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.

    Friday, May 28, 2010

    The lure of pretty metal baubles

    Welcome to a new period, well the return to an old one.

    Like many gamers, I have a small pile of bits and pieces that may one be useful. They are those things gathering dust in the five corners of the games room and anywhere else they can be hidden away from prying eyes. The guilty parts in this case were two off cuts of MDF and some polystyrene, just waiting for some inspiration to become terrain. Inspiration finally came after I had finished off some fieldworks for my WWII desert forces, they would become trenches. Nothing wrong with that you can always use trenches, perhaps I might get onto building that Lace wars fortress I have always fancied.

    No it was not to be. First I dug out some some old 15mm Minifigs and Irregulars that I had collected from previous explorations of this period. They weren't enough for an army but they had been a taste of the period. Finally last weekend there was little wars down here in Melbourne and the bloke from MikesMetalModels showed up with his Peter Pig figures. Now I did go there with plans to get a few packets of Peters figures, because I had never had any before. I will also freely admit that the figures I was planning to get would be either for WWI or the SCW, but no it would not be that simple.

    The only figures he had on display were German WWII. Beautiful I say I can get some some novelty packets such as Germans surrendering, some Volksturm and a dug in Panther turret but just as I was preparing to hand over my money I looked down and asked innocently about some non-descript limps of resin sitting in plastic bags. Why they were British Mk IV tanks and were very pretty. This then led to an inquiry as to if he had brought some infantry with him, which were duly added to the growing pile.

    Yet this is not an end to my tale of new love. At another stall there was Olympian games offering QRF at 50% and he had a German A7V tank and I had enough change in pocket for it.

    Suddenly I have more figures and I am gluing the tanks together. This is my fourth attempt to get into this period. You think that I would have learnt my lesson by now, but no I can still be seduced by an unpainted figure.

    Oh, I am a weak, weak man, I am a wargamer.

    Tuesday, February 9, 2010

    The adventures of Commordore John Rodgers pt 1

    The first offensive launched during the war was not at land but at sea when the US Navy sortied from its base in order to take the war upto the British. Got across the Atlantic, had a rethink of their strategy and turned round and sailed home again.

    From a wargaming perspective it is a boring campaign as there no actions or battles at all. But from a strategic perspective it interesting and it is that viewpoint and what could have happened that makes it worth exploring.

    Historically the nicest thing most historians most say about the Adams cruise is that it forced the British to start protecting their own merchantmen thereby allowing the American merchant fleet to get home safely. This then allowed for American privateers to then go to sea to give the British a headache at sea.

    But what else could have happened to the squadron that could have impacted on the course of the war. Firstly and perhaps the most interesting was that Rodgers set sail before an order arrived that would have tied the fleet to harbour defence duties at New York. This at the very least would have led to the blockading of the fleet by a larger British squadron. Probably meant no offensive actions until 1813 at the earliest and possibly broken up those elite crews that the Americans have.

    Secondly there was the strategy behind the cruise in the first place. While the senior officers of the navy including Rodgers had favoured this expedition across the Atlantic. The long lonely sail across the Atlantic caused a rethink of this strategy and they turned around and arrived home safely. So while they lucky enough to avoid contact they were also clever enough not to push their luck. So there is plenty of room to explore the squadrons adventures in Europe if they had not turned back. Though I think the most likely outcome is either sunk or bottled up in a French controlled port.

    Most options seem to involve the early demise of the the American fleet. So what would this have meant to the war. Well the first is no victories over single British frigates, except for the USS Constitution over HMS Guerriere. These victories were pretty much the only good news for the Americans until 1814, so the war may end quickly as the American will to fight collapses. Another point to consider is that many of these crews would eventually make their way to the Great Lakes to assist in winning the battles of Lake Erie and Plattsburg while also ensuring a stalemate on Lake Ontario. So if they are not available? Though if they are on the other side of the Atlantic they may encourage a French naval adventure.

    So there are many options to explore as we recreate the adventures of Commodore John Rodgers.

    Saturday, January 9, 2010

    Some thought about gaming the naval war

    I have just finished reading the "Lords of the Lake", Robert Malcomsom's book about the war on Lake Ontario. So here follows some thoughts about what I need in a set of rules in order to fight the battles or at least the represent the character of these battles.

    Scale
    Ignoring HMS St.Laurence for the moment you need a set of rules that goes from gunboats to frigates. This is smaller than any set of rules that I have seen. It does reverse the order of most age of sail which focus on the battleships and not the little boats. Here they are the centre of attention and not an add-on.

    Cannons & Carronades
    Each fleet developed a unique characteristic in its armaments with Americans favoring cannons while the British carronades that influenced their tactics.

    I think the most the extreme example that needs to be modeled is HMS Detroit at the battle of Lake Eire which carried the following armament.
    Carronades
    • 1x 24s
    • 1x 18s
    Long Guns
    • 2x 24s
    • 1x18s
    • 6x12s
    • 8x 9s
    Sailing qualities
    Both fleets could include the traditional square rigger, schooners and even row powered gunboats.

    Crew Management
    Both sides could find themselves short of crew thereby restricting the ability to fight their ships. Most rules I can think either ignore crew management as being to complex or include as an add-on

    There that's it for the moment. I will look at the various rules I have got to see if they will do the job or can be bashed into shape. This ship has just set sail.