon with with sections each with two light machine guns has a firepower value of 4. So during the course there is a considerable changes in how the infantry is organised. For the Hundred Days campaign of 1918 on the Western Front its World War II in all but name. In 1914 you it could almost be Napoleonic in nature.

So how to represent it all. My first suggestion is to use company level stands instead of platoons. This has the advantage of compatibility with great war spearhead, but it is not not the primary reason. I think it fits well with the mobile battles of 1914 with masses of troops manoeuvring in close proximity. The same logic fits well for the Eastern front and anywhere mobile operations are occurring. On the Western front it can also apply to the attacker as they are essentially trying to fit a lot of troops into a small area. Now for some special rules, a company stand will have a reduced ROF compared to 3-4 platoon stands so a ROF of 2 should work except in close assaults when the companies full ROF of 3-4 should apply. As a target one hit will kill but it should be more robust than a platoon so a -1 on the hit result table will make tougher but not too much.

The defender in his trenches can still break down into platoons as per traditional Command Decision. This gives the defender a chance to thin out so as to garrison more trench lines. As well as a small increase in firepower to represent the bonus of defending fixed positions.

The first weapon to influence the Great War is the machine gun, most armies start the war with two tripod mounted heavy machine guns per battalion. This is represented by one machine gun stand with a ROF of 1 which rises to 2 in 1915, then depending upon your army the ROF went up or you got more stands or even both. The addition on concrete would morph the defenders into static pillboxes while the attackers would have move his forward to secure any gains. An interesting feature of both Great War Spearhead and Over the Top was how machine gun units increased in firepower during the war. This idea can extended at least for the defender into a pool arrangement of machine guns to be allocated as required, so a battalion with 16 machine guns with a ROF of 8 can divided them into 8 separate machine guns nests, 4 larger strong points or almost every other combination they need.

In the middle of the war the light machine gun appears. At first they are used interchangeably with the heavies but they do offer the possibility of improved mobility so new tactics evolve. This linked with increasing numbers of them led to their eventual allocation to infantry companies and modern platoons are created but more on that later. The heavies in some armies as a result migrate to specialist units such as the British machine gun corp. This enabled the combination of artillery tactics with machine guns moves us outside the self-imposed limits of this article which is the infantry battalion.

With everybody hiding in trenches the bullets used by all of the above weapons lose a lot of their effectiveness, though they do help keep every-bodies head down. What was required was an indirect fire weapon that could get out of your trench and into the enemies without the firer getting shot at.. Grenades had existed prior to the start of the war and were quickly manufactured and put into service. Indeed they were among the first specialist platoons to appear in the infantry company. But the grenade is a short ranged weapon dependent upon the throwers arm for range. So the grenade is soon being propelled by a variety of home made launchers that are straight out of the middle ages and before. Soon the boffin's get involved and official responses appear. Rifle grenades are attached to the end of rifles and propelled by a blank charge into the enemy lines. Larger grenade launchers appear such as the Granatwerfer appear that provide greater range to the humble grenade. Mortars expand the principle both by range and explosive effect.

Grenadier platoons are specialist close assault platoons which would gives them a higher ROF in close assaults. Now because of their emphasis on the close assault they may not have any ranged combat values. Some troops carried all sorts of close combat weapons such as cudgeols and clubs others such as German storm troopers usually carried lighter weapons such as carbines and eventually SMG's or the Americans with shotguns. There is a certain overlap with trench raiders and storm troopers and in most armies each battalion had a platoon dedicated to this function that was formed as required or function as a battalion reserve. In an offensive situation they would be more common at about one per company. The defender perhaps one per battalion, though a reserve counter attack group would look similar to the attacker in their organization.

Rifle grenade platoons also appear to be a purely offensive weapon allowing a single indirect shot out to 300 metres. It would be tempting to make the player call fire with them as they appear to be sort of weapon you use when you have nothing else to get at the enemy.Though I will freely admit that I need to know more about them before making too many pronouncements about them.

Grenade throwers and mortars soldier carry on into the Second World War so I won't carry on about them. Though if you can't find them look at the Italian 45mm Mortar as an example of a grenade thrower.


Finally there are a couple of different supporting troop types that maybe useful on the battlefield. The first are porters, the British several times converted follow-up battalions to porters so that supplies could be brought forward into captured trenches. I am not certain if other nations adopted similar measures but if you were attacking you all had the problem of getting supplies forward. From a game perspective it does open up a can of worms of tracking supplies. Now the mechanism used in command decision are quite simple but apply only to tanks and artillery. With the right numbers it should work for infantry weapons, though I would restrict it to Machine gun and grenadier stands as they are the larger users of ammunition that move forward in the attack. Supply checks should only to those troop that the attacker is moving into the enemy lines as you can assume that the trenches are acting as a supply source. Porters once they get their supplies forward convert to normal infantry.

The final troop type that you could introduce is an outpost stand. Think of a patrol stand that cannot move and can barely fight. Though it does have one important ability as it is armed with signal rockets that call down artillery fire. This gives the defender the chance to provide a garrison for the empty zone before his main line of resistance.

The biggest problem with all this is the requirement to that the same unit can be structured differently whether it is attacking or defending. Thereby increasing the number of figures that need to collected, not good if you are on a budget.

Now that's about it for the moment. All I need to do now is rebase some of my figures based on my current plan which is Cambrai and see if it all works. But that is another article and another time.

Sunday, March 20, 2011

The adventures of Commordore John Rodgers Pt2 - Gaming

Now for the big question for a gamer. How to game it? Sure nothing actually happens but an awful lot of things could have happened and that is what I need to look at. Also as nothing actually happened it would also make for a good solitaire campaign or even a role playing game. For the moment I will look at as a solitaire game.
For the mechanism I will be using paragraphs that describes what is going on followed by list that lead to more paragraphs until the game reaches a conclusion. A brief word of warning this may render horribly on your browser.
1: Gather the fleet
  • The fleet is slow gathering and getting ready for sea. Do you wish to
  • 2: Set sail from New York
  • 3: Wait for stragglers
  • Roll a D6 for each ship on a 6 they are not ready for sea.
    • President (do not roll for)
    • United States
    • Congress
    • Hornet
    • Argus
    • Constitution awaiting arrival from Annapolis (4-6 in this case)
    • Essex awaiting repairs (4-6 in this case)
  • Historically Rodgers chose to sail without his full squadron. They would have been available soon.
2: Set sail from New York
  • Seatime +1
  • The fleet has now left New York. Do you wish to
  • 3. Wait for stragglers at sea
  • 6. Question merchants at sea
3: Wait for stragglers
  • You are in harbour waiting for your fleet to to be ready for sea.
  • Roll a D6
  • 1-4 4:New orders from congress
  • 5-6 Update status of ships that were previously late
    • United States
    • Congress
    • Hornet
    • Argus
    • Constitution
    • Essex awaiting repairs
  • Do you wish to
  • 2: Set sail from New York
  • 3: Wait for stragglers. Repeat this paragraph
4: New orders from Congress
  • Campaign over
  • Historically the fleet was ordered to remain and defend New York. Rodgers sailed before he received them.
5: Wait for stragglers at sea
  • Seatime +1
  • You are at sea outside for New York waiting for stragglers
  • Roll a d6
    • 1-2 4: New orders from congress
    • 3-6 Update status of ships that were previously late
    1. United States
    2. Congress
    3. Hornet
    4. Argus
    5. Constitution
    6. Essex awaiting repairs
  • The one flaw the US navy had was an inability to manouvre and fight as a unit. Spending time at sea enables this flaw to be addressed.
  • Do you wish to
    • 6: Question merchants at sea
    • 5: Wait for stragglers at sea
  • Test for encounter
6: Question merchants at sea
  • Seatime +1
  • The fleet has spread out seeking information
  • Roll a D6 add +1 for each time you have waited
    • 1. 1 7: Jamaican convoy has not yet arrived
    • 2. 2-3 9: Intercept Jamaica convoy
    • 3. 4-6 11: Just Miss Jamaica convoy
    • 4. 7+ 41: Really missed Jamaica convoy
  • Test for an encounter
7: Jamaican convoy has not yet arrived
  • What do you want to do?
    • 1. 8: Waiting for the Jamaica Convoy
    • 2. Sail South to intercept
  • There is chance to encounter Constitution????
8: Waiting for the Jamaica convoy
  • Seatime +1
  • Roll D6
    • 1-2 9: Intercept Jamaica convoy
    • 3-4 Test for an encounter
    • 5 Update status of ships that were previously late
      • United States
      • Congress
      • Hornet
      • Argus
      • Constitution
      • Essex awaiting repairs
    • 6 4: New orders from congress
  • If an encounter occurs then player may choose to repeat
9: Intercept Jamaica convoy
  • An action with the convoy escorts occurs
  • The results of the action can be summarized as
    1. Complete failure. The squadron is either defeated or fails to contact any merchants
    2. Partial failure. The convoy disperses allowing only 1-2 ships to be captured per ship in the squadron.
    3. Partial Success. The convoy disperses allowing only 3-4 ships to be captured per ship in the squadron
    4. Complete success. Any resistance is crushed quickly and efficiently allowing the bulk of the convoy to be captured
  • Possible convoy outcomes are
  • 13: Pursue Jamaica convoy
  • 10: Capture Merchants
  • 12: Capture Jamaica convoy
10: Capture Merchants
  • The squadron has captured some merchants and must allocate prize crews. The effect of this is to remove officers and experienced crews from each ship. Thereby impairing their operational efficiency.
  • This section should be adjusted to the requirements of your rules but should at least require a reduction in firepower and the chance of a drop in quality.
  • Frigates need to roll a 6 everything smaller a 5 or 6.
  • This will probably require removal to the special paragraph section as multiple merchants are captured as a result of encounters.
11: Just Miss Jamaica convoy
  • The Jamaica convoy has just sailed past your position. A pursuit is possible but it will probably take across the Atlantic. What do do you wish to do
    • 13:Pursue the Jamaica convoy
    • 16: Patrol
    • 15: Sail to the West Indies
    • 14: Return to Base
  • Historically this is what happened
12: Capture Jamaica convoy
  • campaign over
  • major success though with so much prize money check for financial crisis
13: Pursue the Jamaica convoy
  • Seatime +1
  • Roll a D6
    • 1-5 Nothing
    • 6 Encounter
  • Roll a D6 add +1 for each round of pursuit
    • 1-5 Nothing
    • 6. 18: Off the Western approaches
  • You are in pursuit of the Jamaica convoy. What do you wish to do
  • Break off the pursuit
  • Continue the pursuit, Roll a D6
  • 1-5 13: Pursue the Jamaica convoy
  • 6 9: Intercept Jamaica convoy
14: Return to base
  • Campaign over
  • The squadron has returned to a US port
  • Possibly needs to be rewritten for specific ports
15: Gulf Coast
  • Used to be West Indies
  • 48: Return Home - New Orleans
16: Patrol
  • You have stayed in the same location looking for British ships
  • Test for an encounter
  • Do you wish to
  • 16: Patrol
  • Select a new destination based on your current location
17: Cape St.Vincent
  • Seatime +1
  • The squadron is off Cape St Vincent
  • Test for an encounter
  • Do you wish to
  • 26: Enter the Mediterranean
  • 22: To the canary islands
  • 16: Patrol
  • 19: To the Western approaches
18: Off the Western approaches
  • Seatime +1
  • You are about to enter European waters, the Home of the Royal Navy. Do you move
    • 19: Western approaches
    • 21: Irish Waters
    • 20: Cape Finisterre
    • Test for an encounter???? maybe not I don't want to be to mean
  • Historically the plan was to raid into British waters but at this point a council of war recommended turning away from entering the Lions den
19: The Western approaches
  • Test for an encounter
  • You have entered the Western approaches, do you wish to
  • 28: Land Raiding Party
  • 24: Enter English Channel
  • 23: Enter French controlled port
20: Cape Finisterre
  • Seatime +1
  • Test for an encounter
  • 17: Cape St.Vincent
  • 18: Western Approaches
  • 23: Enter French controlled port
21: Irish Waters
  • Test for an encounter
  • 28: Land Raiding Party
  • 30: North Atlantic
22: Canary Islands
  • Seatime +1
  • 30: North Atlantic
  • 31: Central Atlantic
  • 17: Cape St.Vincent
  • 37: African Coast
  • 38: Brazil
23: Enter French controlled port
  • The enemy of my enemy is my friend, well not really true in this case as there did exist a fair bit of tension between the two. The US came close to declaring on the French as well as the British.
  • Most likely outcome is that the campaign over as the squadron is either detained or delayed until Napoleon has made a decision and as he is busy in Russia at the moment, it could take a while.
24: English Channel
  • Seatime +1
  • Test for an encounter
  • 28:Land Raiding Party
  • 25: North Sea
25: North Sea
  • Seatime +1
  • Test for an encounter
  • What do you wish to do
  • 28:Land Raiding Party
  • 32: Baltic
  • 29: Hebrides
  • 23: Enter French controlled port
26: Mediterranean
  • With recent US operation against the Barbary pirates there probably somebody in the fleet who would suggest this as an option
    • Seatime +1
    • 23: Enter French controlled port
  • 33: Enter a neutral port
  • 47: Here be dragons
27: Encounter while in port
  • This can be hostile or peaceful depending upon the nature of the port.
  • If circumstances and forces permit the British will come in and get them.
  • If not it will be peaceful and the British will have a chance to gain information about the location of the squadron.
28: Land Raiding Party
  • The squadron inspired by the actions of John Paul Jones in the AWI land a raiding party. Could put quite a scare into the British if successful
  • There would be chance of a land action here.
  • 47: Here be dragons
29: Hebrides
  • Seatime +1
  • 28: Land Raiding Party
  • 21: Irish waters
  • 30: North Atlantic
30: North Atlantic
  • Seatime +1
  • Test for rough crossing
  • 1-5 No damage
  • 6 damage
  • 42: Halifax
31: Central Atlantic
  • The squadron is returning via the central Atlantic
  • Seatime +1
  • 44: Leeward Islands
  • 45: Bahamas
32: The Baltic
  • Seatime +1
  • 47: Here be dragons
  • The squadron has entered the Baltic. While it would be rich hunting ground there is a sizable Royal Navy presence and only the Danes to provide support.
33. Neutral Port
34. Hostile Port
  • The squadron has entered the port of nation hostile to the US ie Spain or Pro-British. There are a number of possibilities.
  • 35: Impounded
  • 27: Encounter in port
35. Impounded
  • Campaign over
36. Friendly Port
  • The squadron has entered the port of nation hostile to the British ie Denmark.
  • While here the squadron is safe and may rest and refit provided the British do not arrive. Reset Seatime to 0
  • Indeed a long stay is possible here leading to the campaign ending
  • Blockaded in a overseas port
37. African Coast
  • 47. Here be dragons
38. Brazil
  • 47: Here be dragons
39. Blockaded in a overseas port
  • Campaign over
40. Council of War
  • What is this supposed to do again?
41. Really missed Jamica convoy
  • Test for encounter
  • 30: North Atlantic
  • 16: Patrol
  • 46: South Coast
  • 42: Halifax
42. Halifax
  • Seatime +1
  • Test for encounter
  • 43: Northern coast
43. Northern coast
  • Seatime +1
  • 48: Return home -Boston
  • 48: Return home - Rhode Island
  • 48: Return home - New York
  • 46: South coast
44. Leeward Islands
  • Seatime +1
  • 45: Bahamas
  • 38: Brazil
  • 49: Cuba
45. Bahamas
  • Seatime +1
  • 44: Leeward Islands
  • 46: South Coast
  • 49: Cuba
46. South coast
  • Seatime +1
  • 43: North Coast
  • 48: Return home - Charleston
  • 48: Return home - Savannah
  • 48: Return home-Norfolk
  • 45: Bahamas
47. Here be dragons
  • You have reached the end of the world or at least the my ability/desire to write any more.
  • It does not mean the end of the campaign just that more work needs to be done.
48. Return home
  • The squadron has returned to an American port
  • Test for an Encounter
  • Campaign over
49. Cuba
  • Seatime +1
  • 15: Gulf Coast
  • 50: Windward Islands
50. Windward Island
  • Seatime +1
  • 15: Gulf Coast
  • 49: Cuba
  • 44: Leeward Islands
Special Paragraphs
These events can repeated numerous times throughout the campaign and occur within a particular location.
Seatime
  1. Players should keep track of seatime once it is greater than ten then roll a D6
    • 1-5 no impact
    • 6 scurvy
  2. One secondary source says that the squadron was starting to feel the effects of being at sea for too long when it returned to Boston.
  3. Seatime can be reset to zero when the squadron is in a port and resupplied
  4. While at sea the fleet quality declines
  5. Upon reaching US crews are broken up
  6. May apply to individual ships
  7. May keep testing and allow an escalation?
Encounters
  1. Does an encounter occur?, Roll a D6
    • 1 Yes
    • 2-6 No
  2. The encounter starts at Sail range
  3. Determine number of sails sighted, roll 2D6
    • 2-7 Single
    • 8 Multiple singles
    • 10 small group <= smaller than squadron
    • 11 large group upto double squadrons size
    • 12 Really big
  4. Player may now choose to either sail closer(-1), sail away(+1) or do nothing(0). Now roll 2D6 in a competitive die roll one representing himself with the DM's and the other the as yet unknown squadron.
  5. If you roll higher than the unknown squadron the encounter is over as both sides sail over the horizon.
  6. If you draw the encounter remains at sail range.
  7. If you lose the encounter now enters hull range. This will now provide information about what type of ships are approaching.
  8. Single sail 2d6
    • 11-12 Ship of the line
    • 9-10 frigate
    • 2-8 merchant
  9. Multiple single 2d6
    • 2-8 scattered merchants
    • 9- scattered merchants with 1-2 warships
    • 11 scattered merchants with 3+ warships
    • 12 dispersed fleet
  10. Group 1d6
    • 1-3 Battle fleet
    • 4-6 convoy
  11. Player may now choose to either sail closer(-1), sail away(+1) or do nothing(0). Now roll 2D6 in a competitive die roll one representing himself with the DM's and the other the as yet unknown squadron.
  12. If the player chooses to run roll 2D6 in a competitive die roll one representing himself and the other the as yet unknown squadron.
  13. If you roll higher then you may move out to sail range
  14. If you draw then stay at hull range.
  15. If you lose you enter Flag range. This will now provide information about the intentions of the ships that are approaching.
  16. Merchants
    • 1-2 American
    • 3-4 Other
    • 5-6 British
  17. Warships
    • 1-4 British
    • 5-6 Other. Toll another dice on 5 or 6 it is a convoy of wealthy east indiamen going home
  18. If the ships are British then you are now within gun range. If chose to close you have the wind gauge, if you were trying to sail away you do not.
You should note that this is not really complete as it is possible for several rounds of movement to occur. In that case just select what you want to do. Roll 2d6 and if you win move away, lose move closer. There are three ranges Sail, Hull & Flag.
You should also test for more encounters as the original encounter plays out.
There thats it for the moment. This still needs a lot of work, but more to come later.

Tuesday, February 22, 2011

A follow up on some observations on cavalry - a bit of evidence


The above quotes is from Warnery's "Remarks on Cavalry" and is a description of how a cavalry charge works. It lists the various stages that a charge goes through, what it does not list except for the last part is the distances involved. Now while a horse can accelerate quickly upto a gallop. A unit of cavalry is required to be perfectly dressed at least at the start and only at the last 20 paces should maximum speed be reached as it will minimize any disorder that occurs.
This would suggest that there is a case for treating cavalry like a ranged weapon with different effectiveness according to the distance traveled. It might worthwhile at this stage to see if anybody else has implemented a similar system and the complexities involved.

Sunday, February 20, 2011

Some observations on cavalry

I am currently reading "His Britannic Majesty's army in Germany" and I just read his section upon the Battle of Minden. The battle is unique because of the attack of the British and Hanoverian infantry upon the French cavalry and its defeat of them.

This is considered an unusual feat of arms as infantry rarely attack and defeat cavalry. So how could it happen? Cavalry's power lies in its mobility and if you rely upon the sword as did the French cavalry it is specifically the ability to move forward and charge. The redcoats are described as moving swiftly forward and by moving across the front of another French unit achieved a measure of tactical surprise upon the cavalry. The French cavalry had to either charge or allow the redcoats to close to musket range, well I suppose they could also have have retired. Forced to charge the now stationary infantry a single volley was enough to defeat these cavalry for the day. This was no fluke as the French committed their second line and it suffered a similar fate. After this the redcoats moved forward pushing a bulge into the French lines and allowing access to their flanks and rear. The French now launched a third attack with their reserve cavalry to take advantage of that opportunity. Now assailed on all sides the redcoats held firm while supporting troops came upto their support and helped drive off the French. Three times infantry defeated fresh cavalry including some of the best in Europe.

Well again how could it happen? The thing that struck me was that the infantry were moving forward and forcing a response from the cavalry. Normally we assume that cavalry as a shock weapon gains its benefit as moves into contact with the enemy and functions as a single fixed value that never changes. But cavalry is a weapon based upon mobility what if as the speed of the horse changes so does its combat power. So it functions more as a ranged weapon with a short range of reduced efficiency as the unit accelerates to the charge, a medium range of maximum efficiency as the unit is at full charge speed and long range as the unit fails to maintain speed and cohesion.

Just something to think about for the moment.

Wednesday, February 2, 2011

A command system

Here is an idea for a command system.

It explores a couple of ideas that interest me as capturing the nature of fighting a battle.

The first is that a small unit activates easier than a large unit, the counter to that is that a large combat unit has greater combat power.

Second is that players are generals and that they are now in direct competition as commanders not as fighters. 

Third the level of combat intensity is to a degree within the players control.

Now to illustrate this I will use a stylised representation of command  with a major general commanding a brigade, a lieutenant general commanding a division, a full general a corp and you the player controlling the army.

Give each player an activation chit for each general in his army.

Players roll a competitive die roll. Winner selects a command to activate.

Roll a D10 to activate general and his command
    • 10 all fail
    • 9 MG activate
    • 8 LG  and lower activates
    • 6 General and lower activates
    • 1-6 all commanders activates
    A failure to activate means the chit is lost and the cycle begins again.

    A successful activation allows that commander to move all his units. A higher level general will be able to exclude sub-commanders and their troops from the move. All those troops selected to move will conduct a single move with everybody moving the same distance and direction.

    If there is no combat then you begin again.

    If there is combat, begin resolving them. Now if the non-activating player wins a combat they will get the opportunity to force the active player to lose his activation chit by asking for another activation test. This will force the current chit to be lost. The currently active player must select the general he currently has engaged in combat.

    If the active player successfully wins all combats  the activation chit is lost and new test begins. He will have the option to use that command again.

    Once all the chits are used then the turn is over.

    There that's the basic idea. I think it has some merit and it is ready for scrutiny.