The Nordmark Naval Regiment stands alone. |
Rather than roll on the 6 unit chart, I prefer to roll twice on the 3 unit chart. That way, there is at least a chance of having an all arms force.
In the event, Blue rolled up 3 infantry, 2 cavalry, and 1 gun while Red rolled up 3 infantry, 1 light infantry, 1 cavalry and 1 gun.
After what felt like an eternity of artillery bombardment, cavalry charges and musket volleys, the Nordmark Naval Regiment was relieved to see the rest of the Alliance forces arrive. |
The battered Naval Regiment has pulled back into reserve while the Alliance cavalry has met a Rossish cavalry charge and smashed it. |
The problem was twofold. One issue was the logistics of tracking an increasing trail of bodies while waiting for a unit to rally and needing to differentiate between those who failed their rally and were out of the game and those who were still waiting for their chance. The second, more important issue, was that successful rally rolls prolonged the game, 5 hours was not unusual for larger games but having to make a decision about who won when time ran out was even more common.
After some fierce fighting the Rosmark forces have been flanked and driven back with heavy losses.
|
An attack by the Rossish reserve regiment has driven the Alliance cavalry back over the ford but Rosmark has taken many more casualties and half of their units have been driven from the field. |
Recently, an obvious solution finally occurred to me. All I had to do was separate "reforming", which is an action which is done instead of shooting or moving, from "rallying" which has to do with morale and losses and can be done at the end of each turn and can be at the end of a turn without taking much away from the game.
The Garrison of Smalltown make a brave stand to give the army a chance to escape. |
This was the first MacDuff game using the new approach though I used it successfully last week in my non-MacDuff 54mm game. It worked again in this game. Its not perfect, and sometimes the end of turn rally seems little different from a traditional saving throw made immediately when the hits are taken but if a unit takes hits early in a turn, the difference can be critical and from a purely "game mechanic" perspective, it works and is close enough to the original idea for me.
I've never really looked into battlefield recovery of stragglers no longer with the colours. Like you I have long regarded the battle casualties as KIA, WIA and MIA, the latter possibly POW or straggled or deserted. But I have tended to wait until after battle to recover stragglers, which I have taken as 50%. However, if for any reason the army must abandon the field after the battle, (e.g. after a heavy defeat) then they recover just 1/3 of losses, the remaining 1/6 taken as POW.
ReplyDeleteI find it easier this way to sustain a campaign without too much wastage. Mind you, we should expect more than we expect! In the 8-weeks of overland campaign beginning in May 1864, the Army of the Potomac lost something like 47% of the numbers it began with; the Army of Northern Virginia, half the size of the Union, about 55%. Of course, both sides received replacements from outside, though the CSA found such replacements hard to come by. In that time there were three major battles and several minor combats of verious significance.
I don't consider stragglers either, they are unlikely to be back in action the same day. The rules basically allow for a temporary reduction in effectiveness whether its physical such as the guy who shoots off his ramrod, drops a flint or fires off all of his ammo or psychological, the guy who has frozen up with shock and fear or is going through the motions or firing in the air etc etc and the temporary effect of losing nco's etc.
DeleteThe rally rule means that some may be recovered during the battle while others are lost for the day. My rule of thumb is that no more than 1/2 of a unit's loss in figures are physically killed or wounded. Whether the rest are back in rank within a few minutes, over night or never is a whole other kettle of fish.
Are you going to put the refined rules on your blog ? , they sound interesting .
ReplyDeleteThere is a link to the one page reference sheet on the MacDuff at Huzzah blog page
ReplyDeleteor Click here https://docs.google.com/document/d/1YCrPnfxitY72ll3nfVI3uqM_V8PhTB1RIjIMs2UU1_g/edit?usp=sharing
The original Colonial set (1830's on) as published in the Courier is available via my rules page on the blog.
I am still working on the updated combined set but had to put it aside until I sorted out the rejected changes and the accepted ones and then put it together. When it gets done they will be available through the blog.
I always find it interesting to read your thoughts on rules and design decisions - sounds like you are good at considering them in real world terms as well as in game terms.
ReplyDeleteYour games are some of the most uniquely presented that I have ever seen! I enjoy them a great deal!
ReplyDeleteKeep it up!
That`s an interesting game resolution. I find the One Hour Wargames great for producing balanced battles: though, sadly, is somewhat academic most of the time for me, as I almost invariably (every time) play games that are linked in some way to main campaign... therefore often unbalanced affairs. I`m loving that you are using casualty attrition alongside shaken troops and `lightly wounded` at the same time. Allowing for a greater depth of flexibility in our games, I feel.
ReplyDelete