French gunners left to face the music
We have been using our current “house “ wargame rules for
about six years. Over that period they
have been “tweaked” a little in response to problems encountered on the table,
but by and large have remained the same.
I am quite surprised that they have survived so much practical wargaming
over such a long period, and still provide a very enjoyable wargame.
We spend an hour or so wargaming most days, certainly five
days a week. All of our wargames are
based on our 1814 campaign. So each
game is 12 moves long, to match the 12 hour campaign day. If necessary we will game an extra move to
resolve a close run battle. Our aim is
to finish one wargame a week, to avoid undue delay in the pace of the campaign.
Even after all of this time we still have the unexpected
action, which requires adjusting the rules.
This week it was artillery in general, and infantry v artillery in
particular.
Most of our wargames are decided by morale. One side starts to fail morale, which often
has a knock on effect. Within one or two
moves part of one army is running away.
Our morale rules call for a 3 or more with 1D6. The initial dice roll is adjusted by plus or
minus to reflect the status or casualties of the brigade concerned. Generally a full strength brigade will
function well until they have lost two or more “hits”. One rout affects all brigades within 4”, so
a knock on effect is quite likely to happen.
Gunners seem to be particularly prone to this problem. Loss of a nearby infantry brigade will leave
them without support, which is another minus on the morale charge. When they rout they abandon their guns. At the end of a game it is not unusual for
two or more of the four artillery crews to be in rout.
Normally gunners are most at risk from enemy cavalry. Infantry have not proved a problem, until
our last wargame. The gunners have
three, or possibly four, opportunities to fire at an approaching infantry
column. The last one at short
range. So it is quite unusual for the infantry
to get close enough to engage the gunners.
When they do, we allow them to skirmish, but not volley fire. So average infantry, with no casualties,
would roll 1D6 and require 5 or 6.
This week the gunners missed the infantry, then the infantry
missed the gunners, then the gunners missed again and the infantry missed
again. I had not anticipated that the
infantry could be so resilient, yet such poor skirmishers, and our rules do not
allow actual hand to hand fighting.
We have a section in the rules called “Quick Results”. It deals with such things as brigades caught
in flank or rear by the enemy. It
provides an instant result without using the dice. Usually cut down or rout with 50%
casualties. It now includes infantry v
artillery combat. When the infantry are
4” from the gunners the latter rout, but take their guns with them. Nice simple answer. No loss of guns or heavy gunner
casualties. And sufficient risk to
encourage the gunners to withdraw before the infantry can get to close contact.
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