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Sunday, 14 December 2008

Table Top Battles - Play-test - Land Battles

This play-test was played solo so that I could try out the various game mechanisms used in the TABLE TOP BATTLES wargames rules. I chose a colonial setting as I already had suitably based figures for the Sudan Campaign.

Scenario

An Egyptian Army column, led by a British officer, is marching through the Sudanese desert towards an oasis. They are not expecting to face any Mahdist forces, but are nonetheless vary. The Egyptian force includes 2 units of Lancers, 4 units of Infantry, a unit of Artillery, and a General (rated as ‘Poor’ and therefore with a points value of 1).

Mahdists have in fact moved into the area and plan to ambush the Egyptians before they can reach the oasis. They hope to entice the Egyptians into a trap, surround them, and then wipe them out. The Mahdist force includes 4 units of Cavalry, 4 units of Jihadia Infantry (armed with rifles), 8 units of Hadendowa Infantry (armed with swords and spears), a unit of Artillery, and an Emir (General, rated as ‘Average’ and therefore with a points value of 2).

The Mahdist Emir has deployed his Hadendowa Infantry in full view of the Egyptians in the hope that the latter will advance towards the tribesmen with the intention of sweeping them aside in order to reach the oasis. The rest of the Mahdist force is hidden behind rocky outcrops to either side of the Egyptian line-of-march.

Turn 1

Both sides throw a D12 to determine who will have the initiative. The Egyptians throw 1 and the Mahdists throw 10; therefore the Mahdists have the initiative and can move and fire first. They also add 1 to all D12 scores.

The Mahdists choose not to move, and the Egyptian Cavalry charge forward, followed by the rest of the Egyptian column.

No units are in range of each other and the turn ends.

Turn 2

Both sides throw a D12 to determine who will have the initiative. The Egyptians throw 3 and the Mahdists throw 4; therefore the Mahdists have the initiative and can move and fire first. They also add 1 to all D12 scores.

The Hadendowa Infantry units advance into contact with the Egyptian Lancer units. None of the other Mahdist troops move.

The Egyptian column moves forward to support the Lancers.

No units can fire at each other so any Hand-to-Hand combat takes place.

The Egyptian Lancer units choose not to attempt to avoid the prospect of Hand-to-Hand combat (they could have done so because they are Light Cavalry) and are attacked by the front rank of Hadendowa Infantry units. Each unit of Hadendowa Infantry (which are Light Infantry and have a points value of 2 points) throws a D12 and adds its points value plus 1 for each friendly stand of the same type in an adjacent square and plus 1 for having the initiative. Both units of Egyptian Lancers (which are Light Cavalry and have a points value of 2 points) throws a D12 and adds its points value plus 1 for each friendly stand of the same type in an adjacent square. They do not qualify for the plus 3 which Cavalry attacking Infantry in flat, open country get because they are being attacked and are not attacking. The results are as follows (from left to right):

  • Hadendowa Infantry unit 1: 5 + 2 + 3 + 1 = 11
  • Egyptian Lancer unit 1: 2 + 2 +1 = 5
The Egyptian Lancer unit’s score is less than half the Hadendowa Infantry unit’s score. The Egyptian Lancer unit is destroyed.

  • Hadendowa Infantry unit 2: 7 + 2 + 5 + 1 = 15
  • Egyptian Lancers unit 2: 12 + 2 = 14
The Egyptian Lancer unit’s score is less than the Hadendowa Infantry unit’s score but not less than half of the Hadendowa Infantry unit’s score. The Egyptian Lancer unit must withdraw.

Turn 3

Both sides throw a D12 to determine who will have the initiative. The Egyptians throw 7 and the Mahdists throw 3; therefore the Egyptians have the initiative and can move and fire first. They also add 1 to all D12 scores.

The Egyptians now deploy to attack the Hadendowa Infantry on a broad front. The leading Egyptian Infantry units remain where they are. The remaining Egyptian Lancer unit moves to its right to protect the flank whilst the Artillery unit moves forward and to its left to join the front rank of the Egyptian force. The Egyptian General moves to his left so as to command the centre of the Egyptian front rank. The remaining Egyptian Infantry units move forward and to their right so as to support the Egyptian front line.

The Hadendowa Infantry move backwards out of range of everything but the Egyptian Artillery unit.

The Egyptian Artillery unit fires at the Hadendowa Infantry unit that is directly in front of it. The Egyptian Artillery (which has a points value of 2 points) throws a D12 and adds its points value plus 1 for having a ‘Poor’ General in an adjacent square and plus 1 for having the initiative. The Hadendowa Infantry unit throws a D12 and adds its points value plus 1 for each friendly stand of the same type in an adjacent square. The results are:

  • Egyptian Artillery unit: 4 + 2 + 1 + 1 = 8
  • Hadendowa Infantry unit: 2 + 2 + 3 = 7
The Hadendowa Infantry unit’s score is less than the Egyptian Artillery unit’s score but not less than half of the Egyptian Artillery unit’s score. The Hadendowa Infantry unit must withdraw.

Turn 4

Both sides throw a D12 to determine who will have the initiative. The Egyptians throw 9 and the Mahdists throw 3; therefore the Egyptians have the initiative and can move and fire first. They also add 1 to all D12 scores.

The Egyptian force moves forward together.

The Hadendowa Infantry move backwards to keep themselves out of range of everything but the Egyptian Artillery unit. The Mahdist Cavalry units move forward and engage the Egyptian Lancer unit and the right-hand rear Egyptian Infantry unit. The Mahdist Artillery unit moves forward so that it can fire at the Egyptian Artillery unit, and the Mahdist Emir moves behind the Mahdist Artillery unit to give it support.

The Egyptian Artillery unit fires at the Mahdist Artillery unit. The Egyptian Artillery (which has a points value of 2 points) throws a D12 and adds its points value plus 1 for having a ‘Poor’ General in an adjacent square and plus 1 for having the initiative. The Mahdist Artillery unit throws a D12 and adds its points value plus 2 for having an ‘Average’ General in an adjacent square. The results are:

  • Egyptian Artillery unit: 3 + 2 + 1 + 1 = 7
  • Mahdist Artillery unit: 8 + 2 = 10
Because the Egyptian Artillery unit’s score is lower than the Mahdist Artillery unit’s score the fire is ineffective.

The right-hand rear Egyptian Infantry unit turns and fires at the foremost Mahdist Cavalry unit that has appeared on its flank. The Egyptian Infantry unit (which has a points value of 2) throws a D12 and adds its points value plus 1 for each friendly stand of the same type in an adjacent square and plus 1 for having the initiative. The Mahdist Cavalry unit (which has a points value of 2) throws a D12 and adds its points value plus 1 for each friendly stand of the same type in an adjacent square. The results are:

  • Egyptian Infantry unit: 4 + 2 + 1 + 1 = 8
  • Mahdist Cavalry unit: 7 + 1 = 8
The scores are equal so both throw a D12 again. The unit with the highest score will force the enemy unit to withdraw. The Egyptian Infantry unit adds 1 for having the initiative.

  • Egyptian Infantry unit: 7 + 1 = 8
  • Mahdist Cavalry unit: 2 = 2
The Mahdist Cavalry must withdraw. In this case it must withdraw 3 squares to comply with the rules.

The Mahdist Artillery unit fires at the Egyptian Artillery unit. The Mahdist Artillery unit (which has a points value of 2 points) throws a D12 and adds its points value plus 2 for having an ‘Average’ General in an adjacent square. The Egyptian Artillery unit throws a D12 and adds its points value plus 1 for having an ‘Poor’ General in an adjacent square and plus 1 for having the initiative. The results are:

  • Mahdist Artillery unit: 4 + 2 = 6
  • Egyptian Artillery unit: 9 + 2 + 1 + 1 = 13
Because the Mahdist Artillery unit’s score is lower than the Egyptian Artillery unit’s score the fire is ineffective.

No further units can fire at each other so any Hand-to-Hand combat takes place.

The Egyptian Lancer unit chooses to attempt to avoid the prospect of Hand-to-Hand combat (they can do so because they are Light Cavalry) and throw a D12. The score of 3 allows them to withdraw from contact with the Mahdist Cavalry unit, thus avoiding Hand-to-Hand combat.

Turn 5

Both sides throw a D12 to determine who will have the initiative. The Egyptians throw 2 and the Mahdists throw 8; therefore the Mahdists have the initiative and can move and fire first. They also add 1 to all D12 scores.

The Hadendowa Infantry, the Mahdist Artillery, and the Mahdist Emir remain where they are. The Mahdist Cavalry move forward and again engage the Egyptian Lancer unit and the right-hand rear Egyptian Infantry unit. The Jihadia Infantry units also move forward so that they can fire at the advancing Egyptians.

Knowing that they have to reach to oasis in order to get water, the Egyptians decide not to move out of the trap they have sprung and to fight where they are.

The leading Jihadia Infantry unit fires at the Egyptian Artillery unit. The Jihadia Infantry unit (which has a points value of 2) throws a D12 and adds its points values plus 1 for each friendly stand of the same type in an adjacent square and plus 1 for having the initiative. The Egyptian Artillery unit throws a D12 and adds its points value plus 1 for having a ‘Poor’ General in an adjacent square. The results are:

  • Jihadia Infantry unit: 8 + 2 + 1 + 1 = 12
  • Egyptian Artillery unit: 2 + 2 + 1 = 5
The Egyptian Artillery unit’s score is less than half the Jihadia Infantry unit’s score. The Egyptian Artillery unit is destroyed.

The Mahdist Artillery unit fires at the left-hand front Egyptian Infantry unit. The Mahdist Artillery unit (which has a points value of 2 points) throws a D12 and adds its points value plus 2 for having an ‘Average’ General in an adjacent square and plus 1 for having the initiative. The Egyptian Infantry unit throws a D12 and adds its points value plus 1 for having a ‘Poor’ General in an adjacent square plus 1 for each friendly stand of the same type in an adjacent square. The results are:

  • Mahdist Artillery unit: 11 + 2 + 2 + 1 = 16
  • Egyptian Infantry unit: 2 + 2 + 1 + 2 = 7
The Egyptian Infantry unit’s score is less than half the Mahdist Artillery unit’s score. The Egyptian Infantry unit is destroyed.

The right-hand rear Egyptian Infantry unit turns and fires at the Mahdist Cavalry unit that is directly in front of it. The Egyptian Infantry unit (which has a points value of 2) throws a D12 and adds its points value plus 1 for each friendly stand of the same type in an adjacent square. The Mahdist Cavalry unit (which has a points value of 2) throws a D12 and adds its points value plus 1 for each friendly stand of the same type in an adjacent square and plus 1 for having the initiative. The results are:

  • Egyptian Infantry unit: 6 + 2 + 2 = 10
  • Mahdist Cavalry unit: 12 + 2 + 2 + 1 = 17
Because the Egyptian Infantry unit’s score is lower than the Mahdist Cavalry unit’s score the fire is ineffective.

No further units can fire at each other so any Hand-to-Hand combat takes place.

The Egyptian Lancer unit chooses not to attempt to avoid the prospect of Hand-to-Hand combat (they could have done so because they are Light Cavalry) and are attacked by the Mahdist Cavalry unit that is directly in front of it. The Mahdist Cavalry unit throws a D12 and adds its points value plus 1 for each friendly stand of the same type in an adjacent square and plus 1 for having the initiative. The Egyptian Lancer unit throws a D12 and adds its points value. The results are:

  • Mahdist Cavalry unit: 9 + 2 + 2 + 1 = 14
  • Egyptian Lancer unit: 2 + 2 = 4
The Egyptian Lancer unit’s score is less than half the Mahdist Cavalry unit’s score. The Egyptian Lancer unit is destroyed.

At this point it became obvious that the Egyptians were not going to achieve their objective and they conceded defeat.

I could have played further turns, but as this was a play-test rather than a battle in a campaign there seemed little point, particularly as I wanted to add a report of the play-test to my blog as soon as possible.

Conclusions

The game took less than an hour of game time to play through, although the actual time taken was much longer because I wanted to take photographs and to write up each move after it had happened. The rules feel somewhat like DBA but because of the gridded tabletop there are none of the problems associated with having to measure movement and weapon ranges.

As I was fighting the play-test battle it struck me that there were ways in which the rules could be used for other historical periods and scenarios. For example, the gridded tabletop is ideally suited for modern infantry-heavy battles in built-up areas, with each square representing a building or block.

It also struck me that the rules could easily be adapted for use with a hexed rather than a squared tabletop, and as I have a lot of hex terrain made by HEROSCAPE (which is 4cm from side to side) and HEXON II (which is 10cm from side to side) I may well experiment with either or both in the near future.

4 comments:

  1. The hex possibility is great since I have a table cloth gridded in hexes that I think will work great for these rules.

    Thanks for the battle report.

    --Dave

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  2. With any luck I might be able to try the rules with hexes later this week. I may not be able to write up a complete battle report, but I will give it a try if I have enough time.

    ReplyDelete
  3. Read to the end and saw you had already noted the similarity to DBA... other than that, very interesting, DG will tell you that I seem to have a blind spot where hexes and grids are concerned though... :o))

    ReplyDelete
  4. Hexes and squares; people either love them or hate them!

    Personally I now find it difficult (in fact tedious) to play wargames that don't use a grids of some kind. All that measuring takes far too long!

    ReplyDelete

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