I received some very welcome and generous feedback to the ideas I expressed in my last posting. Actually it was surprising as well, and therefore the more appreciated. Other gamers are now looking to adapt or adopt them into their own projects.
Morning 1 July, 1863. Buford's cavalry intercept Rebel elements approaching Gettysburg. |
The action opens without effect upon either side. Ironically, Buford has no foot or guns; the Rebs, no cavalry. |
I did consider some jiggery pokery with higher numbers of the same pip score (quadruples and higher), but aside from whether to call four 1 'kill' or two retreats, or one side or the other chooses, I haven't yet decided.
Both sides' forces build up: Ewell and Hill; Reynolds and Howard. |
To any force I added an arbitrary two dice. This was to allow a single unit of cavalry, say, a chance, however remote, of scoring a 'kill'. As for terrain, I hadn't yet decided, but was leaning towards counting only towns, fortifications and maybe mountainous regions, all of which would advantage a defender. But what sort of advantage: a plus to the force, or a multiplier? Otherwise, a body of at least one element received 1 die per horse, 2 per infantry and 3 per gun, plus an extra two for being an independent command.
Results of the duel between III Corps (CSA) and I Corps (USA). Buford's cavalry has been attached to I Corps. |
Results of the duel between II Corps (CSA) and XI Corps (USA) - heavy loss on both sides, though the Rebs get the better of it! |
2 July 1863 - Morning. Sykes is on the field but not yet in action. Sedgwick has not yet come up. |
1. A body of troops (corps) that included foot travelled at 10cm; one with horse and no foot (but which could include guns) travelled at 20cm.
2. A retreat from combat took 10cm for foot, and 20cm for horse. Guns would retreat 10 or 20cm according as whether the corps it belonged to also included foot or not.
3. A retreated element could (advance to) rejoin its corps after waiting one whole 'turn' in the rear.
4. The main body may, at the end of the turn, fall back to conform to its retreated elements. I am considering making this compulsory if the fraction remaining is smaller than the retreated elements, in terms of numbers of elements, or possibly in terms of firepower. One certainly feels that guns stripped of their supporting horse or foot ought to go back.
5. Dice are rolled in respect of each corps in turn. Two or more corps may engage a single enemy corps, but their combats are resolved separately though simultaneously.
6. A corps engaged by more than one opposing corps may select from which enemy to take losses or retreats; with the broad proviso - i.e. insofar as is possible - that they are taken evenly from each.
Same pic as the previous, from a lower angle/ |
As a playtest I thought I'd use Gettysburg - the whole thing played over 5 turns: 1 July, morning and afternoon; 2 July morning and afternoon, and 3 July. Now, I am aware that most of the action of the second day did not begin until late afternoon, yet I felt that taking two moves for that day's action seemed appropriate.
Situation at noon. Both sides are feeling the pinch. |
For the battle, I hoiked out a wall or ceiling tile thingy that had spent the last 3-4 years protecting our caravan's tyres from the sun. As said caravan has been sold, this tile can serve other purposes. Upon this, I drew a crude, much simplified map of the Gettysburg battlefield. The orders of battle were as follow:
2 July 1863 - Afternoon. Even reformed, the Corps are mere shadows of themselves. |
Buford's Cavalry - 1 mounted figure (firepower = 3)
I Corps (Reynolds) - 3 infantry, 1 gun (f/p=11)
II Corps (Hancock) - 3 infantry, 1 gun
III Corps (Sickles) - 3 infantry, 1 gun
V Corps (Sykes) - 3 infantry, 1 gun
VI Corps (Sedgwick) - 3 Infantry, 1 gun
XI Corps (Howard) - 3 infantry, 1 gun
XII Corps (Slocum) - 3 infantry, 1 gun.
Total firepower = 80.
A lower angle pic of the previous. |
Longstreet's (I) Corps - 5 infantry, 2 guns (f/p=18)
Ewell's (II) Corps - 5 infantry, 2 guns
A.P. Hill's (III) Corps - 5 infantry, 2 guns.
Total firepower = 54.
The difference in firepower is pretty big, but it is largely offset - possibly more so, in fact - but the larger sized CSA corps. In order to guarantee triples, a corps needs a firepower of 13. Twice during this action a Union Corps imposed a lot of retreats without getting a 'kill'.
A further point to note: the Union 'should' have got one extra gun as far closer to the artilleries of the two sides. How to allocate it was the question. On balance I would probably add it to Hancock's or maybe Sedgwick's Corps another time. I also left off all the cavalry but Buford. Kilpatrick's might have been added on 3 July. Maybe. But I didn't trouble. For the rest, the main cavalry action took place a distance from the battlefield depicted here.
The battered remnants of both armies retire for the night... |
The action began with elements of A.P. Hill's Corps (2 foot) striking Buford. As neither did damage to the other, they were joined by I and XI Corps on the Union side, and by Ewell's Corps and the rest of Hill's on the Confederate. The results of this combat are shown in the pictures above. Hill achieved the destruction of I Corps artillery and Buford's cavalry, but lost in return two infantry destroyed and one retreated. On the northern flank, Ewell scored two infantry destroyed and two retreated, but as XI Corps had but 3 foot elements, the sole survivor trudged back to Culp's Hill with the artillery conforming. Ewell didn't get off unscathed, neither, losing one infantry and two others retreating.
Same as previous, seen from the North-west. |
July 2 opened with Longstreet joining the attack upon the Round Tops, A.P. Hill facing Cemetery Ridge and Ewell facing Culp's Hill and Spangler's Spring. This meant that Ewell would be facing XI and XII Corps both; Hill squaring off against I and II Corps; whilst Longstreet concentrated upon III Corps alone.
Without going into detail, the Union had the greater success overall (9 hits to 8) but lost 4 infantry and 1 artillery destroyed to the CSA loss of just 3 infantry. One Union infantry and two artillery elements also retreated. The CSA were deprived for the following afternoon of 4 infantry and 2 artillery themselves, though no doubt they would form a welcome reinforcement on the 3rd.
Sickles's III Corps defended well against Longstreet's superior numbers. True, III Corps was reduced to a single foot element, with one other that had retreated. The remainder of the Corps was lost. Given this situation, the single survivor ought to have followed his more retiring friend. Trying to find the right kind of convention, and the way to express it is the trick, I guess. Longstreet himself lost an infantry element, and half the remainder of his foot and guns retreated - he had taken 4 hits and given 3. These might have been sufficient grounds to impose a retreat here, as well!
The afternoon's battle was much less destructive, owing to the attenuated firepower on both sides. Hill and Ewell were rejoined by the 'retreated' units of the night before, as were their Union counterparts. The scores were only slightly greater for the Confederates. Both sides lost 1 infantry destroyed (Longstreet and Sykes). Five CSA elements ought to have retreated, (Ewell his remaining artillery, Hill 1 infantry, and Longstreet 3 infantry) but as Longstreet had only 2 infantry with him, one of which was now destroyed, only the survivor retreated. Six Union elements retreated, all foot, and only the yet to be engaged VI Corps escaping.
Final day's action. Neither is in such great shape to inflict much hurt... |
With nightfall, the elements that had retreated in the morning could rejoin their parent formations. I decided that I would limit this to one turn - a kind of 'Pickett's Charge' day. Sickles's corps being pretty much out of the fight, Longstreet faced Sykes and Sedgwick; Hill - Newton (vice Reynolds) and Hancock; Ewell - Howard and Slocum.
This time, the Union outscored the Confederacy, but not by much. Longstreet destroyed an infantry and forced an artillery to retreat; but himself lost an infantry destroyed and two retreated. Ewell forced back of Howard's remaining infantry, but two of his own also fell back. Hill was the most successful, driving back (but not destroying) the exiguous remnants of Howard and Newton, at the cost of one of his own infantry falling back.
End of the battle. The survivability of the Rebel artillery in particular is phenomenal. |
The upshot of all this was that both sides seem pretty much to have exhausted themselves. Having taken Cemetery Ridge, possibly the Confederates could claim a victory, if a somewhat tenuous one. However, a count up of remaining firepower seemed to show that the USA had lost double the CSA loss (32 to 16). Leaving out the arbitrary extra 2 dice per formation, the difference was actually reduced from 18 to 4. So, I'll call it a CSA victory, all right, but scarcely a nation-saving one!
I think the concept is promising - just a whole bunch of tidying up to be done. The figures, except for the cavalry, were taken from my Airfix ACW collection. The French Foreign Legion looking guys are supposed to be my 'Coloured' brigade. I know they didn't wear havelocks, but ... they look so good!
Acknowledgements:
Thanks to Natholeon and Kaptain Kobold, 92nd and 93rd followers of this blog spot.
Cheers,
Archduke Piccolo.
Now that I have seen your system at work, I can understand it much better. I am most impressed, and think that it has loads of potential, especially for fighting a whole campaign in a matter of hours.
ReplyDeleteWell done!
All the best,
Bob
Well, the edges are still pretty rough. I wish I knew more about how R.L. Stevenson ran his games. This test was also a bit static. I think something needs to be imposed upon each corps, e.g. lone guns required to retreat, say.
DeleteIn the play test I also thought the gun to other arm ratio a bit on the high side.
Having said that, on a larger scale map one might substitute a 3- or 4-figure element for the single figure here, just for the look of the thing. I can see the system being very flexible according to one's available resources.
There remains the 'mathematics' of the combat system, too. A corps requires a firepower of 7 to guarantee a 'double'; 13 to guarantee a triple; 19 to guarantee a 'quadruple'. I have a feeling these numbers might be important in some way.