Thursday, 30 October 2008
Nugget 221
Wednesday, 29 October 2008
Nugget 221
In the meantime I have uploaded the PDF version of the latest issue to the Wargame Developments website so that members (including e-members) can read it before the printed version arrives in the post.
This issue contains the most recent version of the RED FLAGS AND IRON CROSSES rules as well as Richard Brooks's latest rules (RUGA-RUGA or OUT OF RAPIER) for re-fighting actions in East Africa during World War I.
Tuesday, 21 October 2008
Redcoats and Natives (Tarred and Featherstoned) - Play-test 2
Knowing that the Mahdist forces are advancing, the local Egyptian commander – Asif Ali Bey – ordered the garrison of Mhedemi to evacuate the village, and sent a gunboat (rated as ‘Average’) to pick them up.
Note: The gunboat moved at the same speed as cavalry and carried the equivalent of a breech loading artillery unit. It could be sunk by the equivalent of four substantial hits on artillery by artillery (i.e. the artillery not only had to hit the gunboat but to also score 10, 11, or 12 when 2D6 were thrown to determine the effects of a hit). The gunboat came into sight of the village when it was dealt a red picture card.
Lessons learned:
The minor change to the rule as to 'who fires first' in a combat worked without a problem, but will probably be changed back to its original form in the next draft. This is a result of the play-test as the revised rules allowed the Mahdists to charge the Egyptian positions without the Egyptians having the opportunity to fire at them as they did so.
The card activation system did produce some interesting results. For example one of the Egyptian infantry units was able to fire at the advancing Mahdists and then withdraw because it was activated by a lower card than that dealt to the Mahdist units. The other Egyptian infantry unit was not as fortunate, and was over-run.
Artillery can be devastating if used en masse, something the Mahdists did not do in reality.
The Close Combat rules produce very bloody results if neither side prevails during the first round. The hand-to-hand fighting during turn 3 resulted in both sides suffering very heavy casualties because the combat went through three rounds before it was resolved.
Gunboats can be used without a major re-write of the rules.
Tuesday, 14 October 2008
Redcoats and Natives (Tarred and Featherstoned) - Play-test 1
A column of Egyptian troops (two infantry units, an artillery unit, and a machine gun unit, all rated as ‘Average’) led by Mustafa Pasha was advancing on the small town of El Mhet. The local sheik had recently received representatives from the Mahdi. They had persuaded him to support the Mahdi, and had sent three units of Jihadia infantry and two artillery units (all rated as ‘Average’) – led by Sheik Mehmet Abdullah – to garrison the town. The sheik had no doubts that when the Egyptians (or ‘Turks’ as he preferred to call them) came to collect more taxes – as come they would – he would ambush them and put them all to the sword.
During the first two turns the Egyptians advanced unhindered towards the town in column. However, during turn 3 the Egyptian machine gun unit had problems moving forward, and this caused the rearmost infantry unit to move slightly to the right, thus breaking the column. This was compounded at the start of turn 4 when the machine gun unit moved forward so quickly that it ended alongside the artillery unit. Before Mustafa Pasha could sort out the resultant confusion, the hidden Mahdist artillery unit opened fire. The concentration of so many Egyptian troops in so small an area was too tempting a target to ignore … and the effect of the Mahdist artillery fire was devastating. Two infantrymen and one of the machine gun crew were killed and the artillery unit was destroyed. The only bright point for the Egyptians was that their morale was seemingly unaffected.
In reply to this artillery barrage the leading Egyptian infantry unit attempted to deploy to its left, but this then exposed it to cannon fire from the Mahdist artillery unit in the town. Its gunfire was less effective as it only killed a single Egyptian infantryman, but the Egyptian unit’s morale was severely tested by this further loss.
The next turn was crucial for the Egyptians. By the beginning of turn 5 they were already down to 65% of their original strength, and had caused no casualties on the Mahdists. If they suffered another 3 casualties they would be forced to retire. The fall of cards did little to help the situation, as the majority of the lower value cards were dealt to the Mahdists. This allowed them to activate most of their units before the Egyptians could respond.
Lessons learned:
Because the rules are based on RED FLAGS AND IRON CROSSES (TARRED AND FEATHERSTONED) it was to be expected that they would work. As it was, they worked even better than I had hoped, and although I will have more play-tests I doubt that there will be much need to change the basic mechanisms used in the rules.
Sunday, 12 October 2008
Redcoats and Natives (Tarred and Featherstoned) - First draft
They are very similar to RED FLAGS AND IRON CROSSES, but because they deal with an era when there were fewer weapon types, they are shorter and simpler.
I hope to play-test them later this week. In the meantime, to access a copy, go to RED HEX WARGAMES and follow the simple instructions.
Saturday, 11 October 2008
Redcoats and Natives (Tarred and Featherstoned) - First draft
This should not present me with too many problems as REDCOATS AND NATIVES shares a similar ‘architecture’ (i.e. it uses very similar mechanisms) the RED FLAGS AND IRON CROSSES, and I have learned a lot from developing RED FLAGS AND IRON CROSSES (TARRED AND FEATHERSTONED).
I hope to get a working draft written today, and be able to begin play-testing sometime next week.
Tuesday, 7 October 2008
Red Flags and Iron Crosses (Tarred and Featherstoned) - Play-test 5
With the exception of the tank unit – which was withdrawn to counter a German attack further along the River Bug – the Russian defenders remained as before. They had, however, strengthened their defences by laying barbed wire entanglements in front of their trenches to channel any attackers into a killing zone.
The German commander decided that the assault should be staged over two nights. During the first night the engineers would remove some of the minefields that had been identified whilst the field artillery bombarded the Russian trenches. It was hoped that this would both deplete the number of defenders and stop them from interfering with the engineers. During the second night the infantry and engineers would infiltrate the Russian defences so that they could begin their assault at first light.
During the first night the second turn of German field artillery fire destroyed the Russian anti-tank unit. Despite being in trenches, two Russian infantrymen – one of whom was armed with a light machine gun – were killed during the fourth turn of artillery fire.
During the second night one of the German engineer units managed to cut the barbed wire in front of the Russian trenches despite being fired at several times by the defenders, and at dawn they charged forward, followed by one of the infantry units.
By this time the other German engineer and infantry units had moved forward, and by turn 7 the Russian defenders were under constant fire from the German-occupied trenches. A German artillery spotter was amongst the newly arrive troops, and during turn 8 the German field artillery units began to bombard the remaining Russian defences.
Lessons learned:
The new rules worked very well, particularly those relating to the engineering tasks.
This was the first battle where a planned assault had been gamed through, and although it was an interesting intellectual exercise it would not have made a good face-to-face wargame – too much dice throwing (to determine the effect of the nighttime bombardment) and very little action until the actual assault took place. The rules are written for solo as well as face-to-face wargaming, and this proved to be an excellent example of the card activation system at work as it slowed down what the Germans were able to do.
The rules are now at a stage where most of the major mechanisms have been play-tested and shown to work. All I need to do now is to paint a lot more figures and to begin fighting bigger battles!
Monday, 6 October 2008
Red Flags and Iron Crosses (Tarred and Featherstoned) - New rules added
- The specialist role of engineers on the battlefield (e.g. laying and removing minefields, mounting assaults on prepared positions)
- The specialist weapons deployed by engineers (e.g. flamethrowers, assault demolition charges like satchel charges and Bangalore torpedoes)
- Barbed wire
- Night fighting (particularly the effect of restricted visibility on movement and weapon ranges
Saturday, 4 October 2008
Nugget 220
I also managed to send out reminders to all the members of Wargame Developments who have not yet resubscribed for 2008-2009.
With any luck I should be able to have another play-test of RED FLAGS AND IRON CROSSES (TARRED AND FEATHERSTONED) tomorrow. I think that the scenario will follow on from the previous one so that I can test out the infantry assault rules and to gauge the effectiveness of a reasonably heavy artillery barrage on fortifications.
Wednesday, 1 October 2008
Red Flags and Iron Crosses (Tarred and Featherstoned) - Play-test 4
The local Russian commander realised that it was imperative that the German advance be stopped before it reached the nearby crossing point over the River Bug. He ordered troops from his reserve forward to occupy part of the old ‘Stalin Line’ defences. These troops included two infantry units, an anti-tank gun unit, a light field artillery unit, and a tank unit equipped with a T34. With the exception of the tank unit (which was rated as ‘above average’) these were all rated as ‘average’.
As the German tanks advanced in arrowhead formation along the axis of the road, the Bf109 roared overhead and strafed the Russian trenches, killing one Russian infantryman in the process. The Russian light field artillery unit opened fire on the leading German tank and hit it several times, but none of the shells penetrated the tank’s armour.
At the beginning of turn 3 the leading German tank turned off the road to drive around the reconnaissance unit’s burning Kubelwagen, only to go straight into a minefield where its tank blew up. The Russian anti-tank unit then opened fire on the German tank unit that was advancing to the left of the road, but missed. The other German tank unit swung to the right, hoping to avoid further gunfire from the Russian light field artillery unit, whilst one of the motorized infantry units advance up the road and stopped just behind the Kubelwagen.
The German motorized infantry debussed behind the burning Kubelwagen whilst a Stuka attacked the Russian anti-tank unit (the Luftwaffe had been dealt a Spade non-picture card during turn 2). The Stuka’s bombs were, however, ineffective, and the Russian anti-tank unit opened fire on the German tank that had turned away from the road to avoid the minefield on the left-hand side of the road. Its shells missed, as did those fired by the Russian light artillery unit against the German tank that was advancing on the right.
During turn 5 the left-hand German tank unit fired at the Russian anti-tank unit, killing one of its crew. The anti-tank gun replied, but its shells were unable to pierce the German tank’s armour. The Russian light field artillery fired at the other German tank unit, but its shells were as ineffectual as those of the anti-tank gun unit. However, the Russian T34 unit now advanced up the road and opened fire on the same German tank unit, destroying the PzKpfw IV tank with its first round.
Lessons learned:
The minefield rules worked well, and the presence of minefields on the battlefield channelled the attackers into the killing ground in front of the Russian entrenchments.
Attacks on well dug-in troops can only be conducted after suitable preparation. Mobile troops cannot ‘bounce’ enemy units out of fortified positions; they have to be driven out by infantry assault after their resolve (and numbers) have been reduced by artillery fire and bombing.