To say that I my interest was piqued by Archduke Piccolo's recent 'Hundred Minutes Campaign' is an understatement; I was inspired and decided to try out this concept as soon as I possibly could. I adapted the rules in Archduke Piccolo's blog post* ... and the result was the Second Stalbanian-Khakistan War. (The first was fought out in January 2022 using the Snakes & Ladders Campaign system.)
Taking the end of the last war as my starting point, I put together the terrain that I needed. It represented the area between the Stalbanian-Khakistan border and the capital of Stalbania, Stirana.
Please click on the image to see an enlarged version of the map.
Please click on the image to see an enlarged version of the photograph.
Instead of using Army Corps as my manoeuvre units, I used the entire Belle Époque Stalbanian Army as the defenders and two Army Divisions drawn from the Khakistani Army as the invasion force. The Stalbanians were deployed in two defensive positions (Fort Ridoni and Fort Stelbasan) defending the Banik Pass and the invaders advanced up parallel roads to the junction at the mouth of the pass.
The defenders
The Stalbanian Army was deployed as follows:
- Fort Ridoni
- Infantry
- 1/1st and 2/1st Infantry Regiment
- Artillery
- 1st Field Artillery Regiment
- General
- Fort Stelbasan
- Infantry
- 1st Machine Gun Battalion
- Engineers
- 1st Engineer Battalion
- Train
- 1st Supply Column
The Stalbanian troops in Fort Ridoni.
The Stalbanian troops in Fort Stelbasan.
The attackers
The Khakistani Army was deployed as follows:
- 1st Division
- Infantry
- 1/1st and 2/1st Infantry Regiment
- 1/2nd and 2/2nd Infantry Regiment
- Artillery
- 1st Field Artillery Regiment
- General
The 1st Khakistani Division.
- 2nd Division
- Infantry
- 1/3rd and 2/3rd Infantry Regiment
- 1/4th and 2/4th Infantry Regiment
- Artillery
- 2nd Field Artillery Regiment
- General
The 2nd Khakistani Division.
Turn 1: Day 1: Morning
The Khakistani 1st and 2nd Divisions advanced towards the Banik Pass.
The situation at the end of Turn 1.
Turn 2: Day 1: Afternoon
The Khakistani 1st and 2nd Divisions reached the villages of Burrat and Mirat respectively ... which they then occupied overnight.
The situation at the end of Turn 2.
Turn 3: Day 2: Morning
The Khakistani 1st Division moved forward and assaulted Fort Ridoni.
The Khakistani 1st Division's assault on Fort Ridoni.
The Khakistani 1st Division rolled 5D6s. (If the fighting had been in the open, they would have rolled 9D6s, 1D6 die for each base, plus 1D6 die for each different type of unit in the Division (4 x infantry, 1 x artillery, and 1 x General = 6) plus 1D6 for each of the three different types of unit present = 9. Because they were attacking an enemy that was in fortifications, the number of D6 dice rolled was halved, with any fractions being rounded up.)
Their D6 dice roll scores were 1, 3, 5, 5, and 5.
In reply, the Stalbanian defenders rolled 7D6s. (1D6 die for each base, plus 1 D6 die for each different type of unit in the fort (2 x infantry, 1 x artillery, and 1 x General = 4) plus 1D6 die for each of the three different types of unit present = 7.)
Their D6 dice roll scores were 2, 2, 3, 4, 4, 4, and 6.
(NB. All Stalbanian dice roll scores are shown underlined so that readers can distinguish them from the Khakistani dice roll scores.)
When the two sets of dice roll scores were compared:
- 1 vs. no score results in the destruction of the Stalbanian artillery.
- 2 vs. no score would have resulted in the destruction of a Khakistani cavalry unit, had one been present.
- 2 vs. no score would have resulted in the destruction of a Khakistani cavalry unit, had one been present.
- 3 vs. 3 cancel each other out.
- 4 vs. no score results in the destruction of a Khakistani infantry unit.
- 4 vs. no score results in the destruction of a Khakistani infantry unit.
- 4 vs. no score results in the destruction of a Khakistani infantry unit.
- 5 vs. no score results in the destruction of a Stalbanian infantry unit.
- 5 vs. no score results in the destruction of a Stalbanian infantry unit
- 6 vs. no score results in the death of the Khakistani General.
All-in-all, a rather bloody outcome for both sides!
Having lost so many units, the Khakistani 1st Division fell back to Burrat to regroup.
The remnants of the Khakistani 1st Division return to Burrat to lick their wounds.
The Khakistani 2nd Division moved forward to the junction of the two roads.
The Khakistani 2nd Division move up the road towards the road junction near Fort Ridoni.
Seeing that there was no point in remaining in Fort Ridoni, the Stalbanian General fell back to Fort Stelbasan.
The situation at the end of Turn 3.
Turn 4: Day 2: Afternoon
The Khakistani 2nd Division began its assault on Fort Stelbasan.
The Khakistani 2nd Division's assault on Fort Stelbasan.
The Khakistani 2nd Division rolled 5D6s. (Again, if the fighting had been in the open, they would have rolled 9D6s, 1D6 die for each base, plus 1D6 die for each different type of unit in the Division (4 x infantry, 1 x artillery, and 1 x General = 6) plus 1D6 for each of the three different types of unit present = 9]. Because they were attacking an enemy that was in fortifications, the number of D6 dice rolled was halved, with any fractions being rounded up.)
Their D6 dice roll scores were 1, 1, 3, 5, and 6.
In reply, the Stalbanian defenders rolled 7D6s. (1D6 die for each base, plus 1 D6 die for each different type of unit in the fort (2 x infantry/engineers and infantry/machine guns, 1 x supply column, and 1 x General = 4) plus 1D6 die for each of the three different types of unit present = 7.)
Their D6 dice roll scores were 1, 1, 1, 3, 3, 4, and 6.
When the two sets of dice rolls were compared:
- 1 vs 1 cancel each other out.
- 1 vs. 1 cancel each other out.
- 1 vs. no score results in the destruction of the Khakistani artillery.
- 3 vs. 3 cancel each other out.
- 3 vs. no score would have resulted in the destruction of a Khakistani cavalry unit, has one been present.
- 4 vs no score results in the destruction of a Khakistani infantry unit.
- 5 vs. no score results in the destruction of a Stalbanian infantry unit.
- 6 vs. no score results in the death of the Khakistani General.
Yet another bloody exchange for both sides!
The Khakistani 2nd Division fell back to the road junction to regroup.
The situation at the end of Turn 4.
The Stalbanians chose to stay where they were.
Turn 5: Day 3: Morning
During the morning, the remnants of the Khakistani 1st Division moved forward and joined the rump of the Khakistani 2nd Division at the road junction.
The newly-combined Khakistani 1st and 2nd Divisions.
Turn 6: Day 3: Afternoon
The Khakistanis were desperate to break through the remaining Stalbanian defences at Fort Stelbasan and mounted a second assault on the fortress.
The newly-combined Khakistani 1st and 2nd Divisions assault Fort Stelbasan.
The Khakistanis rolled 4D6s. (Again, if the fighting had been in the open, they would have rolled 8D6s, 1D6 die for each base, plus 1D6 die for each different type of unit in the Division (5 x infantry and 1 x artillery = 6) plus 1D6 for each of the two different types of unit present = 8. Because they were attacking an enemy that was in fortifications, the number of D6 dice rolled was halved, with any fractions being rounded up.)
Their D6 dice roll scores were 2, 3, 6, and 6.
In reply, the Stalbanian defenders rolled 6D6s. (1D6 die for each base, plus 1 D6 die for each different type of unit in the fort (1 x infantry/engineers, 1 x supply column, and 1 x General = 3) plus 1D6 die for each of the three different types of unit present = 6.)
Their D6 dice roll scores were 2, 3, 4, 5, 5, and 5.
When the two sets of dice rolls were compared:
- 2 vs. 2 cancel each other out.
- 3 vs. 3 cancel each other out.
- 4 vs. no score results in the destruction of a Khakistani infantry unit.
- 5 vs. no score results in the destruction of a Khakistani infantry unit.
- 5 vs. no score results in the destruction of a Khakistani infantry unit.
- 5 vs. no score results in the destruction of a Khakistani infantry unit.
- 6 vs. no score results in the death of the Stalbanian General.
This was a disastrous result for both sides. The Khakistani force was reduced to a mere shadow of its former self and the Stalbanians had only an engineer unit and a supply column left. Even worse for the Stalbanians was the loss of their General ... who also happened to be the heir to the throne!
At this point both sides wanted to sue for peace, and after a short ceasefire a peace treaty was agreed. Almost immediately both sides began rebuilding their shattered armies and buying even more military equipment. This invasion of Stalbania might be over ... but it would probably not be the last!
* Rule changes I made
- Each turn represents a morning or afternoon.
- Troops assaulting an enemy fortification halve the number of D6 dice they roll, with fractions being rounded up.
Some after-battle thoughts
At no point during the campaign did the Stalbanians initiate any combat. This was all done by the Khakistanis. If they had initiated combat, the whole thing might have been over even quicker! However, I looked on this as a 'proof of concept' campaign and an excuse to get some figures out of storage and onto the tabletop ... the latter being something that I have not done for a very long time.
This campaign was fought using a slightly modified version of Archduke Piccolo's recent 'Hundred Minutes Campaign' rules, and as will be obvious from the results, it produces a decisive and bloody set of outcomes. It was a very close-run campaign and was great fun to fight through.
That said:
- I think that I would like to re-fight the whole thing using units whose Strength Points (SPs) are eroded by combat rather than a whole unit being wiped out by a single roll of the die.
- I'd also like to set each side an Exhaustion Point beyond which it will no longer be able to undertake offensive action.
- I'd also like to be able to find a way to use artillery in a support rather than a frontline role.
All-in-all, I think that Archduke Piccolo has come up with an excellent concept that I will look forward to tweaking to suit my particular requirements.
Hi Bob, I agree this looks a very promising concept for small campaigns or even combats at the operational level. Well done for having a go so soon. Regards. Paul.
ReplyDeletePDL (Paul),
DeleteIn some ways this is almost as big a step forward for me as the PW 3x3 concept was, and I can see myself using as one of my 'go to' wargaming options.
All the best,
Bob
Hello there Bob,
ReplyDeleteGreat to see you ‘in action’ once again! The Archduke has come up with a gem on an idea that would work for a whole host of things. I think your suggested tweaks make sense and would pace the action far better. Definitely having artillery working a support role makes sense but as yet I have not worried how best to tackle that.
Yes that does mean I have been thinking about this as well….for the ACW in fact.
All the best and see you tomorrow!
DC
David Crook,
DeleteIt was great to get some figures onto the tabletop again ... and especially in such a good cause!
I may not be very good at coming up with novel ideas, but I seem to have an aptitude in turning other people's ideas into something that works very well for me.
I have been wanting to re-visit operational-level WW2 for some time, and I think that I might just have found a way forward that will work better than any of the alternatives I've come up with so far.
All the best,
Bob
Very interesting Bob ⚔️
ReplyDeleteThe combats did seem to be rather bloody 🤕 so I see why you would wish to consider Strength Points. “Sudden Death” is very much “all or nothing” - and SPs would certainly seem more realistic.
Cheers,
Geoff
Elliesdad (Geoff),
DeleteAs I wrote, this was very much a 'proof of concept' battle, and I now have ideas how to take the whole thing further by borrowing ideas from the PW. Watch this space for further developments!
All the best,
Bob
Hello Bob, really enjoyed the battle report between your imagi-nations of Stalbania and Kakistan. I have to admit, I was hoping for a decisive Stalbanian victory against the invaders. But is was a close fight. I was certainly impressed with Archduke Piccolo’s (Ion) 100 minutes campaign I just had a look at the blog Wow!!! Thank you very much Bob. Quinn
ReplyDeleteGlory to Ruritania (Quinn),
DeleteThe Archduke (Ion Dowman) has come up with a real smasher of a concept, and I can see it sitting alongside the original PW and PW 3x3 as a 'go to' way of wargaming for those of us who have limited time and space but who want to fight operational-level wargames.
All the best,
Bob
Great looking game ! I'm very intrigued by this idea as well. I've been experimenting with the rules and have come up with a couple of tweeks. First off it's very bloody, to reduce the attention rate I'm thinking once a hit is scored a second roll is made as in the Portable wargame to determine the outcome. On a 1-3 the unit is destroyed and on a 4-6 it is forced to retreat and is disordered/ disrupted. On the next game turn it would not contribute a die for a combat it is involved in, it would still count for purposes of adding dice for unit types. The unit would not rally until it could spend a full turn without moving or fighting.
ReplyDeleteThe second involves hits on generals. Roll 1die, 1 killed, 2 mortal wound, 3 wounded and lost for the campaign, 4 slight wound, no game effect and 5-6 horse killed, or perhaps vehicle disabled, no effect.On a 4-6 perhaps the general can still move but can't contribute to combat on the next turn. I'm interested in your thoughts on the matter.
Mark Cordone,
DeleteYou are I are sharing some similar thoughts about this concept, especially with regard to generals. I have quite a few things on my plate at present but I am giving the whole thing as much of my 'think time' as I can.... so keep reading my blog regularly!
All the best,
Bob
PS. I can see some of your PW3x3FP armies coming into their own in operational-level wargames!
Me too! I'm thinking it would be ideal for use with Axis and Allies or Memoir 44 game pieces. Regarding artillery, I just did a couple of quick battles and had both sides artillery fire first, then the infantry and cavalry. It makes the artillery hits less likely to be cancelled and gives the guns more of a queen of the battlefield feeling.
DeleteMark Cordone,
DeleteI was thinking of using my 15mm figures … of which I seem to have huge numbers.
Thanks for the feedback about artillery. That’s the way I was thinking of using it (i.e., as per PW).
All the best,
Bob
Once again, evidence that a little bit of imagination can go along way. A few figures, a quick terrain layout and an engaging mini-campaign enjoyed.
ReplyDeleteRoss Mac,
DeleteVery true, and although it might not be everyone's cup of tea, I think that its elegance can be appreciated by all. Although this is very much like fighting a military board game with 3D figures and terrain ... going down this route makes it far more fun!
All the best,
Bob
Great report Bob and so good to see your troops in action.
ReplyDeleteI've been thinking about giving the Archduke's fine idea a go myself and your action has given me more to think about!
Hope you enjoy Salute! tomorrow.
Maudlin Jack Tar,
DeleteIf my experience is anything to go by, once you start you'll enjoy this concept no end!
All the best,
Bob
PS. I am looking forward to going to SALUTE far more than I expected that I would, and can hardly wait to get there tomorrow morning.
That's the SCRUD method of adjudication, right? I need to try it again.
ReplyDeleteJennifer,
DeleteYou are right; it is basically very similar to SCRUD.
Try it ... it is simple and most players (particularly novices) pick the system up very, very quickly.
All the best,
Bob