Since
I converted the 1813 campaign from PBEM to solo play I have taken much more
interest in how the campaign actually works.
The campaign was designed to provide interesting battles for Jan and I
to wargame. But I was equally concerned
that the campaign would be interesting for the ten players taking part. There were five campaign areas each with a
French and allied army of four corps each.
So battles were frequent and very varied.
Wargames
are often decided by the luck of the dice, and ours are no different. The result can often be heavy casualties on
one side. This is not a problem when
fighting “one off” battles, but can have a major effect in a campaign. Casualty replacement quickly became a major
concern.
Each
phase of the campaign was designed to last about three or four months and
provide about three or four battles.
However if the first battle of a campaign resulted in one side suffering
very heavy casualties, particularly in cavalry or gunners, they would never
really recover their battle effectiveness.
I
did not want a campaign commander to lose because of poor dice during his first
battle. Some might argue that it should
be possible, and often happened in real life.
But that would not be much consolation to a player who had put weeks of
work into his campaign plan and initial movement to lose it all because of a
wargame over which he had no control.
I
could overcome this by campaign casualty replacement. It is reasonable to suggest that most
battlefield casualties would return to their regiments soon after the
battle. Some would have light
casualties, some would have run away and later rallied.
Most
of our battles were small affairs between one or two corps. Casualties were often concentrated in one or
two brigades and could be 20% or 30%.
Cavalry and gunners suffered a higher proportion of casualties than
infantry.
After
a battle the loser would retreat, and the winner halt and reorganise. For each day spent “resting and reorganising”
a corps would receive 400 infantry, 100 gunners or 100 cavalry
replacements. This represented 10% of
an infantry or cavalry brigade or corps artillery.
Infantry
casualties would be concentrated in one brigade in each corps, always the one
which had suffered the greater casualties.
So a corps would effectively lose one of its four infantry
brigades. The remaining three would be
all fight at their full combat effectiveness.
So the overall effect was not too great.
But
cavalry or gunner casualties would have a major effect on their combat
effectiveness. If casualties were more
than 10% or 20% they would still take part in battles, but would be very
fragile in combat and more of a liability than a useful part of the corps. If they had 30% casualties or more they
would be removed from the order of battle until they had received battle
replacements.
During
the PBEM campaign there were five campaign areas, each providing a battle every
two or three campaign days. So there was
never any shortage of battles to wargame.
And because each area was at a different stage of their mini campaign,
there were a wide variety of battles.
When
I converted to Solo campaign I also decided to game just one campaign area at a
time. This was to make the map side of
the campaign more interesting and manageable.
But it also made the problem of battle replacement more urgent.