Saturday, September 14, 2019

World in Flames - 7

Thursday night we finished the March/April 1940 turn and set up for May/June.  The weather which was unseasonably good over winter turned nasty in the summer.  Paris has fallen, but the French are fighting on.  Meanwhile the USSR has started to build up its forces on the border with Nazi Germany.

 It is going to take some skill to get this right.

At least the Iran issue has been resolved.

The bad weather (the previous impulse ended with rain) 
has provided a much needed breathing space for poor China.  

The Allies are also going first which helps (the Axis tried really hard to go first but failed when demanding a reroll).  The Japanese have used politics to close the Burma Road with the seeming acquiescence of the US Government.

Builds were one infantry corps for the Chinese while the USSR built one each of infantry, motorised and mechanised corps as well as training another batch of pilots.

Friday, September 13, 2019

Scenario One - Napoleon's Battles

Sounds impressive.  It is the first scenario in the green scenario book that accompanied the original Avalon Hill edition of Napoleon's Battles.  I thought it would be quick to play, but I had not considered the defensive nature of the two players (Stephen N - French and Mark B - Prussian) who I was umpiring.

The aim of the game was to test out my new markers and if I couldn't get the the two players into action this wasn't going to happen!  Grrr!!

 Deployment with Prussians on the left and French on the right.
Despite uniforms to the contrary this is a Revolutionary Wars battle.

 The French cautiously advance, 
at least they get their 12pdr into range, 
damaging a Prussian battery.

I now realise I need better counters to show damaged battery etc.  Hmmm...

 After some delicate maneuvering the Prussians adopt a very defensive posture.
The French continue their oh so cautious advance.

 Finally some action.
A Prussian formation has been contacted by cavalry.
Note new casualty and disorder markers on the left hand unit. 

 The French cavalry have pulled back leaving their infantry exposed.

 The French cavalry after their charge and subsequent retreat.
It was cruelly pointed out that my new disorder markers look like ponies!

 Holes are appearing in the Prussian lines.
In the preceding excitement I failed to remember to take photos.

After eight turns everyone was exhausted.

Morale victory to the French who still had their original three Free Roll markers, the Prussians had long exhausted theirs (with mixed results).

Once the excitement starts it is very hard to maintain player discipline and the first casualty seems to be those player aids that aid discipline.

Thursday, September 12, 2019

Amoeba Wars on Vassal

I could have titled this post The Amoebas Strike Back, but they have been the least of the problem.

I have previously used vassal to play a number of boardgames very successfully solitaire.  Bruce and I have been playing a variety of online computer games (Hearts of Iron and Europa Universalis as well as my favourite addiction, Everquest).  Having recently finished EU (EQ is endless) I was keen to try out Vassal.  We picked Amoeba Wars as we had both played it many times and thought it was simple enough to pick up and use to test Vassal, yeah right...

Vassal is not like a computer game and is not like a boardgame, although it is more of the latter.  Regardless the interface and nature of manipulation of the game is quiet different.  But we were getting there.  Then there is the online challenge.  That was a bit of a muddle, not helped by having failed to read the instructions, which while clear, didn't seem that obvious.  Never mind.  All that was being coordinated over a very bad Skype connection (which we use with out problem playing the other games - very strange).

Anyway, today was our third session and it looked like Bruce (red player) was going to win.  The Amoebas thought otherwise.



Sunday, September 8, 2019

Markers, Labels, Counters - The Next Post


This figure kind of sums up my progress on this topic.

First up, thanks for all the comments on the previous post on this topic and the discussions I have had with people who read the post and talked to me directly.

A mix of types of markers might be best.

I have made progress on casualty markers.

But first a recap on formations used in Napoleon's Battles, to show how the individual unit bases are arranged to depict formations.

An infantry brigade or regiment of some 2,000 men in March Column.
Great for movement and staying in command (which facilitates movement).
Hopeless for combat.

The same unit deployed for maneuver, called a Column in Napoleon's Battles.
Good at movement and long range fire combat,

Same unit has taken one casualty.
My casualty marker is actually a base that is swapped in for a standard base.
This way it won't get left behind,
because if it is the unit will be down four casualties. :-)

This has caused me some additional thought. Why don't I have such a base from the start?
If I do I could also make it the base with the unit's label. Is it best to count down (as in diminishing strength points) or to count up casualties. I chose the latter option as this is consistent with the markers the new casualty base is replacing.  (Of course when I play Impetus the casualties count down against the unit's initial strength.)   

I'm now thinking that my casualty base looks a bit sparse and might in future populate them with an extra figure, particularly the mounted base.  This idea goes well with some of the interesting figures you can get from AB.  As it is the figures I am using were all spares.

The unit has now deployed in line.
Line is the nomenclature used in Napoleon's Battles.
Not so good at moving, but best for close combat (against other infantry).
Apologies for blurry photo, I was having lots of problems with focusing
and keeping still while failing to realise my camera was on manual rather than automatic.

Another two casualties have been received and a base removed,
this being the casualty base.
Suffering two casualties has caused the unit to become disordered
and a disorder marker has been placed.

Disorder is temporary and doesn't affect the formation.  A unit recovers its order by remaining still for one turn.  If it is in command it could move half distance, but would remain in disorder. Being disordered means it cannot fire or initiate close combat (and can only make a half move).  So there is not much risk of the unit moving and leaving its disorder marker behind.  It just requires some discipline in following the the sequence of play (and very important as I still use the original passage of lines rules and so the only embuggerance to that practice is if a unit is disordered and to remove disorder the unit must remain stationary the whole turn, or, in other words, the disorder marker is only removed after all movement is completed).  At the end of this post I discuss No Move and Half Move markers.  Being disordered is an automatic half move if it is in command, otherwise no move.

A deployed 16 figure unit takes two casualties and becomes disordered.

Counting figures becomes a slight problem with my casualty bases, but then I have some bases that only have three figures  as that is either all that would fit or what was available (curse those Essex six figure command packs!)

My solution: if there is a base then it represents 4 figures, unless it has red dots, in which case you lose one figure for each read dot.

The same unit takes four casualties, loses a base and is routed.
The higgly piggly bases give a good visual representation of rout.
Using this method to depict rout saves a marker.
The casualty base stays with the unit.  
A disordered marker is added for effect 
and to be ready if the unit rallies as it then returns to a disordered state, 
but in a formation of its choosing.  

Aside: some people I have played with considered routed units should be removed, but that is just nomenclature/semantics.  In Napoleon's Battles units are removed, or dispersed, when they have taken a specific number of casualties based on their class and size (in the case of this typical unit which started with 16 figures and is C class, it would disperse when it is reduced to 8 figures).

The unit rallies and is placed in a formation ready to maneuver back into battle
(or not - it is only two figures from dispersal and maybe it is time to pull it back it
rather than risk losing it and have it count against army morale and fatigue levels).

After remaining stationary the unit is now in good order 
and ready to go (provided it is in command).

When threatened by cavalry it can form square.
This pattern of arranging the stands is called a fancy square
and while it might look pleasing,
it has the disadvantage of taking up a different physical footprint on the table.  

A non fancy square.

The non fancy square formation change leaves the footprint of the unit unchanged if it had been in column.  If it had been deployed in line, the shrinkage in frontage can cause some potential problems, but so it goes.  The only issue that springs to mind is where a unit in line is charged by cavalry, forms square, but is then, due to the cavalry covering its front, saved from being contacted by an enemy infantry unit.  Due to the flexibility in contacting (only a touch is required) this would be rare and frankly, as it says in the 4th Edition, coordinating combined arms attacks should be harder than they are in the rules (however I don't use their optional rule as getting in combined attacks is not always that easy and tends to use up troops).  A more serious consequence can be the unit contracting itself out of command range.  Such is the heat of battle!

Cavalry


A cavalry unit represent around 1,000 sabres in march column.

NB has a different figure ratio for cavalry (1 figure represent 80 men) compared to infantry (1 to 120).  While I have never been too happy about this, it does seem to work (which seems to be the basis for its adoption by the rules).  Infantry units can be considered to have intrinsic regimental or even divisional level guns as part of their makeup, but this is not the case with cavalry as horse artillery is represented separately.

I have a bigger issue over what cavalry line and column formations represent.  The difference in factors between the two formations is small - line is an extra 1 or 2 close combat factors while movement is an extra 1 or 2 inches.  However the foot print is very different.  At least with the 4th Edition and its support for small units (those of just two bases) the big 16 and 20 figure cavalry units can be broken up into more manageable units.

Cavalry deployed in line (whatever that means).  

The formation is two hundred yards deep and really each base is more like two squadrons, each in two ranks, one up front and one in support behind - without getting too technical.  Each real cavalryman takes up about 1.3 yards.  A cavalry base is 100 yards wide in NB and that gives a frontage of around 80 men.  Rafael Pardo on his site in this post has an interesting discussion on his approach to using NB for 20mm scale figures, particularly representing cavalry and that got me thinking when I was researching this post.

The units takes two casualties and is disordered.  

More than with the infantry casualty base, the cavalry casualty base has a lot of open ground, or bare canvass, that the use of shrubbery just seems unable to disguise.  AB do some lovely energetic cavalry figures and a couple of them might be the way to go.

Does it look any better if the casualty base is put in between the other bases?


Maybe, maybe not.
I'm more worried about my disorder markers looking too small.

The riderless horses were a freebie (thanks Dave). AB horses don't have shabarachs and so are of no use, although other figures could be used - I have some of their dead horses and as long as I use a round base, they could be more visually appealing.

Just some spare photos

Did I mention I had camera troubles?  Well, operator problems really, but I tried a few times with varying degrees of success and here are some spare images that seem too nice just to delete.





Where to next?

Casualty caps cuts from black straws still remain a very cheap and easy option.

With casualty, disorder and rout markers more or less successfully tackled/resolved, the next easy one are markers to cover No Move and Half Move.  My current thought is just to have printed labels to put down when command is being adjudicated.  There would be Full Move or Half Move.  Absence of one of these labels would mean no more or that the unit had moved.  There is a rule in NB that states once you take your hand off the unit it cannot be moved again.  I like that as it speeds up play, allows for more blunders, and I believe would be better facilitated by this use of Full Move / Half Move labels. Better still, as a player conducts his move the labels would be progressively removed from the table meaning a less cluttered display as well as helping to reduce the question "Have I already moved this uni?" or the more unpleasant accusation "You've already moved that unit!"

For React markers I'm thinking an officer or musician figure or maybe just a pin/paper flag.  It would be on a round base.

That just leaves limbered artillery as a challenge.  In part this is peculiar to Napoleon's Battles as limber bases are used to show artillery in March Column, but on the battlefield they get around limbered or unlimbered.  Often this is shown by facing, but that is not perfect.

Friday, September 6, 2019

World in Flames - 6

This session commenced with the builds.  China was able to recruit one infantry corps while the USSR started to ramp up building one each of an infantry, mountain and mechanised corps as well as training another batch of pilots (to say trained one more pilot sounded silly).

Then it was March/April 1940 and the weather was fine everywhere.  At least the Allies had the first impulse this time.  This gave the Chinese a chance to rebuild their lines, abandoning a mountain hex in the process.  The Japanese launched a major attack on the midpoint that juts out, but thankfully failed to have a result.  The Chinese continued to restructure their front lines in the fine weather.

 The Japanese are now dangerously close to the capital, Chunking.

 Speaking of dangerously close...
Paris is surrounded!

Taking advantage of the fine weather, the Soviets invade Iran, much to the US' annoyance.

This game is very much centred on optimising moves and attacks.  Of course the weather and the combat die roll (and sequence of die rolls leading up to a combat covering the use of air power etc), throw the best laid plans into chaos.  This game is also very much about timing as we all know what is going to happen.

Thursday, September 5, 2019

Nikephorian Byzantine versus War of the Roses Yorkists - THE FINAL

This was the grand final game of my club's Basic Impetus League competition.  Would my Byzantine's prevail over Dave's English?  They have in the past, so I was feeling confident...

 In a bad omen, I was out scouted and had to set up first.  
Worse, the terrain very much favoured the English defensive posture.
But then I knew where he would be setting up :-)

From left to right there is a wooded hill, impassable lake and a walled field (difficult terrain).

 The English Longbow is better than the Byzantine short bow at long range,
so it was imperative that my army closed as quickly as possible.
Even though the enemy's flanks were secure, 
on the first turn I pushed out my cavalry on both wings.

 Turn two and my right has engaged the enemy.

 Turn three and the long range enemy longbow fire has disordered my infantry.
They have also pushed back my skirmishers in what might have been a reckless charge...

 Turn four and I'm down two units and accumulating losses on my infantry.
:-(

 Turn five and my general leads his elite cavalry to victory against the enemy's left.
That evens things up a bit.

 Turn six sees a clash of arms and the Byzantine's repulse of the English Men-at-Arms!
(There was a lot of deadly rolls of 6s for cohesion tests on both sides).
In a lucky move my cavalry shot up the English longbow.

 Turn seven and the other English Men-at-Arms unit charges,
with less than stellar results.

 Turn eight and I pull my cavalry back and hope my infantry can hold (and shoot!)

 Turn nine and both sides lose another unit.
However the Byzantine's are still basically fresh, 
while over half the enemy are significantly depleted,
so much so that the loss of one more unit will see the English break.

Turn ten.
Victory!

Monday, September 2, 2019

Even more Byzantine reinforcements

The latest legion to join my Byzantine Army.

 I went for bright shields and dull clothing.

 I did a slightly better job with the spears on this unit.
Filing in to the outstretched hand, rather than trying to drill through it.

Of course this is how the unit normally appears to me when on the table.

Except that it is my club's Impetus League final game and I'll want to field my most experienced units, it is tempting to run this unit next Wednesday.  Will they bring beginner's luck or the curse of the newly painted unit?