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Tuesday, 15 February 2011

The portable wargame: All change ... no change!

I mentioned in a very recent blog entry that I was giving serious thought to restoring the balance in the rules I have been using with my portable wargame. I thought that the Native Infantry Units were disadvantaged by the reduction of the movement rates, and I was looking at ways to dealing with this. My original intention was to classify all Native Infantry Units as 'light', and giving all 'light' Infantry Units – including European ones – a movement rate of two grid squares.

Since I wrote that blog entry, I have received two comments from regular blog readers – Conrad Kinch and arthur1815 – that have made me re-examine that decision ... and I have decided that I will try an alternative option first. This is one that will allow the player commanding Native forces to make double-moves with their Native Infantry Units. The example I gave in response to a comment made by Ross Mac some days ago was as follows:

'If the ‘Risk Express’ dice allow the natives to ‘move’ five Infantry Units, the natives could move one Unit one square and two Units two squares (i.e. the three native Units have moved a total of five squares).'

As I stated in my reply to Conrad Kinch's recent comment this choice means that:
  • I do not have to add an additional movement rate for Native Infantry;
  • It restores some degree of balance to the rules as it would allow Native Infantry Units to rush forward and engage European Units in Close Combat before they can fire
  • It gives a player the opportunity to make additional tactical decisions during the battle … which is no bad thing!
So it is all change ... and no change at the same time!

Monday, 14 February 2011

Sir John Moore

The mention of the death of Sir John Moore and his burial at La Coruña on Conrad Kinch's Joy and Forgetfulness blog, reminded me that I actually visited his tomb some years ago.

His tomb is in a small public garden overlooking the harbour of La Coruña.

It bears a suitable inscription ...

... and is accompanied by a bust that is mounted on a plinth.

The garden is a tranquil spot in an otherwise quite crowded area overlooking the main harbour, and just across the road is a small Spanish Army Museum that is well worth visiting.

The portable wargame: Some thoughts about Native Units

One of the comments made about my recent play-test pointed out that contemporary observers had described native infantry as moving as fast as European cavalry in the Sudan, but that this was not reflected by what had happened during my battle. This comment made a very valid point, and came at a time when I was already thinking that the natives had been disadvantaged by the recent reduction in the movement rates in the rules.

So what can be done to remedy this situation?
  • I could keep the movement rates as they are but allow Native Infantry Units to move diagonally. This would give Native Infantry Units greater speed when moving across but not along the board.
  • I could give Native Infantry Units a movement rate of two grid squares per turn. This would certainly restore the balance between Units armed with firearms and Units armed with Close Combat Weapons.
  • I could introduce a new movement rate for 'light' Infantry Units, and to rate Native Infantry Units as such. This has the advantage outlined in the previous option as well being in keeping with Joseph Morschauser's original 'Musket' wargames rules.
After giving the matter some thought, I have decided to try the latter option in the next draft of the wargames rules I am using with my portable wargame. The reason why I have made this choice is that it would allow me to identify some European Infantry Units as 'light'. They could move faster than conventional European Infantry Units, but would be more 'fragile' in Close Combat ... in the same way that Native Infantry Units are more 'fragile' than European Infantry Units in the current draft of the rules.

Sunday, 13 February 2011

The portable wargame: Another play-test … with slightly amended movement rates

After the comparison I made between the Morschauser-based rules I am using with my portable wargame and DBA, I decided to experiment with reducing the movement rates for Units in my rules. With the exception of Cavalry and Command Units (who can move two grid squares per turn) and Fortress/Siege Artillery Units (which cannot move at all), Units may only move one grid square per turn, and that move must be made orthogonally. I did consider allowing diagonal movement as well, but decided in the end that it was not in keeping with Joseph Morschauser’s original design philosophy for his ‘Frontier’ wargames rules.

Both sides set up in their respective Deployment Zones, and were allocated ‘Risk Express’ dice on the basis I outlined in a previous blog entry. Their starting positions looked like this:

Turn 1
The British Field Artillery Unit opened fire on the Mahdist Command Unit. A D6 die was thrown, and the score of 2 meant that the artillery fire overshot and landed in the empty grid square behind the target.

Both sides threw a D6 die to see who would move first. The British threw a 3 and the Mahdists threw a 4. The Mahdists moved first this turn. They threw their four ‘Risk Express’ dice and were able to move 3 Infantry Units, which they did. The British then threw their ‘Risk Express’ dice and could have moved 5 Infantry Units – had they had them – but as they only had 2 on the battlefield, they were only able to move them.

Turn 2
The British Field Artillery Unit opened fire on the Mahdist Command Unit for a second time. A D6 die was thrown, and the score of 4 meant that the artillery fire undershot and landed in the empty grid square in front the target.

Both sides threw a D6 die to see who would move first. The British threw a 1 and the Mahdists threw a 5. The Mahdists moved first again this turn. They threw their four ‘Risk Express’ dice and were able to move 2 Infantry Units, which they did. The British then threw their ‘Risk Express’ dice and could have moved 4 Infantry Units but again they were only able to move the 2 that they had.

Turn 3
The British Field Artillery Unit changed its target and opened fire on the leading Mahdist Infantry Unit. A D6 die was thrown, and the score of 2 meant that the artillery fire overshot and landed in the grid square behind the target … which was occupied by another Mahdist Infantry Unit. A further D6 die was thrown, and the score of 5 ensured that the Mahdist Infantry Unit was destroyed.

Both sides threw a D6 die to see who would move first. The British threw a 5 and the Mahdists threw a 6. The Mahdists moved first again for the third turn. They threw their four ‘Risk Express’ dice and were only able to move their Command Unit! The British then threw their ‘Risk Express’ dice and could have moved 3 Infantry Units and 2 Artillery Units, but only moved their 2 Infantry Units and their Artillery Unit.

This movement brought one of the British Infantry Units into range of a Mahdist Infantry Unit, and they opened fire on them. A D6 die was thrown, and the score of 5 resulted in the destruction of the Mahdist Infantry Unit.

This loss also reduced the number of non-Command Mahdist Units to 8, and this meant that the Mahdists would only be able to throw three ‘Risk Express’ dice next turn.

Turn 4
The British Field Artillery Unit again fired at the leading Mahdist Infantry Unit. A D6 die was thrown, and the score of 6 meant that the artillery fire landed in the target grid square. A further D6 die was thrown, and the score of 5 ensured that the Mahdist Infantry Unit was destroyed.

Both sides threw a D6 die to see who would move first. The British threw a 4 and the Mahdists threw a 3. For the first time, the British moved first this turn. They threw their three ‘Risk Express’ dice and were able to move all their Units except their Cavalry Unit. They did this, and it brought one of the British Infantry Units into range of a Mahdist Infantry Unit, and they opened fire on them. A D6 die was thrown, but the score of 2 was insufficient to destroy the Mahdist Infantry Unit.

The Mahdists then threw their ‘Risk Express’ dice and were able to move forward 6 Infantry Units. This brought 1 of the Mahdist Infantry Units into Close Combat with a British Infantry Unit. Both sides threw a D6 die; the Mahdist scored 5 as did the British. This resulted in the destruction of the Mahdist Infantry Unit because its score was greater than its Close Combat Power whereas the British score equalled the British Infantry Unit’s Close Combat Power.

Turn 5
The British Field Artillery Unit changed its target back to the Mahdist Command Unit. A D6 die was thrown, and the score of 5 meant that the artillery fire landed in the target grid square. A further D6 die was thrown, and the score of 6 ensured that the Mahdist Command Unit was destroyed.

This had the immediate effect of reducing the number of ‘Risk Express’ dice the Mahdists could throw this turn to two.

Both sides threw a D6 die to see who would move first. The British threw a 1 and the Mahdists threw a 4. As a result, the Mahdists moved first this turn. They threw their two ‘Risk Express’ dice and were able to move 5 of their Infantry Units. The British then threw their three ‘Risk Express’ dice and were again able to move all their Units except their seemingly inert Cavalry Unit.

Turn 6
The British Field Artillery Unit opened fire on the leading Mahdist Infantry Unit to its right. A D6 die was thrown, and the score of 6 meant that the artillery fire landed in the target grid square. A further D6 die was thrown, and the score of 5 resulted in the Mahdist Infantry Unit being destroyed.

Both sides threw a D6 die to see who would move first. The British threw a 4 and the Mahdists threw a 3. Therefore, the British moved first this turn. They threw their three ‘Risk Express’ dice and were able to move their 2 Infantry Units and their Command Unit. This brought one of the British Infantry Units into range of a Mahdist Infantry Unit, and they fired upon them. A D6 die was thrown, and the score of 6 meant that the Mahdist Infantry Unit was destroyed.

At this point the Mahdists had been reduced to fifty percent of their original strength, and the battle ended in a British victory.

Comments
The reduced movement rates make for a much more interesting battle as it gives the player (or players) more decisions to make. As happens in chess, you have to try to think ahead a bit more, knowing that your plans could easily come to nothing if the chance element does not favour you.

They also tend to make the battle last longer and make the board seem to have more space. I suppose that this is due to the fact that it takes an Infantry Unit eight turns to move from one end of the board to the other rather than the four turns it would have taken with the original movement rates.

The longer battle also gave the Artillery Unit time to do some quite serious damage to their opposition, although it must be said that their dice scores were very ‘lucky’ at times!

Finally, it does mean that Infantry Units armed with firearms can use them before they become embroiled in Close Combat. As this battle report shows, this can be decisive when combined with accurate Artillery fire.

Saturday, 12 February 2011

My Megablitz units: Germany – 15th (Luftwaffe) Field Division (1943)

My German Megablitz forces include the 15th (Luftwaffe) Field Division. This was formed towards the end of 1942 in southern Russia. It was also known as Division Sudost. It took part in the battles around Rostov in January 1943, where it suffered heavy casualties. It was attached to 6th Army, and helped defend the Mius River before being withdrawn to the Dnepr River. Its survivors were used to re-build other units, and the 15th (Luftwaffe) Field Division had effectively ceased to exist by September 1943.

My Megablitz 15th (Luftwaffe) Field Division consists of:
  • HQ (Staff Car + Command figure)
  • 15th Divisional Supply Column (Luftwaffe) (Truck)
  • 29th Jäger Regiment (Luftwaffe)
    • I/29th Jäger Battalion (Luftwaffe) (Infantry)
    • II/29th Jäger Battalion (Luftwaffe) (Infantry)
    • III/29th Jäger Battalion (Luftwaffe) (Infantry)
  • 30th Jäger Regiment (Luftwaffe)
    • I/30th Jäger Battalion (Luftwaffe) (Infantry)
    • II/30th Jäger Battalion (Luftwaffe) (Infantry)
    • III/30th Jäger Battalion (Luftwaffe) (Infantry)
  • 15th Artillery Regiment (Luftwaffe) (75mm GebK 15 Mountain Gun + Pack Mules)
  • 15th Panzerjager Battalion (Luftwaffe) (37mm PaK 36 AT Gun)
  • 15th Fusilier Company (Luftwaffe) (Infantry)
Notes on the figures, weapons, and vehicles:
My Megablitz 15th (Luftwaffe) Field Division was put together from a variety of different sources:
  • Most of the figures are from the 20mm German World War II ranges produced by FAA and SHQ, although there is also one made by Skytrex.
  • The 75mm GebK 15 Mountain Gun is actually a 15mm-scale World War I heavy gun made by Peter Laing.
  • The 37mm PAK gun is a Skytrex model.
  • The vehicles a modified Airfix Opel Blitz (it has been fitted with a Bedford truck cab) truck and a resin-cast Austin ‘Tilley’.

My Megablitz units: Germany – 389th Infantry Division (1943)

My German Megablitz forces include the 389th Infantry Division. This was formed in February 1942 and was assigned to Army Group South. It took part in the battles for Stalingrad, where it was destroyed. It was re-formed in February 1943.

My Megablitz 389th Infantry Division consists of:
  • HQ (Staff Car + Command figure)
  • 389th Divisional Supply Column (Truck)
  • 544th Grenadier Regiment
    • I/544th Grenadier Battalion (Infantry)
    • II/544th Grenadier Battalion (Infantry)
  • 545th Grenadier Regiment
    • I/545th Grenadier Battalion (Infantry)
    • II/545th Grenadier Battalion (Infantry)
  • 546th Grenadier Regiment
    • I/546th Grenadier Battalion (Infantry)
    • II/546th Grenadier Battalion (Infantry)
  • 389th Artillery Regiment (105mm leFH 18 Howitzer + SdKfz 7 + Spotter figure)
  • 389th Panzerjäger Battalion (50mm PaK 38 AT Gun)
  • 389th Fusilier Battalion (Infantry)
  • 389th Pioneer Battalion (Engineers + Truck)
Notes on the figures, weapons, and vehicles:
My Megablitz 389th Infantry Division was put together from a variety of different sources:
  • Most of the figures are from the 20mm German World War II range produced by SHQ, although there is at least one made by Skytrex.
  • The 105mm Howitzer and 50mm PAK guns are Skytrex models.
  • The vehicles are either Airfix (the Kubelwagen, the modified SdKfz 7 and the larger Opel Blitz) or ROCO (the smaller Opel Blitz) models.

My Megablitz units: Germany – 384th Infantry Division (1943)

My German Megablitz forces include the 384th Infantry Division. This was formed in October 1942 and was assigned to Army Group South. It took part in the battles for Stalingrad, where it was destroyed. It was re-formed in February 1943 but eventually destroyed in southern Russia in August 1944.

My Megablitz 384th Infantry Division consists of:
  • HQ (Staff Car + Command figure)
  • 384th Divisional Supply Column (Truck)
  • 534th Grenadier Regiment
    • I/534th Grenadier Battalion (Infantry)
    • II/534th Grenadier Battalion (Infantry)
  • 535th Grenadier Regiment
    • I/535th Grenadier Battalion (Infantry)
    • II/535th Grenadier Battalion (Infantry)
  • 536th Grenadier Regiment
    • I/536th Grenadier Battalion (Infantry)
    • II/536th Grenadier Battalion (Infantry)
  • 384th Artillery Regiment (105mm leFH 18 Howitzer + SdKfz 7 + Spotter figure)
  • 384th Panzerjäger Battalion (50mm PaK 38 AT Gun)
  • 384th Fusilier Battalion (Infantry)
  • 384th Pioneer Battalion (Engineers + Truck)
Notes on the figures, weapons, and vehicles:
My Megablitz 384th Infantry Division was put together from a variety of different sources:
  • Most of the figures are from the 20mm German World War II range produced by Raventhorpe, although there are also a couple made by Skytrex.
  • The 105mm Howitzer and 50mm PAK guns are Skytrex models.
  • The vehicles are either Airfix (the larger Opel Blitz) or ROCO (Kubelwagen, the SdKfz 7 and the smaller Opel Blitz) models.

Friday, 11 February 2011

Another milestone!

Today has turned out to be rather a momentous one. I have just realised that it is the second anniversary of my adding a 'hit' counter to my blog.

I added the 'hit' counter on 11th February, 2009 at 12:04 pm CST ... and on 11th February, 2011 at 12:12 pm CST the number of 'hits' was 142,392 ... which gives an average of 195.05 'hits' per day. I never, ever expected that anything like that number of people would be interested in 'the random thoughts of an ancient wargamer', but obviously I was wrong.

Big thanks go to all my regular blog readers. I'll keep writing my blog if you'll keep reading it!

There is a courier at the door ...

It has been a rather busy thirty minutes!

I had just managed to write my first blog entries for several days when the doorbell rang and my wife called out to me 'There is a courier at the door for you. You have to sign for a parcel.'

I rushed downstairs – our home office is on the top floor of our house – and collected and signed for my parcel. It contained the vinyl chessboards that I had ordered just over a week ago from WHOLESALE CHESS UK!

Luckily for me, the only ones that they had in stock were green and buff, which makes them idea for use with my portable wargame. Furthermore, the grid squares are 2-inches by 2-inches (or 50mm by 50mm), which means that they are larger than the ones on my existing chessboards, and therefore will allow me to use larger figure bases and/or large scale figures.

Life is looking up!

To sleep, perchance to dream …

Perhaps not the most apposite quote with which to start a blog entry, but it does sum up the fact that my recent illness has given me lots of time to sleep and to dream.

I am not one of those people who place great meaning on dreams, although I do accept that sometimes they can give an insight into the state of someone’s mind … and if my recent dreams are anything to go by, I have been missing my wargaming!

I had a particular dream that I seemed to go back to several times whilst I was ill. It was not the same dream repeated several times; it was more a series of dreams that sort of followed on from one another. I seemed to be playing a vast wargame – the table appeared to be endless and covered by very realistic terrain – with all my wargaming friends. The historical period seemed to change as the dream progressed. It started just after the Napoleonic Wars, and progressed through the nineteenth century (including a series of notable Colonial ‘adventures’) into the middle of the twentieth century. We fought land, naval, and air battles, and the supply and quality of the models we used was first-rate … although I have no idea what rules – if any – we were using. Every time I awoke from the dream, I felt a bit better … but I stopped having the dream when my temperature returned to normal, and regrettably the memory of it is now beginning to fade.

So what does my dream mean?

Frankly I have no idea … but I do know that I have returned to relatively good health with a refreshed and renewed interest in wargaming … and cannot wait to get back to it!