Wargame Move 5
We had an interesting problem during our
current wargame. Two good dice throws, or bad
depending on which side you were on, effectively ended the game on
move 5 of 12 moves. Worse still it
would result in an early and unsatisfactory end of a campaign phase. We were faced with the decision to accept
the dice, or to ignore them and roll again.
Let me explain.
This was the fourth battle in the campaign
phase. We would normally expect to have
about eight. The Austrians has lost the
previous three battles, and really had to win this one. A defeat would result in a premature end of
the campaign phase.
It was a large battle with three corps per
side.
The Austrians were attacking. They had 10 infantry brigades, 3 cavalry
brigades and 3 corps artillery. However
two of their infantry brigades had 2 casualties each, and a third 1
casualty. Two of their cavalry brigades
had 1 casualty each.
The Bavarians were defending. They had 9 infantry brigades, 3 cavalry
brigades and 3 corps artillery. They
only had 1 casualty on one of their infantry brigades. And they held a large city, easily defended.
Although the Austrians had 10 infantry
brigades against 9 Bavarian brigades, they had more casualties. Each casualty reduced morale and combat by 1
on each dice throw. So 2 casualties
makes for a very weak brigade, quite likely to break and run if forced to test
morale.
Consequently the Austrians needed to inflict
some casualties on the Austrians, and particularly at the point of attack. They would have four moves to fire their
artillery, and then would have to attack anyway. The Bavarians would have at least six moves
to fire artillery, because the attackers had to move into close range to engage
in firefight or hand to hand combat.
At the start of move five the Austrians has
suffered one infantry casualty, and the Bavarians one cavalry casualty. In order to reach the Bavarians and have
time for a combat the Austrians must move this turn.
All three Bavarian corps moved first, due to
the luck of the card draw. First corps
artillery needed 11 to hit Bavarian, rolled 12. Third corps needed 10
to hit artillery, rolled 11.
These artillery casualties meant that the
Austrians could not fire this move, and an infantry advance would screen the
guns. Their cavalry could not charge,
because two brigades already had one casualty each. Their only option was for the infantry to
attack unsupported by either cavalry or artillery.
We were tempted to ignore the whole move and
play it again. But that would defeat the
whole purpose of the dice roll. But
accepting the result would mean an early end to the campaign.
What would you have done?
We decided to refight the whole wargame and
hope for a better result second time around.
I would have worn the result - let the campaign end early (which would provide of course a generating circumstance for the next campaign!). Having said that, the reason for my abandoning a card system for determining initiative was that the very first time I tried it I got to SIX reds in a row before ignoring the seventh and redrawing. I think I had to ignore the eighth as well. It was embarrassing. With the Joker in the pack as the signal to reshuffle, who knew how long that would go on for?
ReplyDeleteIn my view, 'winning' the initiative should confer only a very slight advantage, and that mainly just after you've lost one, and in effect, get two moves in a row. Vanishingly low-odds events will happen from time to time (The Granny Weatherwax Probability Law: 'million-to-one shots crop up nine times out of ten').
My first reaction was to do as you say, to accept the result and end the campaign early.
ReplyDeleteBut Jan was wiser and suggested that it would be better to accept the result for that game, but to refight the game for the campaign.
Each campaign phase is independent of the rest of the campaign. Each starts with both armies at full strength and with four days supplies. The result of the previous phase in that area have very little influence, other than the direction of movement. The loser of the previous phase will always retreat.
However the campaign phases do not have any significant effect of the overall 1813 campaign. That is only a framework for the five campaign areas. So not accepting the result of one wargame does not in anyway affect the 1813 campaign.
There is a considerable amount of work in setting up each campaign phase, and it is a pity to waste it on a coule of rogue dice throws.
However I still feel a litle guilty at my decision, which is pretty silly really.