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.