Thursday, December 18, 2014

Hard Slogging

This is trickier than it seemed. Its amazing just how hard it is to abandon old habits of thought and expectations but things that work for more tactical games often don't work so well for higher level games. (and yes I 'knew' this going in but still.....) However, I am making progress!

To make my life easier and for clarity in the future, instead of hiding my work until after the game has been played, or posting twice daily versions so people can follow my progress and play the versions I have rejected,  I am updating the rules as originally posted on the 16th and will explain the changes and issues in separate posts.

As 2 of the 12 participating Divisions finish up today's rehearsals, the props department starts rolling out masking tape, paint and the like to turn the empty grid into the Gettysburg Battlefield.


One of the big issues has been trying to work in artillery bombardments when the distances are so short and time per period so long. Another has been trying to balance combat resolution to find a happy ground between instant vaporization and endless die rolling without result all while giving the defender a benefit. Lastly, because distances are so great, its been tricky finding an easy way to do pinning attacks vs all out assaults when both should really be done when adjacent.

I decided to give up relying on the play sequence to give the defence a bonus and switched to a modifier. This allowed me to play around with play sequences and get one mutual combat resolution per turn. Then I took a page from Bob Cordery and implemented a shared  Bombardment phase at the beginning of the turn but included infantry Skirmishing in the same phase.

So the current sequence is:
Roll for Initiative with winner choosing 1st or 2nd move.
Shared Bombardment & Skirmishing phase for units not adjacent to enemy.
A moves
B moves
Shared Combat resolution phase for adjacent enemy units.

I then modified the combat rules to give benefits to units that didn't move and penalties if disordered or attacking a terrain feature or entrenchment. Some quick mini-tests, Division vs Division, have been encouraging so I am back to plotting masking tape roads and rivers for a test game. I'm hoping that the 1st Day Scenario (or mid Day since it leaves out the early and late fighting)  can be resolved in about an hour. That would suggest that the whole 3 day battle could then be done in a day.


Tuesday, December 16, 2014

Gettysburg: OB and Rules Rethought and Reposted (and Updated)

Note: I really should stop blogging when I'm still recovering from the flu and short on time to boot!  The original post was not ready with rules ideas not fully thought through let alone tested. Then I accidently wiped it out. So, its basically gone, and this is a new post to replace it.

I am still trying to wrap my head around the very different scale from what I am used to. With one hour turns, 2,000 man "units" and  each square being over 700 yards, all tactical detail is out of place and artillery has to close in to what looks like medium rifle range to my Airfix guys. When I tried the layout on my flocked cardtable board, I only needed 2/3 of the small board and the area from Culps Hill to Little Round Top fit but it just looked wrong vs the size and density of the figures. I was tempted to give it up and go back to a Hearts of Tin derivative using 500 yds  per square (which is where the confusion came in yesterday) but I persevered and found that the portable board with fewer large squares is a better fit and gives the same general effect as the full table but  covering only 1/2 the battle field whereas the full table can hold all of it (with a bit of scrunching).

I'm not sure yet if I'll like the look or the rules despite some brief testing today but it will allow me to fit most of most large ACW battles of my table as a playable afternoon game which means, at the moment,  it will give me something different from my other collections and periods. Of course I still have the option of bathtubbing the battles using the Square Brigadier.

Please Note that the following rough ideas have been replaced by The Square Major General.

Scales and Organization.
Each Grid Area is a distance of around 500 to 750 yards varying by scenario and table size.
Each "unit" represents an average of 1,500 to 2,000 men or 20 guns depending on scale.
Units are grouped into Divisions with a Division Commander.
Divisions are commanded by a Corps Commander.

Rules Summary. as of 24 Dec 
Sequence.
Initiative. At the start of each turn each side rolls a die. The high score may choose to go 1st or 2nd that turn. A tie uses the sequence from last turn. One side may be given a +1 for a given scenario.
Bombardment Phase. Both Player's resolve Artillery Bombardment and Skirmisher Fire.
1st Player Moves or Rallies units.
2nd Player Moves or Rallies units.
Combat Phase. Both Players resolve Skirmish Fire and  Combat between adjacent units.

Bombardment and Skirmish Fire.  Both player's may roll for the effect of artillery bombardment and skirmish fire by units which are not adjacent to an enemy then the hits are applied. Artillery which bombards may not move that turn.
Infantry and dismounted cavalry roll 1 die per unit at ranges up to 2.
Artillery rolls 2 dice against a target within 4 areas.
-1 die vs a target in cover.
Effect: Each 5,6 hits

Movement.
Infantry 1 in woods or other bad going or if having fired skirmish fire this turn, 2 in open, 3 if column on road.
Artillery 1 in open woods or across ford or passable hill, 2 in open, 3 on road,
Cavalry 1 in open woods or across ford or if having fired skirmish fire this turn, 3 mounted in the open, 4 in column on road.
Must face corner or edge after move.
A unit must halt when moving adjacent to the enemy. A unit moving into an area containing an obstacle such as an abatis which is adjacent to the enemy becomes disordered.

Detached Units and Generals.
If a Division Commander is not within 6 areas and line of sight of his Corps Commander he must roll 4,5,6 to move. If a unit is not within 3 areas and line of sight of its Division Commander it must roll 4,5,6 to move.

Combat
Must be adjacent to an enemy. If there is an enemy sharing a side it must be the target. If there is no enemy sharing a side then an enemy sharing a corner may be fought. If there are 2 equal priority targets a unit may split dice.
All units roll a base of 3 dice.

+1 if unit did not move this turn
-1 die if the enemy is fortified
-1 die if disordered or flanked or if the enemy is defending a terrain obstacle, steep hill or cover.

Effect: Each 5,6 causes a hit.

Combat Resolution. Once all hits have taken effect, remove any units that are destroyed. Any unit that is adjacent to an enemy and suffered more hits than it took from skirmishing and combat  must retreat a full move in disorder. If, after retreats are carried out,  mounted cavalry are still adjacent to enemy they must retreat a full move in disorder.

Disorder. Disordered unit may not move except to retreat if adjacent to the enemy. A disordered unit which does not move may remove the disorder.

Morale. Regular units are removed after 4 hits, Elite after 5, Green after 3. A Division which has lost 1/2 of its units is demoralized and its units may not move adjacent to the enemy.

Order of Battle for The 1st Day at Gettysburg, adapted from Fire & Fury.
The scenario runs from 10:00 turn to 17:00 turn
or 8 turns.

CSA  (2 Corps Cdr, 4 Div Cdr, 15 inf units, 6 guns )

On Table (10:00)
Heth  Div Cdr
4 Infantry
2 Guns

12:00 Chambersberg Pike
AP Hill  Corps Cdr
Pender  Div Cdr
4 Infantry  (Deployed)
2 Guns

13:00 OakHill
Ewell Corps Cdr
Rodes Div Cdr
4 Infantry
1 Gun

14:00 Harrisburg Road
Early Div Cdr
3 Elite Infantry
1 Gun

USA  (2 Corps Cdr, 6 Div Cdr, 2 Cav, 10 Inf, 4 guns)

On Table (10:00)
Buford Div Cdr (May be ordered by Reynolds)
2 Cavalry
1 Gun

Reynolds  I Corps Cdr
Wadsworth Div Cdr
1 Elite Infantry
1 Infantry

Doubleday Div Cdr
2 Infantry
1 Gun

11:00  Emmitsburg Rd
Robinson Div Cdr
2 Infantry
1 Gun

11:00 Taneytown Rd
Schurz Div Cdr
2 Green Infantry

12:00 Emmitsburg Rd
Howard XI Corps Cdr
Barlow Div Cdr
2 Green Infantry
1 Gun
Von Steinwehr
2 Green Infantry
1 Gun


Monday, December 15, 2014

Rethinking Quick Gettysburg

Today I worked out the OB for my easy Gettysburg test game by modifying the OB   from the Fire & Fury scenario to a 500 men or 20 guns per stand instead of 200 men or 10 guns.

Heth's Division,
roughly 1/4 of the Reb army
.

Once done the total came to 86 infantry stands, 5 cavalry, 9 guns and 16 Corps and Division Generals or roughly 550 figures. This is about 2/3 of my painted 1/72 ACW but more Generals than I have. Doing the whole second day was going to need a couple of hundred figures from the Plastic Pile painted up, or splitting the battle into segments.


A quick test of the back of a tablet rules suggested that Heth's attack would take about 15 minutes to resolve, probably in a fairly random manner. I can live with quick and fandom results for a game that takes 20 minutes to set up and an hour to play but a game that will take an hour to set up and 1/2 hour to play and wants me to paint up a bunch more figures? That's not what I had in mind. Back to the drawing board.

I've been reluctant to let go of Brigades as units because of the iconic status of the Iron, Stonewall and other Brigades. However, keeping track of a dozen 2 and 3 stand brigades in similar uniforms on each side is not a task I look forward to.  It would be much easier though to just identify the Divisions and give them an appropriate number of stands using a convenient ratio perhaps 1:800 and not worry about brigades. Going with generic 1 grid square units worked well for Bull Run.  I'm also revisiting the rules from 2 years ago and pondering my Battle Cry dice.

Something will emerge!