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Tuesday, September 3, 2013

Things Rattling Around in my brain.

Just an idle post to show the sorts of things that clutter my brain and confuse my thinking from time to time.

When I played the supposedly 1860 something Hook's Farm game last week I was slightly bothered by a feeling that despite the longer rifle ranges, the game didn't feel very different from an 1840's game. Two sorts of questions sprang to mind: " Why not and what could be done to fix it  without complicating things?" and "Why does it matter?".

Part of the first answer is that despite the improvements in firearms, tactics hadn't yet changed drastically so battles were not yet quite so different. Another part is that I am not showing very low level tactics and perhaps not done as good a job as possible at portraying skirmishers and the low effective battle range of muskets.
The problem with skirmishers is that unlike earlier periods, these were often integral parts of the line units but operating several hundred yards in advance and slowly turning from a security screen at the start of the century to often being the main firing line by the 1860's.  

A comparison of manual to table top tactics.

On the left we see a British battalion deployed using the 1862 drill manual at a ground scale of 3"=100 yards which is roughly the scale of Rattle of Dice. Roughly 1/4 of the companies are deployed as skirmishers, acting in pairs at 5 yards between each pair or such distance as will allow them to cover the front and flanks of the main unit. At a distance of around 200 yards behind them, less if there is dead ground, are the supports for the skirmish line formed in line or company columns according to terrain. These allow the skirmishing companies to be relieved if the men are tired or run low on ammo or can be used to extend the skirmish line, cover its retreat or possibly thicken it if hard pressed.  About 300- 500 yards behind the reserve is the rest of the battalion in line or column, and thats leaving out an optional but recommended additional reserve in between  the supports and the main body.  That's right the battalion of 600 men in "line" should have a width of about 6" and a depth of 15" to 20".  Doesn't leave a lot of room on a 5ft deep table, in fact one could get away in most cases with leaving the main unit off table.

On the right we see  a typical wargame representation of a battalion in line with skirmishers deployed. Still 4 skirmishers and the same width but only taking up maybe 6" or less in depth.  Not quite right but practical.

Passing on to effectiveness, there are several sources that claim that the aimed fire of a handful of trained skirmishers  is much more effective than the massed fire of several times their numbers of massed rifle fire despite the theoretical possibility of the latter being aimed. Its more about psychology than physics. There is a lot to be said for systems which do not degrade a unit's firepower with casualties but toy soldiers being what they are I like the effect on players that it has. The trick is making small arms fire effective without  it being quickly decisive at anything beyond the sorts of ranges that constitute a charge. 

Two alternate methods of showing a mid-late 19thC firing line with supports.
  
After giving up on trying to make skirmish fire more effective than volleys without being able to shred attacking troops even before the advent of the Chassepot,    and being tired of trying to coral and control the tabletop skirmish/firing lines of untrained players (not to mention my own) I opted to deploy infantry in a 2 deep line and assume that both sides were using similar tactics and would thus cancel each other out and the presence of skirmish lines and supports need not be shown explicitly. This does somewhat reduce the flavour of the period but does increase the resemblance of the tabletop to contemporary Lithographs. The provision for skirmish lines does still exist in Rattle if players wish to portray them but they are treated as separate units and its up to the player to remember that they are linked and should be used to cover their own units unless originally detached to go off and do something special. It would be particularly useful if deploying an army that used them against an untrained army that didn't but perhaps then the  skirmishers would need some sort of fire bonus. 

The 2nd question has a superficial answer and a real one. On the surface it matters because it affects how well we are recreating the period but given the simple toy soldier nature of the rules its hard to give this too much weight as long as the overall relative effects are right. The real issue is that if the two periods feel too similar, there's no real reason to clutter the shelf with two sets of musket era armies plus a pair of rifled musket armies and a set of breech-loading rifle armies. 

As we get into the re-creating issue,  I've realized that I could really use a pin rule to reflect the paralyzing effect of rapid rifle fire, as well one for as the increased use of extemporized cover by prone troops. I just haven't quite figured how to get it just right and simple, something like pinned by X amount of hits with pinned troops counting as in cover and with a morale roll to try to go forward again but reaction fire would help and that's another can of worms to be wary of. Hopefully the sheer volume of fire of breech-loaders will lead people to attack with skirmish lines which should have about the right effect. 

With regards to my own armies and limited shelf space, it reinforces the need to act on a tentative decision taken more than a year ago to merge the 1812 and 1837 armies into one set and settle the rest on the 3rd quarter of the 19thC with an eye more towards Lithographs than gritty reality. Might not hurt to increase the lethality of rifle fire a little bit vs muskets and add in some rules for improved shrapnel should I push the envelope towards 1870.

Monday, September 2, 2013

Swords Behind the Scenes

 Where to begin? Lets start with the changes to Stout Hearts. The first 12 Prince Michael games were all played using Medieval Mayhem by Rob Dean with input from yours truly, (See Battlegames Issue 6). This set featured variable length moves, shooting during enemy movement, opposed die roll combat with armour saves, and a bunch of morale tests.  

I was a proponent of variable length moves from the early 80's until recently but have now gone off them. I'll still use them, I'm just not a big fan anymore but that's another post someday. I like the missile fire and the melee is ok but occasionally tedious as each pair of figures fights in serial fashion with 2 rolls each time. The morale tests are what I never really cared for never the less the rule work well enough that I was planning to continue using them. 

That changed with Rattle of Dice which I enjoyed enough that I did up an ancient/medieval/fantasy version with 1 die per 4 figures whether shooting or meleeing with armour being a modifier and heroes getting extra dice. It appeared to work just fine in early tests until it came to duels between heroes. While not inevitable the mechanism tended to leave one hero dead and the other badly wounded.  Rather than having a separate mechanism for duels, I switched to opposed die rolls for melee while leaving everything else the same. This was an inconsistency which is often a problem and sure enough, during the first game, I kept accidentally reverting to dicing for each shooter instead of firing by group. I needed to either revert to group melee or switch shooting over. Since I had decided that the games were about as big as I wanted to get, going with single figure combat made sense but to prevent missile fire from being too deadly, I needed to do a better job of capturing the effect of armour. Rather than being clever, I fell back on armour saves which I associate with Don Featherstone but which many will associate with the much later Warhammer. As it turns out the saves made melee better as well but the advantages over using Mayhem with magic and heroic add-ons have become trivial. None the less the rules work the way I want and the work is done.

The Saxon raiders advancing quickly in loose order before stopping to form shieldwall for the final approach.

Something else I wasn't happy with was the shield wall rule which had been in and then out, finally becoming a modifier which basically assumed all "heavy" infantry would be in shieldwall.  That wasn't really what I wanted and anyway during the first game I kept forgetting that rule too!  So I reinstated a shield wall rule for heavy infantry in base to base contact.

As usual, once I started tinkering I adjusted various details and modified the one morale test merely to be consistent with Rattle so as to ease brain strain when I switch back and forth.

So much for rules.  The post containing the rules has been updated. When I'm sure they are stable I'll put them into dcument form for download.
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Last game I made the 4 fur kilt, bare chest Saxons elite giving them a plus in combat and morale but I found myself calling them berserkers as I was deploying them and then wanted to show the resilience to wounds which that state seemed to confer. Hero status seemed to be just the thing and its lucky I did. The 2 slingers at the wall got off 2 shots at medium range and 2 more while being charged needing 5 or 6 to hit. They hit all 4 times! Then they proceeded to win several melees against the berserkers despite being classed as non-fighters! 

It was definitely  a game for non-average die rolls  but luckily spread evenly between the 2 sides. For example one of the Saxon archers, the one that can be seen in some photos sneaking into the back of the farm, also never missed  a shot, killing 2 farmhands and 2 soldiers. The 3rd soldier caught the arrow on his shield then whacked the archer over the head. His helmet saved him and he nimbly skipped back to safety. I may have to name and promote him for the next game. Prince Michael and his knights were the opposite, their dice were loaded with 1's and 2's. Only their heavy armour kept them alive long enough to eventually do some damage.

Look out Princess! If the initative switches the big bad Saxon will close the extra inch and catch you!

Now the Snow White thing, that wasn't actually planned. Since I was re-using the Hook's Farm terrain I was going to leave the church in place but discovered that the only 40mm priests I have are armed with muskets. Converting and painting one has now been added to my todo list, I suppose I'll need a celtic tonsure. A cottage or village with peasants seemed a fair substitute but while I have a number of fine ladies, I have a distinct lack of medieval peasants painted up and those were already taken by the villa. More for the todo list!  The next best thing was  a witch or similar. I ended up making a small deck of cards with the Queen of Spades indicating an evil witch with a grudge against the centurion and/or Michael, the Queen of Hearts would be a good witch opposed to the Saxons while the Queen of diamonds would indicate a lady worth ransom money if captured. Two jokers were included to allow for loss of time while the Saxons tried to figure out who the character was.  When I went to take one of my newly painted ladies/witches my eye fell on the Snow White figure with her little bluebird, I looked at the cottage and the woods, and, well, I was sunk. I would have swapped her out if revealed to be an evil witch but dice and cards can't be trusted and the story developed as told.

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A quick look ahead at Prince Michael.  I have a few more figures to convert/paint for the current setting but I am nearly done. I do need to add more civilians, especially peasant types for which I intend to supplement the remaining Elastolin kits with 40mm Prince August women and peasants. There are also a handful of fantasy figures. My new target date for the enchanted forest game will be New Year's or thereabouts. 

I've never been happy about using Huns in Britain, even when trying to call them Sarmatians or Picts and they will now be dismissed and allowed to return home. My initial thought was to raise a Hun army to allow Michael to slip over the channel and emulate Val's exploits against the Huns but there is something else that has been haunting my dreams like a white elephant.


Oh, wait, it IS a white elephant. Prince Valiant took various trips to the Med (not to mention North America where he met some Prince August Skraelings), so I see no reason why Prince Michael can't journey to the Black Sea and encounter Persians. I just need a Persian hero General with a small body guard of Knights (clibinari), some infantry, some Hun mercenaries, and, of course, an elephant!



Sunday, September 1, 2013

THE ADVENTURES OF PRINCE MICHAEL: EPISODE 14

THE LADY OF THE WOODS.


Through the early morning mists a party of Saxon raiders creeps forward towards the Centurion's Farm. As they approach Pook's Hill, a small band breaks off and heads to the right towards a small cottage where a mysterious woman lives. 

Some say that she is a sorceress who once ruled this land and now plots revenge on the Centurion who lords it over what was once hers. Others say she is the daughter of a fallen King, rightful heir to his kingdom and that there are those  who would pay well for her return. Still others say that she is just a wise woman who tends to the forest creatures. Helgin the Chief intends to find out and so sends Irwin and his band to seek alliance or seize her for ransom.


Hoping to find the inhabitants still asleep, Redlegs leads his berserkers swiftly forward. The old Centurion had been warned however and his farmhands and shepherds are armed and waiting. As the berserkers rush forward they meet a hail of sling stones but it takes more than a wound to stop one of these fanatics and they reach the wall. It is harder to climb than it looks and while the shepherds are not trained warrior, they have strong arms and stout hearts. After a brief fight Redlegs and his surviving berserker fall back to the woods to catch their breath. 

The noise of the fight at the farm echoes across the valley and the mysterious Lady of the Wood emerges from her cottage in time to confront the Saxons. She evades their questions and then as they lose patience and close in, evades their grasp. Fleeing swiftly she heads towards a group of knights who have just appeared. Prince  Michael of Valdur has answered the Centurion's call for aid!

The Prince, seeing that the farm is holding out sends 1/2 of his knights to clear the Saxons from the valley while he and Sir Robert ride for the farm. The Saxon archers are lightly equipped but they are veteran fighters and only the knights' armour saves them, time and again. At last the archers are cut down or driven back to the woods, the knights turn and speed to the aid of the young woman who can be seen fleeing across the valley with Saxon warriors in close pursuit.

As Michael arrives at the farm he sees Redlegs and a companion charge up the hill once again while Helgin and his men have formed a sieldwall just behind them. Knowing that his own men are coming fast tbut still too far away to intervene, he throws caution to the wind and charges in. The gap is narrow and Sir Robert crashes into Redlegs leaving Michael to face the Saxon shieldwall alone. Redlegs manages to cutdown the Centurion before being laid low himself by Sir Robert but the fight takes too long. 

Michael fights desperately but the numbers are too many and finally despite his armour he is surrounded and brought down. The Saxons charge the farm with a roar but the fight has given precious time and the Valdurian soldiers with Sir Robert at their head meet them in combat. A fierce and prolonged melee follows but at last Robert wounds Helgin and as he is carried to the rear the Saxon shieldwall breaks.

While Sir Robert and the Valdurians chase the Saxons, the Lady of the Villa emerges and sets her men to checking the wounded. Alas the old Centurion has come to the end of the days, brought low by Redlegs' final blow. At least he died as he lived, with honour. Prince Michael, however, is found under his wounded horse and is carried back to the villa to be nursed back to health.

But what of the Lady of the Woods? The Valdurian knights lie where they fell amid a pile of Saxon corpses but the mysterious Lady is nowhere in sight. Irwin stares across at the villa then calls his remaining men, sets fire to the cottage and fades back into the woods to seek the fate of his chieftain. 

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Tomorrow a look behind the scenes at the game and at a change to how armour is handled in Stout Hearts.