Category Archives: Kriegsspiel

Picking Up The Pieces

Former clients over for a visit, so the dining room table had to be cleared of my Brandywine Kriegsspiel.  Here’s a final look.

Well, not quite final.  I did move the British into melee and that’s where I started thinking about the importance of the Umpire in Kriegsspiel.  Not an original or deep thought, but with a twist.  Let the rambling begin…….

The Umpire is The Rules.  In other wargames you have a rulebook and units with attack, defense, morale and movement ratings.  In Kriegsspiel all of these factors are generic.  The Umpire decides and/or arbitrates unit capabilities.

For example:  How well will units fight in melee?  Yes, there are guidelines for the effect of losses, but how well will that unit fight today?  Is that simply a product of die rolls, or is there an intrinsic capability for this particular engagement?  The rules provide for differentiation in capabilities in certain situations – attacking uphill, across barricades, when tired – but not necessarily between units.

Sure, Continental or British Regular units will perform better than militia and/or irregulars, but how about each regular unit?  Are all Continental units inferior to the British in musketry and so use a different die to resolve fire combat?  How about melee, an across the board adjustment?  At Brandywine, Stephen’s and Stirling’s Continentals fought the British toe-to-toe, while Sullivan’s ran.  Yes, they were trying to adjust their position, but what happened?

On top of that, how much research is the player willing to put in to provide a kriegsspiel that takes into account differences that existed on that day?  I learned that is very hard work, even if the resources are available.

This leads to the idea that Kriegsspiel is best suited for the generic and scripted encounters.  Without an Umpire, the player(s) must decide army or unit capabilities and how they are expressed.  What you have is an “ImaginNations” game on a low level operational and tactical scale.  Trying for a historical simulation is just too hard.

After all, Kriegsspiel was developed as a teaching tool, incorporating basic concepts/precepts but then crafted to meet, as we used to say, specific “learning objectives”.

So, the next time I pull my Kriegsspiel maps and counters out, I’ll use them to pursue a theoretical situation or, maybe, a historical one, but be satisfied with broad precepts, especially concerning a fighting force’s intangibles.

 

Working The Room

The “Room For One More” has its limitations….overhead light doesn’t work.  One of those fan lights with wiggy wall switch.  Trouble shot it.  Must be the bulb.  Two person job to remove since fixture so spindly.  Need a repair accomplice.  So, daylight sessions with the Brandywine scenario.

I want to believe this is a “process over results” effort.  Slow sledding since accounts are conflicting, and the map scale had me puzzled.  According to the Command Post Games site, their Pub Battles’ maps have a 1/1600 scale as opposed to Kriegsspiel’s 1/750-1/800 scale.  I was perplexed because distances seemed off.  When I checked the map’s scale legend against my Kriegsspiel Distance Ruler, the map was, in fact 1/800 or so.

I hammered my way through working out time-distance movements for the Continental right flank’s shift.  Came fairly close, with some help from concepts published at this interesting site.

So, here we are…….Top photo is Cornwallis approaching Osborne Hill, where his forces took a break from their 9-hour flank march.  Bottom photo shows the  British demonstration at Chadd’s (also spelled Chad’s in some accounts) Ford.  Time is approximately 1400.

Room For One More

I’m Home Alone, so the Dining Room Table is available.

Haven’t played Kriegsspiel for a while, and that beautiful Command Post Games Brandywine map has been just sitting in the garage……Why Not?  Use all available horizontal surfaces!

Cycled through any number of Internet sites as well as my West Point Atlas Of American Wars to put together Order of Battle, general dispositions, and background on the battle.  The process was time consuming, but interesting and fun work.

Decided to use Kriegsspiel’s standard scale of one block represents 450-500 men.   Since most of the brigades involved had 1,500-2,000 men, this works just fine.  However, the respective forces were organized in (divisions) groups of two (2) brigades.  I’ll have to ignore this lack of symmetry as my table-top groupings will have three (3) blocks, not  four (4)……just grit my teeth and suppress those compulsive instincts.

Here’s a viable map of the initial dispositions that I will use (North at top).  The Continentals were initially positioned along Brandywine Creek, but have reacted  to Howe’s flanking march from the north by pulling brigades off the line.  The remaining Continental brigades are facing Knyphausen’s force  moving east towards Chad’s Ford.

My map’s scale is roughly 1/16,000, while Kriegsspiel uses 1/8,000 scale maps.  Ranges and rates of movement are reduced by one-half.  Fortunately, the weapons used in 1777 are the same as those used in the 1824 Kriegsspiel rules, so no adjustments for effectiveness needed.

Another set of rules to read and become (semi) fluent with.  Also, I get to re-learn working with Kriegsspiel Dice.  That process is interesting in and of itself.

Enjoying Kriegsspiel – Again

I purchased the 1824 version of the Kriegsspiel rules from Too Fat Lardies the other day (https://toofatlardies..uk/product-category/kriegsspiel/ probably in response  to some spasmodic Napoleonic reading during the early summer.

Same motivation was probably at work when I ordered a Brandywine map from Command Post games (https://www.commandpostgames.com/product/pub-battles-brandywine/).  I’ve had my eyes on this for quite some time, but not to be used with their Pub Battles.  The map is gorgeous and a significant improvement over the historically accurate, but less striking, Meckel map.  Not cheap, but I think the paper map is worth the money.

 

The presentation of the 1824 rules is far more detailed than those for 1862.  Many more examples of play by situation – infantry vs. infantry, cavalry versus infantry, infantry versus unsupported artillery etc.

This is all good, but as I noted in an earlier post, part of the fun was just applying common sense, or general tactics to a situation.  Now, I find myself checking the rules, and not enjoying the situation as was the case with the less detailed 1862 version.

Kriegsspiel is granular.  If only because the time scale is two minutes.  Things move slowly, and I am trying to figure out how to speed up play, especially in a scenario calling for movement to contact, as well as an increasing inability to focus.

My current scenario has a brigade of two regiments (Red), with attached cavalry, jaegers and artillery, marching to control two crossroads along Street Road., which runs north to south,.  They only know that it is probably defended.  The defense is, in fact, a reinforced regiment (Blue) with artillery.

Blue is deployed to cover both east-west roads leading to Red’s objective,  with the majority of their force occupying Birmingham Hill.

Two groups of Blue skirmishers are deployed forward of the hill.  Their mission is to observe and delay Red’s advance, so Blue can determine which east-west road will be Red’s primary avenue of approach.

The Blue skirmishers have engaged the Red cavalry, causing them to deploy.  Now, things get interesting.  The rules indicate the skirmishers will form square.  If so, what does the cavalry do?  I have not given them orders, nor have I written down their Standard Operating Procedures (SOP).  Or, do the skirmishers simply flee – which they can also do under the rules.  If so, again, what is the cavalry’s reaction?

This is fun stuff and demonstrates the breadth and scope of Kriegsspiel.

Innocence’s End

Earlier this year I devoted several posts to extolling the happy and simple virtues of Kriegsspiel.  It was a wonderful simple time.

Then I started reading.  I found both the Austro-Prussian and Russo-Turkish Kindle books real cheap a month ago (Kindle pricing is a tide pool).  The former also discusses the 1864 Danish War.  Perfect for the 1862 Kriegsspiel rules.

But, this new cursory knowledge created real questions.  How can I play this game when both sides are Prussian.  After all, the ranges and weapons’ effectiveness is based on Prussia’s arsenal.  Once again,  down the slippery slope.

All kinds of research and conversions.  How long is a pace?  How many paces in a meter?  What’s the range of  Austrian weapons?  Can I convert all of this over to the more advanced rifles of the later Russo-Turkish war?  What are the differences in regiment, division and corps organization?  Austrian columns versus Prussian skirmishing “Zugs”?

This doesn’t leave much time to play the game, especially when I have to set it up on the dining room table and the Holidays are fast approaching.

An interesting set of problems.

Not to mention the need for  attention to tactical detail.

Here’s my initial set-up for the reinforced battalion defending an avenue of approach to the critical bridge.

 

Right and Left Limits?

Let’s leave the artillery on the crest of the hill.  1st Company on the left has a right boundary that, well, is somewhere.  At least the battery’s transport is on the reverse slope.  And, where the hell is the commanding officer?

OK….That’s Better.

First Battalion now has limits  based on the road network.  The artillery is dug in on the outskirts of town.  The single company from Second Battalion now has a clearly defined area of responsibility, but can still pivot to support.  The Devil is in the details.

More Kriegsspiel

Received my new Kriegsspiel pieces the other day.  Laser cut so each piece has to be hand cleaned.  Great way to drink beer, watch football and still feel productive.  Problem is……..I don’t know what the hell I was doing when it came to research.

Wanted to have a corps for each side.  When I double checked, it was another case of a brick shy of a load. Benninghoff is a reliable resource…..after all he is a PhD!, as is Quintin Barry.  So it will be another email out to Photon Cutters, for another brigade and miscellaneous corps level assets.

Pretty, But Incomplete

Common Sense Wargaming

Really enjoyed starting up a Kriegsspiel scenario.

Used the old Programmed Wargame Scenarios book.  One of the first to introduce random events and personalities into a solo-friendly context.  Also used a log to keep track of events.

 

KSpiel is intuitive to me. Work with the maps, the contours, basic concepts involving reconnasiance, and security, as well as some period knowledge about Prussian tactics.  The latter is covered in the Two Fat Lardies rules.

This allows you to just play the game.

I used a company scale, with three to a battalion, three battalions to a regiment, with three regiments to a  division.  Each side had one division of infantry, along with attached cavalry squadrons.

The scenario called for Blue to have an advance force at a river crossing and to hold that crossing until reinforcements arrived.  Red’s mission was to take the crossing.  Both Red and Blue reinforcements (variable timing) had to enter the map from a programmed point (die determined).

I changed the scale from the prescribed 2 minutes per turn to 15 minutes, with an adjustment to movement rates.  Risk game blocks designated regimental and division commanders.

Here are a few photos.  As always, had to pack it up to go somewhere else.

Red Cavalry Occupying Village While First Regiment Advances. Note Blue Cavalry Picquets.

 

Red Continues Advance.

 

Red Infantry Deploys In Town. Red Block Is Divison Commander
Red Skirmishers Out For Firefight To Prep Objective. Second Regiment Advancing.
Blue Reinforcements Advancing. Red Third Battalion In Column For Assault. Note Blue Has Been Attrited. Solid Red Block Indicates Loss Of Half Strength. Small Red Block Is Messenger To Cavalry Unit To Scout For Ford.

Kriegsspiel Box

Bought the unfinished box down at Hobby Lobby.  Stained it, and now I have a nice atmospheric place to stow my blocks and other instruments of war.

My grandfather was trained as a civil engineer, and these tools were his back in the early 20th century.  Nice way to measure things, and a congenial way to play the game.

Free

Finally set up my Kriegsspiel maps and blocks.  Long story.

Components were purchased as a Xmas gift for me from Command Post Games, Photo Cutters Studio,  and Two Fat Lardies.  Shipments went astray, problems happened.  The first two providers were fantastic, while the latter provider’s reaction to a lost shipment was (and I’ll use British understatement) less than cooperative and gave me deeper understanding into Vinegar Joe’s phobias.

Anyway, had the maps printed out and used spray adhesive to affix to large card.  Bought a unfinished box, stained it, and added a couple of dividers for a storage space.  The final touch was adding my Grandfather’s civil engineering drafting instruments to help with measurements.

Aesthetically very pleasing.

The rules are fun.  I purchased the 1860’s version, rather than the 1820’s Napoleonic rules.  Very common sense, and the Kriegsspiel dice eliminate a great deal of chart reading.

Command Post has expanded their Kriegsspiel product line to include blocks and maps, building on their fun Pub Battles Series.

With this system, the player is free to set up scenarios and explore them to his liking.  It’s all about command problems, without any need for an umpire.  After so many years of gaming, and military experience, it’s fun to just mess around with an open system.

Here’s a quick shot of the maps, with a regimental defense, supported by 6lb artillery and cavalry set in.  The bone folding ruler’s been in the family for who knows how long.