Tag Archives: Irregular Wars

Where Am I?

Only a couple of weeks until heading East to  the Sunfish Capital of The World, one other game to play and it’s time to move on from Irregular Wars.

The game in question is Serbia Defiant from the Der Weltkrieg series.  Need a quick play-thru to justify the time it’s been taking up table space (months!).

But first, a summary of the plot lines in the East African Renaissance Campaign.  Need to get this down.  When I resurrected it a few months ago, there was considerable forensic effort needed to get the campaign back on track.  So, here goes; by faction with a map for reference

Behefe:  Now the campaign’s most intriguing faction.  Ruler Bey Mahir’s status received a boost due to his critical help to Neo when they were attacked by Sanwa.  The Persian mercenary, Bey Heydar also received accolades for his skillful handling not only of his contingent, but working with the Neons.  Could Bey Mahir, with Neo support, turn on his mentor, Sultan Efe of Mweyne?

Neo:  Has their leader Sisay profited from his experience?  Has he shrugged off his reputation for being “shy”?  Will Neo go on the offensive to quell any further threats from Sanwa?

Sanwa:  The reputations of both Tamrat, and the mystic leader Kibwe Nkruma have suffered due to their defeat.  Will they seek revenge, or be deposed?

Kattego:  Will Kattego take advantage of any unrest in Sanwa and  seek revenge for their previous defeat?  Will Ormar remain their leader?

Ekene:  Will the Portuguese become more aggressive given possible unrest in Kattego and Sanwa?

Ottomans:   With their victory at Temple Hill, will the Ottomans continue to focus on an overland advance along the coast, or attempt another  seaborne landing?

Chinese:  Will they commit to an alliance with Mweyne?

Mweyne:  Will Sultan Efe be challenged by his protege Bey Mahir of Behefe?  How can he persuade the Chinese to become his military ally and trade partner?

Battle of Temple Hill – Part 2

A prolonged struggle due in no small part to my Annual Spring Cleanup.  It’s a once-a-year ritual here at the Pinecone Lodge.  Yes…..pine cones, pine needles along with pine tree limbs large and small, all on-the-curb by May 1.

It was another (in what is becoming a) typical Irregular Wars battle.  The opening stages are orderly, with matters deteriorating into a series of isolated fights brought on by units wavering, scattering and moving beyond their command radius.

The photos illustrate the progression.  In fairness, the terrain on the Ottoman right (Viewer Right) does not lend itself to  neat and tidy contact.

Here we have opening contact on the Ottoman left, with impending contact on the right.

The Ottomans are positioning their reserves for support to  their left.  Because of the risk of losing resolve due to contact from wavering or scattering units in melee, this positioning has to leave lanes open and 2-inch distances from any units in melee.  Their Lord, in the Sipahi unit with blue flag, tries to stay in the center-rear to maintain command.  His Abyssinian counterpart is positioned on the crest of Temple Hill.

The Ottomans prevail on the left, withstanding a counter-attack by the Abyssinian light horse and lancers (with Lord).  The Abyssinians on the right have driven off the Ottoman Azabs, but do not advance, anticipating providing some support to their beleaguered right, which is unhinged due to units wavering, then scattering due to the Ottoman shot.  Again, this scattering causes a loss of resolve to any unit within 2-Units of movement.  This eliminates any nearby wavering unit and the chain reaction I’ve emphasized in past posts.

The Ottoman Akinjis (light cavalry) and Janissaries have now cleared the threat on their right, and the Abyssinian counter-attack has stalled.

Game Over.

Another fun contest, featuring a set of rules that certainly keeps things interesting.

Battle of Temple Hill – Part 1

The Ottoman attack has finally developed.  It took some time to rally unit resolve, and re-align the ranks after the poor Disease and Mishaps die rolls.

Beginning to think that I’m a tactical rut.  Once again (it seems) the main effort is on the left with a demonstration on the right.  Or, is it a terrain placement rut?  I’m not going back in the archives, because I just don’t want to know.  I guess it’s enough to be aware (?).

Trying very hard to honor the command radius distances for each side.  That does make a difference.

I bumped the Janissary missile troops rally value to a “2”, vice “1” based on my past readings of their tactics.  We’ll see how that works when they contact their Abyssinian counterparts.  I did remember one lesson from the previous Ottoman fight; the missile units are backed up by two units of Janissaries with cutting weapons.

Another Day, Another Ottoman

Lazy.

Too much work to move two armies down to storage, so elected to keep the Ottomans (and a chance for redemption) on the table and re-introduce the Abyssinians, as well as a detachment of Portuguese.

This keeps the focus north of the campaign’s Area of Operations (AO), but still following the general storyline involving the  Ottomans moving south on an overland route towards the Horn of Africa.

The battlefield is dominated by a hill and ruined temple.  So, in a burst of originality, this struggle will be remembered as “The Battle of Temple Hill”.

Patches of rocky scrub limits mobility for all troops, and provides defensive advantages for the Abyssinians.

Here are photos of the original dispositions and the dispositions after rolling for Disease & Mishaps (D&M).  Not as bad as the previous Ottoman debacle, but the Incompetent Quartermaster (adversely affecting D12 rolls) contributed to the disarray and some loss in Resolve.  The Abyssinians enjoyed the benefits of a Skilled Physician, and have suffered few adverse effects.  The black mini-dice indicate reduced Resolve.

Here’s the Army List.  Only Losers Scan.

 

 

Ottomans Repulsed

Instead of rallying, the Ottomans should have marched back to their ships……..

Although it will take some time for the bad news to make its way East, there will be hell to pay in Constantinople.

Ottoman ambitions in the Horn of Africa suffered what could most kindly be termed “a setback” at a nameless defile just outside of Aden.

A motley group of civic guardsmen, mercenaries and neighboring tribesmen defeated an Ottoman force comprised of elite Sipahis and Janissaries.

Why? Overconfidence. The Ottoman Commander, Osker Boz, determined a frontal attack would scatter the opposition, assuming his army’s  high resolve ratings  would wear the Yemenites (what someone from Aden is called -today) down. Boz forgot, or ignored,  his Janissaries were missile (bow/shot) troops with low melee capabilities, and that he had just two units of Sipahis.

His scheme of maneuver seemed sound. Launch a demonstration with his Azabs against the east ridge (pinning the Yemenite forces), and a measured attack, with the Janissaries shooting as they advanced, against the west ridge. When these attacks had developed, and his artillery had reduced Yemenite resolve, a Sipahi charge against the long spear armed civic guardsmen holding the defile. This was a risky business since long spears have a +2 DRM against cavalry.

The Ottomans advanced after regrouping and restoring resolve.

The assault on the east ridge initially pushed back the Yemenites. But they rallied, scattering the Ottoman Azabs. One unit, through both pursuit and being out of command, and rolling for impetuous actions, even charged and scattered the Ottoman artillery unit.

The Janissary missile unit advance/shoot tactics wore down the Yemenites holding the west ridge. In desperation, the Yemenites pulled back to the reverse slope. This was the decisive event of the game. The Janissaries continued their advance while the Yemenites rallied, charging the Ottomans as they crested the ridge. Now locked in melee, it was a matter of time, and decent die rolling, until the Janissaries wavered or scattered.

Meanwhile, the Sipahi initial charge failed to dislodge the long-spear armed guardsmen. Again, locked in melee, the Ottomans were at a disadvantage.

The Sipahis wavered and scattered, leaving the Janissaries to fight a “last stand” against what remained of the Yemenites on the west ridge, eventually breaking under the  pressure.

Quite the fight.

Much of the defeat can be attributed to Osker Boz’s characteristics (inexperience and cowardice) and his employment of an incompetent physician who exacerbated the effects of some poor Disease and Mishap rolls.  As a result, the Ottomans rarely won an initiative die roll, had trouble rallying troops to restore resolve, and had significantly lowered resolve due to illness going into the battle.

Add an attack plan that called for some good fortune, and the outcome cannot be considered a surprise.

Recent rumors from Constantinople indicate that the Sultan has put his plans for naval expansion into East Africa on hold, pending successes by his overland forces working south along the both coasts of the Red Sea. Osker Boz has been ordered to return home. Given this blow to Ottoman prestige, it’s unlikely he will survive the trip.

As usual, a series of marginal photos with incoherent captions.

The Ottoman Attack Develops.  Top of picture is NNE.

Melee on East Ridge

Ottoman Artillery Support Ineffective

Melee

Melee Continues

Sipahis Scatter With Yemenite Pursuit Threatening Artillery

Preparing For The Final Assault

Final Melee.  Light Cavalry Ready To Flank Janissaries

 

 

And It All Seemed So Simple

Before I get into the mayhem, here’s a summary of the Game Modifiers.

Coastal Arabs:  Well Laid Plans – Allowing all companies to be in Command for one phase; and Ill Chosen Bedfellows – A -1 DRM for Disease and Mishap Rolls.

Ottomans:  Enterprising Captain – one Company always in command; the aforementioned Ill Chosen Bedfellows, which combined with their incompetent physician will cause real Resolve problems; and Miraculous Cure – good to add one to a unit having lost one Resolve due to disease.

The Disease and Mishap rolls were really something.  Each side lost a company through bribery (Bought Off), the Ottoman right became too Enthusiastic and moved well forward of their initial dispositions, while Coastal companies arrived late.  Both sides were affected by disease, with the Ottomans ravaged.  Two companies lose two Resolve!

Here’s a picture of a not quite so tidy battlefield.  The black die indicate units that have already lost Resolve.  This is not a game system for The Orderly & Systematic General!

Both sides need to spend a few turns regrouping……

Unintended Consequences

Put together the Army Rosters and rolled for Commander and Staff  characteristics.

Wanted to play a quality (Ottomans) versus quantity (Local) scenario, with both  forces built using an equal number of points,  and using the same terrain as last time.  Why same terrain?  I want to see if that defensive position can be forced.   The attacking Ottomans do have an advantage as the Locals don’t have as many shot or archaic missile (bow) units as the previous game’s defenders.

However…………

The Ottomans have a real leadership problem.  The dice dictated an Inexperienced Lord that is also Cowardly.  His staff has an Incompetent Physician.  These are a lot of negative DRM modifiers.    On the other hand, he is considered Dashing.  All that means is that he can get into trouble quicker.  This all begs the question, “How did someone like this get command”?  Well, it does happen, and we will see what Bey Osker Boz can do.

On the other hand, or side of the hill, the Local Commander, Taaj el-Burki, has no strengths or weaknesses, but does have a Bad Gunner on his staff.  But, since his force has no artillery, it’s of no consequence.

Here’s a photo of the Army Rosters Sheet.  Before I get started, I’ll have to come up with a name for the “Local” place.  I’ll go over the “Game Modifiers” in my next post.

Movement Or Motion?

Decided to get the new Ottomans on the table, so focus for the Irregular Wars campaign will shift to the North.

Working premise is fighting for control of a port in/about Aden between Ottomans and Local Bey.  This involves creating some new characters.

I stumbled on an old post while revisiting my fragmented methodology.  What I had scribbled down or previously posted didn’t reflect my currenting thinking, so I set about reinventing the wheel.

The basis of all this is the game’s Chance Cards, but modified to provide solo campaign variability for The Lord (Commander), his Staff, and a specific battle.

Here’s a link to the revised chart.  I’ll be working with it later today.

Action At Neo – The Battle

It ended so quickly.  What some might find to be the weakness of the Irregular Wars’ rule set was on full display during this action.

Over at Boardgamegeek, there’s a on-going (and increasingly pedantic) thread discussing fog of war and randomness.  While Irregular Wars doesn’t have much in the way of fog, it certainly can provide plenty of randomness.

First off, the tidy initial dispositions featured in the previous post were immediately disrupted by the designed randomness of the Disease and Mishaps die rolls.

Some companies pushed forward, led by over-enthusiastic Captains.  Others formed up ravaged by disease, with reduced Resolve (companies with black die).

It took a couple of turns for the attacking Sanwanians to sort themselves out and advance towards the Neons.  Their attack plan called for Archers to neutralize the Neon center, while Warriors assaulted the small ridgeline on their right.  The flanked Neons would then be subjected to a general assault.

However,  Neon archery took its toll.  After several exchanges, many Sanwanian units were wavering (red dice).  And, it only took one misplaced Company’s (left within archery range) scattering to unhinge the Sanwanian center and left.  Again, a Scattering Company reduces the Resolve of any friendly unit within 80mm (2U)by one.  Wavering companies are down to their last Resolve.  They lose that, they Scatter.  And, that’s what happened – en masse.

The companies facing to the rear are those that scattered in just one turn.  Here’s what the battlefield looked like after they were removed.

While the Sanwanian Warriors on the right made a last valiant effort to close with the Neon Archers, the latter companies were able to disengage.  The Warriors withdrew.

A notable victory for  Neo, with all due credit to the help provided by Bey Mahir of Behefe.

Action At Neo – Initial Dispositions

The stage has been set for battle between the Sanwanians and Neons.

Quick note:  I have capitalized game-specific terms/usages.

The Neons made the most of the short time they had to prepare.   Much of the credit for the ability of the peaceful Neons to resist goes to the Lord of the Behefian forces sent to their aid.

Bey Heydar (or The Lion) is an Experienced  and Heroic Persian mercenary (receiving a positive die roll for Initiative and also when his Company is in Melee).  He has brought with him three companies of Persian Archers and one of Shot,  along with two companies of  mercenary Warriors.  His staff includes one of Behefe’s most experienced Physicians (this is a positive modifier when rolling for Disease and Mishaps after initial deployment(s)).

Recognizing the Neons lack of combat experience, Heydar’s preparations  focused on a Neon strength; hunting.   The majority of the Neon contingent received intensive  Archers training, with  one Company of young men to be used as Warriors.

The nominal Lord of the Neons is Sisay (or Good Omen).  He has excellent Local Knowledge and is an Inspiring Lord (receiving a positive modifier when rallying companies).  However, he is Inexperienced and Cowardly (these two traits will result in negative modifiers when he rolls for Initiative and if/when in Melee with his Company).

The Sanwanians are led by Tamrat (or Miracle).  His  distinguished conduct in the recent  victory over Kattego made him  the logical choice to lead this large force,  with includes a  solid Veteran contingent.  He is Heroic and  Experienced.  His only shortcoming is Rash behavior in the field (increasing his chances of being killed in melee).

The Sanwanians are once again accompanied by their  adopted Wandering Mystic (Shaman in game terms), Kibwe Nkruma.  He is counted on to bolster the Resolve of any Wavering companies.

Photos of the summary sheet for the battle, and initial dispositions before rolling for Disease and Mishaps are shown below.  The dispositions are oriented North/South (Top/Bottom), with Neons in the North.