While playing around with my Baccus ACW armies and various scenarios I realised that some tents would be useful as both scenery and status markers. My 6mm Napoleonics have a few tents which I made out of paper, but I wanted something more substantial and which I could use for a range of periods and scales.
Tuesday, 14 June 2022
6mm Tents
Thursday, 10 September 2020
Gitschin 1866, Portable Wargame with no toys
John put on a PW game covering Nachod (also in 1866) a couple of months ago, and I was keen to give it another go as the original rules were aimed specifically at the nineteenth century. John had used a pre-publication version and I wanted to try it with the rules from the original book which had some importance differences.
The other thing I wanted to try was a different set up. The Skype+Camera thing is fine as far as it goes, but there are often comms issues through the sessions and the biggest problem is player orientation. My APW stuff is all in 6mm and making any sense of what was going on at all would have been quite hard remotely without doing big bases, labels etc. I was interested in trying something a bit different.
Early in lockdown, Simon helpfully pointed out a site with some game assist software specifically aimed at the Portable Wargame : https://www.cottonreeltank.org/cafelunar/gamecabinet/gridgame/
There are a series of packages covering various iterations and periods of PW, and very kindly, the source code is also available for download. The main thing it offers is the ability to manouvre graphical objects across a background in a rather easier manner than e.g. using my mapping software or Powerpoint Slides or whatever. My programming skills are rather antedelivian, ending somewhere around C and SQL with a smattering of Java, although I did spend a moderate amount of time doing HTML database applications.
This is all written in javascript, the hackers delight (whoever thought allowing browsers to execute code was a good idea?), but it is fairly easy to pick up. Back in April I spent a lot of time playing around with it with a view to doing double blind operational games and I became reasonably competent at editing the unit database, replace the tile based terrain system with maps and fiddling around with the functionality. I made a lot of progress setting up a WW2 map based divisional level operation, but for whatever reason I never quite got around to running a game with it though.
Anyway, fast forward to August, and I thought I may as well try and run a PW game on it, what it was originally designed for. I did do some customisation, I modified the unit database to remove all the tricornes from the figures an instead have Prussians in picklehaubes, Austrians and Saxons in shakos with re right uniform colours and facings etc. I also replaced the terrain tiles with my own map, scaled to fit the virtual figure bases and added some extra markers (explosions, activation markers etc).
I picked Gitschin as a scenario, as it is an interesting battle and made a change from Prussians trying to cross mountain passes into Bohemia. The scenario was based on the Wyre Forest Gamers one for Fire & Fury Francesa, plus some mods from Wavros account of the battle.
Here is the basic setup. The Austrians have to hang on to Gitschin until the end of the game while also linkng up with the Saxons (en route from the south) and then withdrawing the Austrian army intact! The whole position is one of those surveyed by the Austrians in the eighteenth century. The big hill in the middle has cliffs on its north and west edge, which makes this an outstanding defensive position.
Meanwhile two entire Prussian armies are en route via the north and west roads, each with a division as a vanguard.
A Prussian division. Four infantry regiments, artillery battalion and HQ. I was pleased with how the Prussian flag came out, and if you look very carefully they have all got the right cuff and shoulder colours etc. The gun carriage is also Prussian Blue.
The hardest thing was modelling the infantry as the standard PW doesn't really model the tactical gulf between the Austrians and the Prussians. Regiment for Regiment the Prussians were at least twice as combat effective as the Austrians, if not four times as effective based on the relative loss ratios as the Prussians had breechloading rifles and were dispersed, whereas the Austrians had muzzle loaders they hadn't been trained to fire and also deployed in dense assault columns which made them into dense targets.
In the end I just went with combat equivalence, so one Prussian regiment was the equivalent of an Austrian brigade. As Prussians were spread out in skirmish columns, and the Austrians jammed together into storm columns that explained the difference in real estate occupied.
That worked quite well as the detached Austrian Corps holding Gitschin was a big one, with five brigades (aka 'Divisions') plus an attached cavalry division, so it kept the unit count down. The Saxons I gave the same ratio as the Prussian, one unit per regiment, as they knew how to fight in supported skirmish lines and could both actually fire their rifles and all speak the same language.
The Austrian Corps, five 'divisions' (representing a brigade of two regiments), a full artillery regiment with three battalions and its attached cavalry division, which should have three brigades but I modelled it as two because cavalry were hideously vulnerable to rifles in 1866.
As the Prussians have two divisions with five units apiece, and the Austrians also have ten, that doesn't seem unreasonable. Due to the notorious command problems facing the ployglot Austrian army, I also reduced their activation level by one, so their median activation is five units to the Prussians eight, lets see if that is enough for the Prussians to overcome that nasty defensive position!
Numbers were low for this one and Simon and Tim C drew the Prussians, John and Jerry the Austrians and Saxons.
Saturday, 25 July 2020
Nachod - Portable Wargame
My last outing was reported here: https://tgamesweplay.blogspot.com/2018/03/simplicity-in-practice-squared-and-1866d.html
John decided to put this on using an early version of Bobs Nineteenth Century Portable Wargame for one of our weekly Skype games. We had even more players than for Operation Goodwood, making it one of the biggest games we've tried so far, but this version used the 'playing card per unit' activation system so hopefully OK for multiplayer.
The scenario was based on the one in Neil Thomas's 'Nineteenth Century Wargaming' book although I usually use the version the Wyre Forest gamers did for their APW variant of Fire and Fury. The latter has detailed victory point scores for doing various things (mainly capturing particular geographic features) while Thomas's scenario doesn't apprarently have any obvious victory conditions at all apart from his usual one of beating the enemy through exhaustion. We had a further injunction to to lose our guns (something the Prussians had a particular horror of in 1866), but putting them at the back of our 50km march column kept them quite safe I thought!
That all went pretty well I thought, and some of geometrical oddities are easy enough to fix and common to all square grid games. I do like the exhaustion point mechanism in PW, it stops sides fighting to utter destruction (a downside of some of the Neil Thomas rules) although in both cases they are just a means to an end. I'm not convinced about the quality differences in PW though. One of the interesting things in the APW are the asymmetries in infantry tactics and weaponry, and the Prussians generally inflicted a 4:1 loss ratio in infantry combat, which didn't really come across here. Conversely the Austrian artillery was vastly better (and numerous), which again wasn't really reflected, although their guns did actually managed to fire in the game, unlike the Prussians who just tried to stay out of trouble.
If you want to try the scenario yourself, JOhn has posted it on the Portable Wargames io group:
https://groups.io/g/PortableWargame
I'm tempted to try another APW or FPW scenario using the published Portable Wargame rules,although I recently picked up a copy of Bobs 'Portable Napoleonic Wargame' and the Corps rules look like they may work OK for this period. Something to mull over anyway.
Saturday, 2 February 2019
Kissingen 1866
So, in the end I went back to the standard Neil Thomas nineteenth century rules an had a good long look at the the mechanisms and the modelling of the relative effectiveness of the different tactical doctrines and weapon types. The overall effect I quite like, it just takes so long to get there. I went with an explicit ground and unit scale (500m squares, elements were regiments, cavalry brigades or artillery battalions) and I recalculated all the ranges and weapon effect/formation interactions in line with CRT in Minischlacht. I realised pretty quickly that the saving throws could be binned, and troop quality/cohesion subsumed into morale throws.
I haven't quite figured out command limitations yet, but after some playtesting I felt I had enough for a grand tactical game fit enough to inflict on some actual humans. I went with Kissingen, as it is an interesting asymmetrical battle , but as it is Bavarians vs Prussians, not as one sided as Austrians vs Prussians (storm columns don't work well against breechloaders). Kissingen was in fact the first playtest scenario I used with Minischlacht, albeit based on the Fire and Fury Francesa scenario. Instead for this one I went with the more grandiose Neil Thomas version which included a much greater frontage.
So, here we have Prince Carls Bavarian Corps vs the Army of the Main in July 1866. The leading Prussian division is commanded by General von Goeben, later to have a battlecruiser named after him.
Saturday, 3 March 2018
Simplicity in Practice. Squared and 1866'd
I tried it at the club using my 6mm APW figures and my ancient old gridded carpet tiles, originaly set up for Minischlacht. The scenario was one of may favourites, Nachod from the Six Weeks War. Von Steinmetz leads his Prussian Corps over the mountains and into an Austrian Corps in a classic encounter battle.
Thursday, 19 February 2009
Clam Gallas gets it wrong
I wanted to see what would happen if the Austrians had decided to stand and fight, as their position was actually quite strong. Tim Gow and John Armatys took the Elbe Army and 1st Army respectively while I ran the Austrians. The Austrians busied themselves fortifying Muenchengratz and Musky Hill while the Prussian columns sorted themselves out. The Saxons meanwhile turned around and formed up south of Muenchengratz.
Elbe Army got in a bit of a mess during its deployment, while its lead division formed up fairly smartly, the rest lagged behind and the Corps commander rode up and down the column trying to chivvy everyone along. 1st Army meanwhile got its skates on and aggressively pushed across the Iser in the north. The leading division plunged into the heart of the Austrian position, prompting one brigade to conduct a charge in battalion columns against them. Outnumbered 3:2 the Prussians took heavy casualties from the Austrian guns and rifles, and their regiments began to waver. Their needle guns inflicted heavy losses in return on the Austrians and pinned their units. A fresh Prussian division entered the fray, which tipped the tide in their favour. The wavering division held on and it was the Austrians turn to become disordered as the brigade on their right flank was shot to pieces. Another Prussian division came into action on the left flank and the entire Austrian right flank collapsed, leaving their guns behind them. A reserve brigade hastening to their rescue was caught in march column by the pursuing Prussians and routed.
Over on the left the Saxons and Austrians contented themselves with firing salvoes of artillery over the river, while Clam Gallas supervised the evacuation of stores in Muenchengratz. They seemed oblivious to the impending disaster on their right, transfixed by the attempts of the Prussians on the other bank to deploy. Eventually the Prussians became tired of waiting and pushed a division over the Iser north of the town and street fighting broke out. Clam Gallas now decided that perhaps things were getting a bit dangerous, but his convoy was trapped in the chaos of supply wagons. The town defenders only put up a perfunctory resistance once the Prussians closed in, and collapsed after a couple of hours fighting. Clam Gallas finally managed to escape down the road towards Jicin, as the Saxons decided they couldn't take on the entire Prussian Army and retreated southwards. Sadly for the Austrian general, he became entangled in more traffic jams on the road, and a Prussian division from the north swooped down and took his whole party prisoner. This left Austrian 1st Corps in tatters, and the Saxons once more doomed to take the long road to Jicin.
I was pleased with how the game went, and fully expected the Austrians to do much better. They did inflict heavy losses on the Prussians (some 4,500 vs 300 in the original battle) but in turn their forces were all but completely disbanded, vindicating the actual decision in 1866 to retreat rather than fight. The rules worked OK (Rifle & Kepi, available on my website) but I still need to think about the transition from squares to hexes, as it introduces some facing problems which I haven't quite worked through. We are having a think about large scale Napoleonic games, and it is possible these rules will work for that, but I'll need to re-work the balance between infantry, cavalry and guns. We are trying out Leipzig Lite next week, to see if there are any good ideas therein. I've sort of worked out a Waterloo scenario, so we'll see how it goes.







































