Tuesday, May 2, 2023

Another Map Game ...



When I first read about the British Army 'Manoeuvres of 1912' it at once occurred to me that it would make a fine topic for a 'Map Campaign' between those longtime enemies, Ruberia and Azuria.  The Manoeuvres set up a scenario in which an invasion force from the imaginary country, Redland (vice the North Sea!), crossed the border into Norfolk. Led by the Division of screening cavalry, the 32,000-plus strong invasion corps thrust southwards towards London. Advancing through east Cambridgeshire, the invaders were met by a hastily gathered together defence corps of similar size. There battle was joined for the success or failure of the invaders' mission.


Setting this one up struck me as a little tricky, because the armies I chose for this little project aren't set up the same as my Napoleonics. I can fit 2 of my 6cmx4cm bases in column, but not in line in my 10cm hexes. So this will require a strength point system. Had I thought to use my American Civil War figures, this would not have been a problem, but I'm not sure I would have gone down that track even if I had thought of it before this moment.
 

Further, the relatively small sizes of the opposing forces really precluded a map inclusive of all East Anglia. Instead I have selected an area some 25-30 miles square around the area in which forces were engaged. Natives of the area might find my map geography idiosyncratic, not to say peculiar, but I wanted to keep things fairly simple. Beginning with the cavalry, the invaders enter the map via the pink arrows; the defenders, marching to intercept the enemy, enter the map via the blue arrows. The invaders will achieve a local strategic victory if they can exit the map with a fightable force anywhere between Whittlesford and Radminster. Somewhat surprisingly, there is little of what I would call 'terrain' in that part of the country - gently rolling country from what I can discover. If anyone can point towards some interesting terrain features, I'd be grateful. I have added a couple of woods, and a ridge line that I think runs from Saffron Walden northeastwards, but stand to be corrected on this.

Given the limited geographical scale of the campaign, the matter of time-scales comes into question. An infantry formation in a hurry and unopposed could probably cross the map north to south in little more than a day. After a some consideration, I have decided upon 1 move represents 2 hours; 6 moves represents the hours of daylight (the campaign took place within a week from the autumn equinox); and 1 move would represent the night hours that would allow a little bit of shuffling around, digging in, and the recovery of stragglers and broken down equipment.

Infantry and transport traverse 2 hexes per turn along a road; 1 hex cross country.
Cavalry and horse artillery traverse 3 hexes per turn along a road; 2 hexes cross country.
Artillery range: 
- Field and Horse artillery: 2 hexes
- Medium Artillery: 3 hexes.  

One feature of the original exercise will be absent: the 'air' component. The forces I'm using are more 1882 than 1912. I did think of dirigibles, but even that would be a stretch of historical credibility, and I didn't really want to go down the Space, 1889 track (though it is a thought!).

The Armies:

Now, isn't it of a piece that an army to which the colour red is indelibly associated should call itself BLUE, and the OPFOR enemy, to which the colour blue often attaches, is delegated RED? Really confusing. I have decided (reversing my Facebook post) that the invaders are BLUE (Ceruleania) and the defenders (Cinnabar) are RED. That better matches the colours of my respective armies. 

Army BLUE (invaders) - Army of Ceruleania
Commander: Lieutenant-General Douglas Haig (6SP)
1st Infantry Division: Major-General S. Lomax (3SP) - 1st Brigade (3SP, Elite) - 2nd Brigade (4SP) - 3rd Brigade (4SP) - 101st Field Artillery (2SP) - 501st MG Battalion (2SP) - 201st Transport Column (1SP) 2nd Infantry Division: Major-General Henry Lawson (3SP) - 4th Brigade (3SP, Elite)
- 5th Brigade (4SP) - 6th Brigade (4SP) - 102nd Field Artillery (2SP) - 502nd Machinegun Battalion (2SP)
- 202nd Transport Column (1SP)
1st Cavalry Division: Major-General Edmund Allenby (3SP) - 1st Cavalry Brigade (3SP) - 2nd Cavalry Brigade (3SP) - 3rd Cavalry Brigade (3SP) - 121st Horse Artillery (2SP) - 211th Transport Column (1SP)
Army Corps Troops:
- Artillery Reserve (151st Medium Artillery) (2SP)
- 100th Transport Column (1SP). Note: the reduced SP and elevated status of 1st and 4th Brigades goes to the slightly fewer infantry in the invading army than their opponents (something like 22,500 against 25,000), but also to the slightly more integrated Corps formation as a whole. Totals: 23 Units (counting command elements) 62 Strength Points (Exhaustion point -21SP)

Army RED (defending) - Army of Cinnabar
Commander, Lieutenant-General James Grierson (6SP)
3rd Infantry Division: Major-General Henry Rawlinson (3SP) - 7th Brigade (4SP) - 8th Brigade (4SP) - 9th Brigade (4SP) - 103rd Field Artillery (2SP) - 499th Machinegun Battalion (2SP) - 203rd Transport Column (1SP) 4th Infantry Division: Major-General Thos d'Oyly Snow (3SP) - 10th Brigade (4SP) - 11th Brigade (4SP) - 12th Brigade (4SP) - 104th Field Artillery (2SP) - 498th Machinegun Battalion (2SP) - 204th Transport Column (1SP)
2nd Cavalry Division: Col Charles Briggs (3SP) - 4th Cavalry Brigade (4SP) - 5th Cavalry Brigade (4SP) - 122nd Horse Artillery (2SP) - 212th Transport Column (1SP) Note that this Division comprised 8000 troopers organised into 2 brigades, as against the Ceruleanian cavalry's 3 brigades totalling 9000 troopers. Hence the disparate SP values.
Army Troops:
Artillery Reserve (152nd Medium Artillery) (2SP)
200th Transport Column (1SP). Totals: 22 Units (counting command elements 61 Strength points (Exhaustion Point -21SP)

Game mechanics.

1. Unit (or formation) activation. My main thought is to use numbered 'priority chits' (low numbers go first). These will be allocated by Army Command and formation, that is to say 5 'chits' the side. So the numbers will range from 1 to 10 and will each activate any or all of the units in the allocated formation, or the Army commander and Army troops. 2. Combat. Combat dice are allocated by SP value. The exception is that the elite brigades will get one extra die. Supporting artillery will add 1 to the combat dice Machine guns add 1 to the combat dice General in the same hex as combatant adds 1 to combat dice For each 'arm' in a given combat, 1 extra dice is rolled. Machine guns in this context counts as a separate 'arm'. 3. Artillery may be used for preparatory bombardment or counter-battery (artillery fire phase) or for direct support of an infantry or cavalry unit in direct combat with the enemy. They do not need to be in the same hex as the unit being supported. A given artillery unit may fire once during a turn - in the artillery fire phase OR the direct combat phase. 4. Combat outcomes. Hits will be scored against troops according to this schedule: 1 - Artillery (if present, or subject to counter-battery) or machine guns are hit 2 - Cavalry lose 1 SP 3 - Cavalry lose 1 SP 4 - Infantry lose 1 SP 5 - Infantry lose 1 SP 6 - Command is hit. Roll again: 4-6 - no effect 2-3 - Commander WIA lose 2 SPs (Army commander may take 2 serious wounds) 1 - Commander KIA - all SPs lost 5. Competitive Combat: Note that, except for bombardments and counter-battery, combats are competitive; both sides roll. As dice scores go to inflicting loss upon the enemy, they also go to cancelling enemy hits upon one's own side. Actual pip scores shown by both sides are cancelled on a one-for-one basis. However, a '4' does not cancel a '5', or a '2' cancel a '3', or vice versa. 6. Recovery of lost Strength Points. This is part of the night move. Half of the SPs lost throughout the day may be recovered. Losses to commands must be wholly restored (replacement commanders having been found and appointed) Remaining losses are allocated to other troops on a pro rata basis by arm, not more than half the losses each has incurred being restored. Fractions are rounded, exact halves being rounded UP for infantry and transport, and rounded DOWN for cavalry and artillery. Priority is given to units that have taken the most hits, except that non-transport units reduced to 0SP, may be passed over and the SPs allocated to units with 1 or more SP. 7. Cambridge: On the Map, Cambridge is more or less a no-go area for both sides. There will be placed within its precincts a single element (3SP - not part of General Grierson's Corps) by way of defence. It won't move, and will fight if any enemy enters an adjacent hex. It's really there by for the sake of 'completion'. Historically a Territorial brigade was set to garrison the town for the duration of the 'Manoeuvres', but it was not expected to be engaged at all. 8. Night Moves: Apart from recovering SPs lost, the Night Move may be used to move a unit 1 hex cross country, or 2 by road. Such a move may break contact with the enemy but may not be used to bring units into contact, nor to change one contact for another. These may be useful moves for Transport units. 9. Digging in: Non moving units may also take the night move digging in at their present location (i.e. without moving). They will count as fortified if attacked there the following day(s). Units may dig in during daylight hours, 3 turns (half a day) being sufficient to fortify the brigade and supports in the same hex. If the unit is engaged in combat whilst constructing a fortified position, the work has to be abandoned.

9. Cavalry: I have added some skirmish elements to the cavalry to represent, if occasion arises, dismounted action. A cavalry unit in dismounted action places a skirmisher stand in front of the mounted unit. I haven't yet made up my mind whether its combat dice ought to be reduced by one (to represent non-combatant horse holders), but it seems a reasonable line to take. 10. Any Suggestions? I welcome any suggestions concerning the ideas I've expressed here, or additional ideas others may have. To be continued.

20 comments:

  1. This is excellent. I've just set up a slightly reduced version of your 100 minutes game, with an overnight move and I have just been pondering how best to handle replacements vs overnight movement. Your suggestions seem very sensible. To reduce the lethality a bit, I'm letting each element get one dice but take two hits before being removed, I'll see how that pans out. Wrt Cambridgeshire, yes, it is rather flat and featureless, excellent tank country, if only they had been invented in 1912!

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    1. I'm looking forward to seeing what you make of your own HMC. Martin. Thank you for your kind remarks. I have used 'overnight replacements' before - in this operation about five and a half years ago.
      I'm looking forward to seeing what you make of your own HMC. Martin. Thank you for your kind remarks. I have used 'overnight replacements' before - in this operation about five and a half years ago.
      http://archdukepiccolo.blogspot.com/2017/12/operation-uranus-battle-begins.html

      Meanwhile, it seems my 'google maps' impression of Cambridgeshire is about on the money! So it's just a matter of 'suck it and see' how things go.
      Cheers,
      Ion

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    2. I've just done the 100 Days, three turns a day (am, pm, night), just did the 16,17 and 18th June before Napoleon met his 'Waterloo' outside Quatre Bras(!). The overnight replacements worked fine, although I was using 2SP per unit so had some tweaks. How do you manage multiple corps combat? I ended up resolving it in Memoir 44 style as one unit fights one unit at a time as combining unit dice made it very one sided for for non phasing player. I tried some other permutations too. Can victorious attacking units advance after combat? (I played that they could, if they chose). I'll do a full writeup on the blog at some point.

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    3. Martin -
      The few occasions in which multiple corps combats (actually 2 to 1) I handled as successive combats. Except for retreats, the results were carried forward (as per Portable Wargames). I seem to recall a fight between the French I Army, I Cavalry and the Allied I Army Corps around Mons. The opposing Army Corps fought their battle, the losses removed, then the Cavalry Corps hoed in (very successfully). Not until then did the remnants of I Allied Corps retreat.

      This does mean the weaker force gets to fight twice, of course. That is where the regular reconciliation of losses and returns would have helped mitigate the effects of that.

      Weakened Corps I allowed to merge, when they became 'converged' Corps (in effect; I made no formal rule for this) acting as a single formation.

      There was at one point the potential - not realised - for a battle with two Corps the side. These would have been separated out into two adjacent battles between single corps.
      However, the thought occurs that the moving player might pick on one corps in contact, ignoring the other. However, the defender gets two shots in, and the 'unengaged enemy' will be free in its turn to take on the enemy in contact. This, I'll have to play test, I think.

      That a battle counts towards movement allowance can lead to some apparently anomalous situations. Something like that happened late in the campaign, with the Allied II Corps march 'cross country' towards a French army Corps on the Waterloo-Quatre-Bras road. Although fetching up in an adjacent hex, the Allies lacked the remaining movement allowance to bring on a battle.

      Cheers,
      Ion

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    4. Thanks, I had a huge sprawling battle between Quatre Bras and Gembloux, and ended up adjudicating it like Memoir 44. So there was some ganging up (two Corps vs one) but it came out OK. I had the loser retreat before the second attack which produced some odd results on one occasion, so your approach is better. I'll get it written up for the blog.

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  2. Hi Ion....This sounds very interesting...I am not a wargamer but very much like this sort of "strategic" high level sort of thing. East Anglia is as flat as a pancake...my wife comes from Essex so I know the area quite well. Very interested to see how this pans out...I am a fan of Grierson..the "what if" around him is fascinating to consider....Regards.

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    1. Cheers, Tony,
      Unfortunately I have been unable to think of a way to replicate General Grierson's superior appreciation of air for intelligence gathering and prevention thereof. I gather that Haig did have some advantage mutual familiarity among the formations and units of his command. So I figure that and Grierson's superior generalship on the occasion should just about cancel out. I'm hoping that, like the Hundred Minutes Campaign, this one will tend 'to play itself'.

      My own interest in that part of the world is due in part from my own ancestry. My great grandfather emigrated from Essex - the Great Clacton area - to New Zealand in 1873, my paternal grandfather being born 4 years later.
      Cheers,
      Ion

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    2. Hi Ion...My wife is from Colchester...just down the road from Clacton...small world...I understand what you are planning regarding the opposing Generals but I fancy Grierson really had the edge over Haig in every respect....Regards

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    3. It seems that General Grierson showed up General Haig, rather. That might have hurt the latter's career, come the Great War, but it seems that Haig had the ear of the King...
      Cheers,
      Ion

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  3. Archduke Piccolo,

    This concept is really growing ‘legs’ and looks as if it’s going to turn into a new genre of games that allow players to fight operational-level figure wargames on a normal-sized tabletop. As such, it will combine the best of miniature and board wargaming, and will fit in very well with the PW-style of game.

    I look forward to reading you forthcoming battle report.

    All the best,

    Bob

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    1. Bob -
      Not sure about a 'new' genre of war gaming - the initial inspiration came from the campaigns of R.L. Stevenson and Lloyd Osborne. True, their 'map' was an attic floor. But it has certainly taken on a life of its own! It's nice to see what others, such as yourself, are making of the concept.
      Cheers,
      Ion

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  4. Very nice Ion. I look forward to further developments. ⚔️
    If this style of game allows players to fight/refight relatively big actions with reasonably small numbers of figures (rather than, say, lots and lots and lots of toys) on a “normal” sized tabletop battlefield then I’m all for it. Big battles, lots of toys and huge tables is one thing - but not easily achievable.
    And who hasn’t got halfway through a big project, run out of steam & enthusiasm and abandoned a half-painted army into a box where it remains for years…? Or is that just me?
    Cheers,
    Geoff

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    1. Not just you, Geoff. The soldiery I will be using for this project have been well under-employed for a goodish while, though they are now mostly painted. The original idea I had for them when I bought them about 30 years ago was completely different! One thing about these 'Map Games' as I've been calling them, is that they are - well, can be - very convenient for setting up and taking down.
      Cheers,
      Ion

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  5. Warm greetings from Scotland.
    Sticking with Napoleonic's i have gone down a different route. No SPs so no dice on the table or book keeping. instead after each battle and the loser has fallen back both sides immediately regroup their lost units by rolling a D6. the winner requiring 3+ for elite units 4+ for regular units and 5+ for poor units and artillery. the loser requiring one more on the die.
    I also limit their movement by the number of battle dice they can raise. six dice and they obey orders 5 dice and they must throw 4+ to move or hold position otherwise withdraw ect. .As the battle dice they can raise decreases they more likely they are to hold or withdraw.
    now to program the enemy general . how many troops was napoleon worth again ?
    regards john.

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    1. I'd be interested in your game mechanics. I have a couple of Napoleonic rule sets of my own, one of which I call BE4ST - Beg Engagements for Small Tables. I use dice for combat, but the figures carry the information as to the state of formations. I used that system for my 'Retreat from Smolensk' battles, starting here:
      http://archdukepiccolo.blogspot.com/2015/10/big-battles-for-small-tables-holding.html
      The 'Retreat from Smolensk' label will guide you through the battle narratives.
      Not quite map games, but representing sizeable, army-level battles on a 4ft x 4ft table, or 6ft x 4ft playing surface.

      Didn't milord Wellington say that Napoleon in person was worth 20,000 troops?
      Cheers,
      Ion

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  6. I grew up 5 miles to the West of Cambridge, and the land around Cambridge it is not that flat Ion, only as you leave towards the North and East. There is quite high ground though known as the 'Gogs', see the following for more detail:

    https://en.wikipedia.org/wiki/Gog_Magog_Hills

    It's a while since I've been to this area, but there are enough gentle hills to get good vantage points form, ditto hidden dips for the enemy to hide in. IIRC reading about the manouevres the enemy did manage to advance unseen for quite some distance.

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    1. Thanks, Steve -
      Not what I'd call precipitous or alpine - a bit like the local Canterbury Plains around Christchurch (NZ) - but could make the map a bit more interesting. Looking around via Google maps one doesn't get the impression of any abrupt or prominent elevations. I had heard of the Gog-Magog thing, but formed the impression they were rising ground, reach no very great heights. However, I will add something to my map board.

      One thing I have noticed, though, is that the roads I've seen seem generally to be thickly lined with trees, shrubs and hedgerows. Not what you'd call bocage country, but significant, all the same. I rather fear my map game won't do those features much justice!
      Cheers,
      Ion

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    2. The Gogs aren't that high, but you do get very good views from them, often for 5-10 miles, but with the caveat of lots of dead ground. Where I used to live, just a small walk away there was a sudden drop off in elevation and you could see nothing but flat land and anything that moved for many miles around.

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  7. I’ll follow your campaign with great interest as I live in Fulbourn. This is a village on the edge of the fens so to the north is very flat. To the south the ground rises to form the “mighty” Gog Magog hills.

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    1. I've amended my map to include rising ground southeast of Cambridge. I've made it just 1 hex area - I don't want to exaggerate its significance. I'm not sure whether, located where it is, it will impact on the campaign - but one never knows how events will unfold.
      Cheers,
      Ion

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