Tuesday, 20 November 2012

Further thoughts on the Portable Wargame


"Just tell me one thing....Are these chaps really the last of the Mohicans?"

I have used Bob Cordery's Portable Wargame rules for both 19th century and modern (WW2 in old school speak) games very successfully and will happily do so going forward. However, being an inveterate tinkerer I have a few ideas to throw into the mix. I am not alone in this as many other gamers have been experimenting with other periods - The English Civil War being one, with Steven Page being the driving force with his blog - Forlorn Hope ECW. For my own part (and much as I would love to tackle the ECW at some point) my immediate needs are far simpler, comprising as they are the 'musket' period (roughly 1700 to 1850) and perhaps some 'tribal' types to add in to the 19th century (and earlier as well). I also have some additional plans for the 'modern' set.

For the traditional 'musket' era my thoughts are fairly simple. I want to include unit formations in some fashion - the traditional 'column, line and square' that feature in many sets covering the period - and also to allow for skirmishers and light infantry. My plans are very much in their early stages with this but the key thing for me is to be able to represent such formations within an individual hex. Once I have some clarity around what I want to do and how I want to do it I will post to the blog in the usual fashion.


"Honestly Sahib, it was only used once a week by my grandmother to visit the local Fakir"

The 19th century will add in some Tribal types for the Colonial era and also for earlier so, for example, the French and Indian War could be gamed with its hordes of woodland Indians. Mention of Indians also raises the possibility of Clive and his exploits on the Indian sub continent as well as the later wars up to and including those campaigns of a certain rather well known British historical figure to boot....;-)


Not seen this version but certainly played the first and second edition

For the modern set the changes I want to try are probably more radical than for the earlier set. I want to be able to break units down so that for my current set up a single block is a strength point and that a hex has a stacking capacity expressed in strength points rather than units. This would enable, for example, a couple of blocks of infantry supported by a machine gun block to be represented. I am also toying with allowing individual blocks having their own combat dice rolls so that the aforementioned unit of two infantry and a single MG would roll 5 x d6 - 1 each for the two infantry and 3 for the machine gun. This would raise the spectre of assigning hits but there are various ways of getting around it with the simplest being to roll a d6 and count around. Failing that, (and is probably the simplest method) just assume that the hits are taken by the majority type first so the formation above would lose both infantry with the MG being the last man standing. I would also like to employ area effects for artillery (one could argue that possibly MGs should be so treated) and at the moment my thoughts are along the lines of if an artillery piece hits a hex then all strength points currently occupying the target hex are attacked. This would encourage players to spread out and avoid bunching which is perfectly accurate in my opinion.

Essentially my thoughts around the modern game are very much geared towards a lower level of action than the earlier set and are probably closer in intent to such rules as Command Decision where a base represents a platoon-sized formation.

All of this in very much in the early, experimental stage and naturally I will report via the blog as and when I have something concrete to convey.

Sunday, 18 November 2012

Partisan Action, Belarus, Autumn 1943....Game Number 23


Soviet Partisans striking a pose.

As the war on the Russian Front dragged on so the strength, equipment and organisation of the Soviet Partisan units increased. They became a significant factor in the continued disruption of German rear areas and lines of communication. Attacking railroads, ambushing convoys and general all round insurrection meant that the Germans had to divert significant resources away from the front line to attempt to deal with the problem. The men of the Gross Deutschland division, the so-called Fuhrer's Fire Brigade' were often involved in operations against the Partisans as Guy Sajer often mentions in his book, The Forgotten Soldier. The following action is loosely based on any one of a number of such operations during Autumn 1943, after the failure of the Kursk offensive.

The Game

I am using Bob Cordery's Big Battle Portable Wargame Modern rules but with a couple of changes, primarily around unit activations and the sequence of play (nothing major then!). Essentially each side has a command level which determines the number of units that are activated each turn. Each side has an activation of 4 but this may be varied taking into account troop quality or the requirements of the scenario being fought. On a turn to turn basis a dice roll is used to add a random element. A roll of 1 deducts two activations, 2 deducts 2 activations. A roll of 3 or 4 means that the score remains he same. A 5 gives a plus 1 activation and a 6 a plus 2. I also tweaked the sequence of play slightly in that the phase players roll for initiative and activation points. Artillery fire is then carried out and costs an activation point to do so. The only special rule I am introducing (aside from the changes mentioned) concerns the Partisan infantry. I have borrowed an idea from Memoir 44 in that should a unit be forced back as a result of combat then it may fall back two hexes rather than one. The rationale behind this is that one would expect that the Partisans would have a much better knowledge of the local topography and so could escape far more readily. All the troops for both sides are classed as average.

Germans

1 x Commander (1) - Hauptmann Wesreidau
3 x Infantry (4)
2 x Machine Guns (2)
1 x Mortar (2)
1 x Armoured Infantry (3)

Total Strength 22 points - Exhaustion Level 11

Partisans

1 x Commander (1)
5 x Infantry (3)
1 x Machine Gun (2)
1 x Field Artillery (2)

The field artillery represents captured German pieces and the Partisans also have deployed 6 minefields around their position, as well as making use of some log and earth defence works. Their base is in fact an abandoned saw mill.

Total Strength 20 points - Exhaustion Level 10

Somewhere in Belarus, Autumn 1943....

The dense and forbidding wall of trees loomed up ahead revealing no clues as to the whereabouts of its occupants. The men of the Gross Deutschland, a single company under the command of Herr Hauptmann Wesreidau, had split into two groups in order to clear the wood from opposite directions. The first group comprised the sole remaining armoured platoon in half tracks  a platoon of infantry on foot and the company mortar section. The other group consisted of two platoons on foot and all the machine guns, accompanied by Wesreidau. The Hauptmann's 'steiner' was left behind under guard with the grab-bag assortment of trucks that the remainder of the unit had to make do with. The plan was simple, the group with the mortar was to provide fire support and the accompanying vehicles some mobile firepower. They were also tasked with ensuring that nothing escaped the German noose and so deployed fairly close to the dirt track leading into the suspected enemy position. Meanwhile the other group was to systematically work their way through the position, eliminating any opposition.

Interrogation of some local peasants had revealed that the wood contained an abandoned saw mill that was being used as a base for the local Partisan band and so a detachment of the Gross Deutschland had been detailed to eradicate them. It was not expected to be a difficult operation and so the main body had resumed  its onward march leaving their comrades to deal with the Partisans. Wesreisdau had tried moving heaven and earth to get some armoured support but was told to make do with the half tracks. So be it - they would have to make do with what was available. Wesreidau put aside his misgivings and concentrated on the task in hand - all the while wondering for how long he could rely on the quality of the German soldier in the face of ever increasing uncertainty and an implacable enemy.

The Partisan band had used the mill for some time and the position was large enough and secure enough to house all of them away from prying eyes or over flying German aircraft. Nevertheless, earth and log barriers had been placed around the perimeter and several fields of mines and booby traps had been deployed in all the likely choke points. They had been slowly building up their strength; in manpower, expertise and above all, weapons and equipment over the last eighteen months or so and were now both well organised and well equipped. Their latest and prized acquisition was a pair of ex German 105mm field howitzers, complete with a generous supply of ammunition. Using the Fascist invaders own equipment against them gave a certain degree of grim satisfaction to the  band's commander and he fervently hoped that it would be soon. He knew that the Germans were coming - local peasantry had confirmed this - and so made his plans accordingly.

The Germans were going to get a big surprise.


The overall position at the start of the action - The Partisans in their camp with the Germans approaching from either flank.


The Partisan camp - note the earth and log emplacements and the rather sinister looking black spots....


Hauptmann Wesreidau with the northern force - note the machine guns, no doubt manned by the veteran, Hals, Lensen, Lindberg and Sajer.


The southern force - primarily in a supporting and holding role.


Turn 1. The German supporting force moves up into position with the mortars and the infantry just entering the woods.


Meanwhile on the other side of the wood, Hauptmann Wesreidau and the main body move cautiously into the woods. The Partisans are content to sit and await developments.


Turn 2. Taking every precaution, the infantry of the holding force move further into the wood whilst the half tracks move to the edge of the road.


Slowly, ever so slowly, Hauptmann Wesreidau's men continue their advance with the leading machine gun unit (no doubt accompanied by a cursing Hals, a cowering Lindberg and an apprehensive Sajer) reaching the road.


Turn 3. Action! Wesreidau's left hand unit appear at the tree line and open fire at the leading edge of the Soviet position supported by the machine gun. The Russian response was deadly as the stationary infantry engaged the invaders with telling effect.


Meanwhile the other German unit emerges at the edge of the wood and runs into a further part of the Soviet defences - right next to the captured artillery!


Turn 4. After coming under fire from two units of Partisans the left hand unit of Germans is decimated. The machine gun continues to engage the foremost Soviet defence work whilst the remaining infantry move up in support. Meanwhile the other machine gun positions itself to provide flanking fire against the engaged redoubt or the nearer position as required.


The 'holding' German infantry and the southernmost unit of Partisans trade blows as the artillery swings round in support.


Turn 5. The battered survivors from the leading redoubt fall back to be replaced with a fresh unit - straight into the combined fire of a fresh German infantry units and a pair of machine guns. The veteran, with Lindberg as his number 2, took the situation at a glance and fired on the northernmost redoubt, silencing one of the Soviet machine guns.


Disaster! The captured artillery opened fire in support of their comrades with the target being the German infantry currently engaged with them. The gunners, unused to the German weapons, misjudged the range and the barrage fell short, killing one of the defenders. The close combat that followed went in the German favour and so a gap in the Partisan defences was exposed.


Turn 6. The machine guns trade blows with the Soviet knocking out the veteran's weapon whilst the infantry and the other machine gun pour a devastating fire into the battered redoubt. The original surviving unit forced out of the redoubt earlier has linked up with the sole remaining machine gun over the other side of the road.


The German infantry had moved to engage the next Soviet unit but were repulsed with losses whilst the mortar 80mm shells into the Partisan position. The half tracks had picked their way through the woods and were engaging the northernmost Russian unit at point blank range.


Turn 7. Abandoning their position in the woods, the veteran, Hals, Lensen, Lindberg and Sajer deployed the remaining weapon by the roadside and opened fire on the remaining Partisan unit in the redoubt. The German infantry joined in but to little effect whilst the other machine gun delivered the telling blow.


The German infantry reengaged the Soviet infantry and drove them away from their defences whilst the half tracks were content to trade inconclusive blows knowing that help was on is way. The Russians had reached the limit of their endurance and so their remaining troops took to their heels to fall back deeper into the woods. The Germans had carried the position.


The final score - German 7 and the Russians 11

The last few shots rang out as the remaining Germans moved into the abandoned position they had captured at such a cost. What had seemed so easy earlier on had become almost impossibly difficult and it was a real struggle for the men of the Gross Deutschland to prevail - but prevail they did. The veteran, Hals, Lindberg, Lensen and Sajer had survived to fight another day but had little cause to celebrate. An army that is retreating cannot speak of victory with the same degree of enthusiasm as when it is advancing. 

Overview

This was quite a small action in terms of the number of strength points but what it lacked in quantity it certainly made up for in quality. My rule tweaks seemed to work out OK in terms of the sequencing and so did the activation system I employed. I am happy with having artillery having to use an activation in order to fire and I also like keeping the artillery fire separate so both of these facets worked out well.

All in all then, it was not a bad way to spend some of a Sunday afternoon.

Thursday, 15 November 2012

Much Ado....About Nothing!


With apologies to the memory of the immortal bard.

It has been a tiring week so far and very little has been done with anything gaming related. I have had a batch of interviews that has meant preparation, rehearsal and the usual sales pitch. Then there is the usual calls to agencies with even more preparation, rehearsal and the usual sales pitch. It is all very wearying, soul destroying and leaves you feeling rather like a limp dishrag. On the plus side though, I have landed a three month rolling contract that is currently going through the inevitable reference screening and whilst this is infinitely better than nothing I would really prefer to land a permanent role, hence the continued assault on the job market.

Nothing further has happened in respect of planning for the RTW end of year game; nor is it likely to until the weekend BUT, and it is a big BUT, I am planning on sneaking in a WW2 action over the next couple of days if I am able to.

I have in mind something from the Russian Front but probably not with great numbers of tanks. In fact, the idea I am toying with involves an action taken from the book by Guy Sajer - The Forgotten Soldier, involving elements of the Gross Deutschland Division tackling Partisans.

It is a good job I have plenty of Fir trees....;-)


Wednesday, 14 November 2012

Russo-Turkish War 1877....Part 1


Turkish infantry advance - note the Peabody Martini Henry Rifles

Now that the poll has closed the serious business of 'drilling down' into the war of 1877 can begin. The sources I possess are fairly modest; consisting as they do of the War in the East by Quintin Barry and the Osprey title covering the war. I also have some ebook histories including the work of Archibald Forbes which is a great read. Of course the internet will also be useful and for reasons that will become obvious the game at the end of all this research will look rather special. I will not go into details until a couple of experiments have taken place but if my plan works out OK then it will make a huge difference to the visual look of the action.

As far as the game itself is concerned I shall be using the hex based version of Bob Cordery's Big Battle Portable Wargame 19th century rules with a couple of very minor tweaks. I intend fighting an my usual 13 x 9 hexed playing area and of course, the action will be written up and recorded for posterity. At the moment though, the biggest issue I will have is finding an action to translate into a game that does not involve anything related to either the siege of Plevna or the numerous battles in the Shipka Pass!

Luckily there are a lot of other actions both great and small that could be worked into a game and that will be my main focus for the time being.

Tuesday, 13 November 2012

"And the winner is.....

....The Russo-Turkish War!"

Many thanks to all who took part in the poll - next time I shall give it a little more lead time so that more people have the opportunity to have a say in what happens. The finals results were as follows:

Russo Turkish War - 14
Balkan War - 13
August 1914 and the Zulu War - 5 each
2nd and 3rd Afghan War - 2

Right then, here is the plan. Now that a decision has been reached in respect of what war I am going to looking to for inspiration I shall spend the next week or so reading up on the war using my recently acquired copy of War in the East by Quintin Barry. I shall be using Bob Cordery's Big Battle: Portable Wargame 19th Century set on my Hexon terrain and with of course the blocks.

I have actually fought an action loosely based on actual events from the war with Bob Cordery earlier this year - the account of the same can be seen here - Bear and the Crescent Part 2 and also here - Bear and the Crescent Part 1.

I have a number of thoughts around what I want to do for this game and will be sure to post the development  process on the blog as and when it occurs.

Once again many thanks to one and all for taking the time to vote - as ever it is very much appreciated.

Monday, 12 November 2012

Poll Position

Just a quick reminder that the poll around the subject for my end of year grand finale Big Battle Portable Wargame closes at midnight tonight so if you have a preference as to which war you want to see gamed then click on one of the voting buttons!

Sunday, 11 November 2012

Portable Wargaming Backwards


Napoleon at Borodino, 1812

I suspect that I am not alone in thinking about the possibility of using Bob Cordery's Big Battle Portable Wargame for other periods aside from the late 19th century and the 'Modern' set. For me the next period would be the traditional musket era of 1700 to around 1850. I am convinced that the rules would work quite happily for the entire period but it certainly gave me pause for thought when I considered all the features so beloved of the era - features that form the subject of this post. What I have tried to do is to take the mechanics of the Portable Wargame and then see how they measure up against 'real world' usage.

For the most part (and I should point out that this is entirely my own opinion) many games set within the horse and musket period tend to emphasise lower level detail. I am not including 'army level' games in this statement though! Formations, cavalry 'weight' and varying levels of light infantry/skirmishers are all important considerations for the mainstream horse and musket gamer (again, this is very much my own opinion so feel free to agree/disagree!) so how does the Portable Wargame address such considerations?

Formations are pretty much ignored altogether and at first glance you could be forgiven that this is a glaring oversight. However, when you drill down into the rules you can see that at least one formation is represented, albeit at a very abstract level. Road movement grants a bonus to the unit in question as long as it stays on the road for the move. You could not easily get a two deep line of 600 men on a road without deploying them into a formation that would fit - a column being the obvious answer. So there you have a distinct 'formation' being represented. Where it gets tricky is when you have to think about attack/assault columns, squares or even (and this dovetails neatly with the light infantry question) skirmish screens. As is stands there is no provision for these horse and musket staples within the Portable Wargame.

I believe that adding such detail to the rules would be a very straightforward process and would add immeasurably to the 'feel' of the period. For columns the old wargames staple of making them more vulnerable to fire and giving the target of such an assault a penalty for the morale implications would seem to be easy enough to incorporate. Squares would obviously benefit the infantry against cavalry but again, makes them better targets whilst the attacking cavalry would be largely impotent (ignoring such events as Garcia Hernandez). Again, this could be factored in relatively painlessly.

Skirmishers are a significant issue as I believe because the distinction between them and the line infantry was so marked during the period (at least officially in most armies - I am not including Revolutionary France in this) the differences should be reflected within the game. I have a number of ideas around how to tackle this which I will describe once I have tried them out.

Cavalry 'weight' can be handed rather neatly via a combination of rating/strength points. My feeling is that heavier cavalry should have more strength points and the use of the quality rating in conjunction could be used where applicable.

The final point I should add to this is that smooth bore muskets should perhaps have a lesser range - I am thinking perhaps 2 hexes/squares would be more appropriate as it means that the odd rifle armed unit would reach out to 3, thereby preserving its historical range differential.

All of this is very much an exercise in thinking out loud but I reckon that there may be some mileage in the ideas described. The beauty of the Portable Wargame is that it is robust enough to withstand any amount of tinkering and so I can indulge my flights of whimsy with a clear conscience!