Category Archives: Sessions

A Sputtering Broken Record

Game is sputtering along, with my bleatings about Initiative and Response checks a broken record , especially with the Experienced level units  forming the bulk of both armies.

Sat down last night and worked my way through these problems.

Experienced units need a modified Initiative percentage die  roll of 40 or lower to charge or respond to a new order (not to mention fire or move for the first time in the game).

Without command figures in close proximity, the chances of passing are pretty low.

Response tests are also problematic, especially for units with over ten percent casualties (that’s the loss of only one (1) figure for most units).   This test involves a base Morale Value Against Percentage Losses Suffered, added an average die roll, then modified.

Once again, the proximity of a unit’s General and unengaged friendly units is helpful.

An example:  An Experienced unit with ten percent casualties has a base morale value of 5.  In order to remain “Steady”, in response to an event,  it must have a modified score of eleven (11).  Assuming a die roll of three (3), it still needs a net of three positive modifiers to remain “Steady”.

The lesson learned is to increase the number of generals per army, and keep troops close proximity to one another.

If this doesn’t happen, most units will refuse to charge or hold, instead retreating or routing after absorbing a limited number of casualties.

In this game, the Cossacks continue to march up “their” hill, come into contact (or threat of contact), and retreat back down.  Same for the Muscovite cavalry in the center.  They absorb a casualty loss from Haiduk musketry, and then fall back.

Very tempted to reset.  On the other hand, I’d like to get my Transylvanians on the table.

More Progress

The daily game playing momentum has slowed. Surprising, because once I get going, the game’s very enjoyable.

Interesting set of rules.  Despite the many charts and modifiers, the play is quick, and far less procedural than Wargames Research Group (WRG)  6th  Edition.  Husaria’s narrative allows some latitude in application.

For example: How far does a unit retreat? Is it full move, move modified for formation changes, does the unit deduct for turning 180 degrees, or what? Not complaining because it allows for applying some common sense.

Another puzzler is what happens when a unit fails its Charge Initiative Test? Does the target unit still have to take a Response Test. The answer is “Yes” in WRG 6th .  Here, I’m not so sure. I’ve tried it both ways and have decided that if the unit fails its Initiative Test, the target does not have to test. An outcome of both units retreating is, while possible, not that plausible.

This game is full of frictions. First off, it is very difficult for “Experienced” units (which make up the bulk of units in this game) to pass the Initiative Test to charge and also difficult for them to roll for positive Response Test outcome. As a result, and I’m sure this was intended, plans do not go as anticipated.

This breakdown has caused both generals to scamper around the battlefield changing orders. The order changes are not formulated until the last phase of the turn, communicated during the next turn’s movement phase, and take effect the following turn. By that time, events may have rendered the new order moot or even counter-productive.

One interesting rule involves following up a unit that “gives ground” after losing Combat (melee). The victorious unit can only follow if it has the distance needed remaining from its charge movement allowance. If not, the victorious unit must charge again the next turn. This happened to the Russian cavalry in the center. They failed the subsequent charge test, remained stationary, and were then forced to retreat as a result of Polish musketry.

If you enjoy some chaos in your gaming, this rule set provides it. For me, especially playing solo, this is not a bad thing. And, I don’t mind working within a relatively loose framework. Again, this is after playing the very scripted WRG 6th Edition Rules.

Here’s a summary of the past five (5) turns.

The Polish attempt to hold the east hill using Ratjars failed. However, the Cossack Infantry also withdrew (see comments about mutual failed tests, above). The Cossacks are now working their way back up the hill, but staying on the reverse slope to avoid artillery bombardment. The Polish commander has sent his remaining Ratjars to drive off the Cossacks.

The Haiduks drove off the first wave of Russian cavalry, and holds the center. The Polish Pancerni remain uncommitted, with the Hussars still to their rear and off the table.

The Russian Dragoons holding the forest have been forced to withdraw, with Polish Haiduks advancing through the forest towards the East village.

The Russian Streltsy have retreated to the villages, with orders to defend. The Russian heavy cavalry is beginning to deploy to support another attempt to break the Haiducks holding the center.

Progress Report

Into Turn 10 now.

Artillery fire has driven off the Cossacks. Seemed too easy. But it doesn’t take too long for a unit to have a 10% casualties morale check. And, the morale chart is unforgiving, especially for the Experienced units that constitute each side’s infantry.

Same for the musketry in the center. Strelsky now retreating, with Haiduks following up even after being pushed back for one turn by gunfire.

Recovering from retreat is different. No rallying, just turning around. However, most units will take two turns to do so, with 90 degree turns each turn. I like it. No markers, easy to see a unit’s status on the table.

Command is another adjustment. Not from a rules standpoint, but from a player’s perspective. Orders are given at the end of a turn, carried during the Movement Phase of the following turn, and communicated at the end of that following turn.

A Solo player must demonstrate a more than usual sense of discipline here. Looser rule sets allow more latitude. In this case, as with WRG 6th, you have to force yourself to stick to the rules – well, within the spirit of the rigorous rules, and really anticipate.

The Muscovite Commander has ordered his cavalry to attack the advancing Polish Haiduks. The Polish Pancerni are now in support. To their flank, the Cossacks have rallied, but are now facing a unit of Ratjars, under orders to hold, and not be drawn into a charge. It will be interesting to see how they respond to musketry.

Here are a couple of low-light photos from the Second Story Game Cave.

Starting Husaria….Finally

Finally started the game last night. The usual inertia compounded by senseless Sunday Night Football viewing, and then the last minute completion of Unit Rosters, searching for appropriate dice, etc., etc.

The Polish Army is running low on foodstuffs. To replenish they must attack and seize the two villages to the North of their current position. To accomplish this, they must clear the high ground situated between the two small villages. Intermediate objectives are the woods lying to the West, and high ground lying South and East of the villages.

The Muscovites also need these villages to feed their Army. The army’s mission is to defend and hold the two villages.  Their deployment has dragoons in the woods, and two Cossack infantry units on the high ground South and East of the villages.  Two Streltsy units are positioned in the center, between the woods and high ground.  Three cavalry units are to the rear and in support of the Streltsy, with a heavy cavalry unit in general reserve, located on the high ground between the two villages.  The Muscovites also have a light artillery piece co-located with the heavy cavalry unit.

Here’s a low grade photo of the battlefield looking North.

And the Muscovite’s center

The Polish commander’s intent is to pin both Muscovite flanks, attrit the Streltsy infantry positioned in the center by musketry, with the Hussars and Pancerni assaulting and destroying any remaining infantry, while charging to melee with and destroying the enemy cavalry. 

The Polish dragoons have orders to advance and clear the woods to their front (I’ve been waiting to use these cheesy Wal-Mart Christmas trees for a year now. They were originally purchased for use with my 7 Years War flats, but that exercise has not taken place, yet), with the strong Polish artillery (two heavy and two medium guns) ordered to bombard the Cossack infantry positioned on the hill to their front. These guns are supported by a unit of Rajtars (heavy, pistol/saber armed cavalry) in case the Cossacks are goaded into an assault, or move to support the Streltsy.

The Polish cavalry is being held off-table, due to table size. They will work their way forward as the Haiduks’ advance towards the Muscovite center develops.

One turn in, I remembered units have to check Initiative before their first move of the game. Immediate Reset!

Other than that, fairly smooth first few turns, especially since the Muscovites have orders to hold and defend their current positions.

Very curious to see how effective the artillery is.  The hill positions are considered  Soft Cover, providing a -2 die roll modifier (drm) to any Fire Attacks. Artillery has aggressive modifiers for both long and short range (-4 and +2 drm, respectively). My table is roughly 51/2 feet by 5 feet, so setup places the two forces in relatively close proximity. This soft cover adjustment mitigates the artillery short range firing drm, effectively making fire from the artillery’s current position a medium range attack.

I’ve also tried to off-set the Polish advantage in artillery by giving the Muscovites a Cossack General.

Cold and very windy here today. I’ve finished manning the paperwork/bill paying bilge pumps, so there’s a good  chance to really get into it this afternoon.

End Game – WRG 6th

The Arabs were driven from the field.  The Byzantine Extra Heavy Cavalry (EHC) rallied from their pursuit of the broken infantry units unmolested, and used their ability to shoot (bows and darts) and charge to inflict just enough casualties to break the Arab Heavy Cavalry (HC).

This bad photo’s perspective is from East to West representing (in a crude manner) the penultimate stage of the battle.  The Persians EHC are at the bottom of the shot;  the Byzantine Super Heavy Cavalry (SHC) engaged in the center, with two Byzantine EHC units to the North.  One is engaged and the other waiting to wheel into a flank attack .

The Arab HC shown to the top of the preceding photo is now flanked, with the center Arab HC broken and pursued by the Byzantine SHC. The Arab Commander-In-Chief, along with his Bodyguard is waiting to aide one of his units, while the poor bastard manning the bolt thrower is standing slack jawed, immobilized by the spectacle.

The former Arab HC unit will break and outdistance its pursuers, while the Persian EHC will fight  their Byzantine counterparts to a standstill.

At this point the Arab Commander-In-Chief ordered a general withdrawal, saving himself , his bodyguard and his cavalry for another battle.

Will post up final thoughts, observations, and other inane musings in a follow up before setting up Husaria.

Contact!

The Byzantine Extra Heavy Cavalry (EHC) have gone to work, breaking the Arab infantry units to their front.  Problem is, when the EHC tried to rally, they went impetuous.  No stopping them now, that is until the infantry’s movement rate goes to zero.  Then the EHC can try another rally attempt.

That’s what the Arab cavalry is waiting for.  Their best chance is to hit the Byzantines while rallying and disordered.  However,   the Byzantine Heavy Cavalry (SHC) are in reserve and moving forward with their general.

Unfortunately for the Arabs, there’s  no help from their flanks.  These infantry units either broke (right flank), or became shaken (left flank)  after seeing their companions in the center of the line break.  The remaining Byzantine light troops continue to pressure these flank units, forcing them to take reaction tests under unfavorable conditions.

It will be quite the scrum in the center.  A quick ugly pic of the situation.

Dead Pile In The Upper Left Hand Corner

I’m A Strong Person…Yes I Am….Really

In the latest WRG thread, I whined about not being strong enough to put together a workable synopsis/cheat sheet for the rules I find most challenging (read obtuse).

I channeled a TardMuse, and put one together.  Here are  the links to this work in progress.   Any corrections, other ideas are welcome.

Page 1       Page 2

Just click on the small(ey) images and the normal ones will appear.  Jeez… another thing to figure out.

 

Pea Ridge

Set this one up a few days ago.

A meeting engagement, regiments arrive piecemeal, with the Confederates having to negotiate constricted roadways in order to attack and reach their victory objectives.

I always tussle with whether or not to read about a battle before I play it.  I tend to not consult a reference so to avoid any pre-conceived notions about my approach for my first play-through.  After that, I’ll take a look, especially since I am fortunate enough to have the original two volume West Point History of American Wars.

Here’s a bad shot of the situation after five turns.  Top of picture is North.  The Confederate victory objectives are, for all intents and purposes, at the south end of the board.  Union victory objective is to hold in-place at their present position (Elk Tavern) to the East.

The game’s characteristics are interesting.

Union forces are outnumbered, but most Confederate units are armed with short ranged (one hex) muskets.  But, using fire and melee tactics is complicated by the need for Confederate units to be stacked with a leader in order to melee.  This rule is intended  to reflect the high historical casualties among Confederate brigadiers.  It also makes a two hex melee attack very difficult.

Many regiments’ morale is unknown.  A die roll the first time a check is necessary determines their rating.  Units keep that rating for the rest of the game.  This differs from TSS, which calls for a new roll for each check.   There is also a night turn, when both sides have an opportunity to regroup.

Managing the movement to contact is difficult.  Command radii are limited, there are lots of artillery units to clog roads, with very little room to deploy from column – necessary for movement at any pace through the heavily wooded areas – to line.  This makes coordinating attacks difficult, especially when time is of the essence for the Confederates.

All-in-all, an interesting challenge.  Here are close ups of the west and east flank’s action.  Notice at east flank (2nd photo), that the Confederates have to move through heavy woods (which effectively limit movement to one hex per turn) in order to envelope the Union blocking force at Elk Tavern.

         

 

More 6th Edition

Now in Turn 10 of my latest WRG 6th Edition game.  As hoped for, the going is smoother.  Not just rules knowledge, but my tactical sequencing has improved.

By this I mean the staged use of troop types.  Light infantry is given time to skirmish, heavier infantry deploys methodically and, most importantly, the cavalry (especially the Byzantines) wait for the proper time to advance and charge.  I know, basic stuff, but that’s what I lose sight of when grinding through a new rules set.

This sequencing seems especially important with WRG 6th Edition.   If you miscalculate distances between those three troop types, you wind up with units stacked up, without room to maneuver.  The results are ugly and, to paraphrase Dean Wormer “Disordered, Shaken, Burst Through and Routed is no way to go through a WRG 6th game.”

This crummy photo from my first game illustrates what can happen.

I kept the ruler in the photo (all how-to-do-it references for wargame photos stress not to leave game paraphernalia out of any shot – which I don’t get because any table I’ve played on is covered with rulers, dice, tables, charts and rule books) spatial reference.

The Arabs are at the top of the photo, Byzantine cavalry at the bottom.  The light infantry has evaded through the heavier infantry and cavalry , with the infantry now blocking any cavalry response without disruption, either by a countercharge or rout.  And, what the hell will the body guard at the very top of the photo do?

For better or worse, 6th Edition RAW (Rules As Written) won’t let you just slide units all over the battlefield.  No “fast and furious” here.  Sloppiness has its consequences.

As mentioned in my earlier posts, these rules are difficult.  At this point on my learning curve the big problem is that answers to tabletop situations are often spread out through two or three rules sections.  This is especially true for rout, pursuing, and rallying.  While there are sections focused on each topic, the nuance is buried in movement, or dicing for arrival or some other sections.  If I was a stronger person, I’d track all of this down and consolidate into a situation-specific write-up.

Anyway, I’m fortunate that I can enjoy the game at a leisurely pace and not pressed to finish in, let’s say, an afternoon.

Details, Details

Now in my 12th turn of my first real WRG 6th game. This is where all the shortcomings become apparent. Rules problems effecting play, various combinations of errors of omission and commission, bad tactics, a record keeping system that is not effective, and the creeping feeling that I’ve had enough and need to either reset or try something else.

The latter is, to me, the real challenge in wargaming. Who wants to slug it out, pay attention to logistics, grind through an attritional slog, go to the rulebook one more damn time? Too much like real life.

But, right now, is when you really start learning a game. You have to dig through those rules and read them very, very carefully; looking for nits, buried fractions, lengths and percentages.

Hopefully, this will all make the next game a lot more fun. Because, this one is now dragging

Regardless of this low pitched whining, it is a fun game. Light units have skirmished and scattered, the Byzantine Heavy Cavalry is blasting through the enemy infantry, just about to come into contact with their Arab counterparts. Their Super Heavy supports lagging behind, with Arab light cavalry lurking on exposed flanks.

It’s mayhem that should end in about four turns.

Here’s a representational photo.