In my campaign wargames there are three types of build up area (BUA).
A city is four scenic squares
A town is two scenic squares
A village, farm or fortified building is one scenic square
Each scenic square contains one brigade of infantry.
All of the campaign games involve either a city or town, because that is always the campaign objective. The BUA is always occupied with the defending army deployed either side or in the square in front. It is very unusual for the attacking army to have sufficient time in the maximum 12 moves to actually take and hold the BUA.
In future the town or city will always occupy the three squares nearest to the defending player. The defending army will deploy in the three squares in the middle of the table. The attacking army in the three squares nearest to the attacking player. The battle will be decided in the centre three squares. If the defender loses he will retreat and abandon the town or city.
This leaves villages, farms or fortified buildings. Each will hold a maximum of one infantry brigade. In the practice game I have only used infantry, cavalry or artillery would make it much more complicated. I wanted to determine whether it is possible for an equal number of infantry to capture a BUA.
In the practice game four Baden infantry brigades attack a farm defended by four Russian infantry brigades. The elite Russian grenadier brigade is the garrison of the farm. Two conscript brigades are deployed either side and a trained brigade is in reserve behind.
Only one brigade can attack each side of the BUA. And it soon became obvious that such an attack was doomed to failure. The Russians have plus 2 for defending and plus 1 for elite.
To decide the outcome of a melee 1D6 is rolled. Combat factors are added or deducted, particularly the ones quoted above.
1or less – winner 20% casualties
2, 3, 4 or 5 – both suffer 10% casualties
6 or more – loser 20% casualties
It soon became obvious that one brigade would be very unlikely to succeed. If the attacker could attack two or three sides at once his chances greatly improved. But to do so he would have to defeat the supporting brigades either side of the BUA.
The best plan was to pin the garrison with the two conscript Baden brigades, and attack the Russian supporting brigades with the elite and trained Baden brigades. When the Russian reserve was committed one of the four Baden brigades would engage them. The remaining three Baden brigades, including the elite and trained brigades, would concentrate on the BUA.
All would still depend on the luck of the dice (as always). And in a normal game cavalry and artillery would also play a part. This would make it much more difficult for the attackers. First they would have to win the cavalry melee. Then they would have to inflict at least one casualty on the garrison, whilst avoiding the enemy artillery.
I also found that skirmish fire would play a more important part in attacking a BUA. Once more it would be decided by 1D6. Trained attackers and defenders would both need 5 or 6 for a hit. Conscripts of those with 10% casualties would need 6. So skirmish fire was unlikely to be enough on its own, but it could play a significant part.
The new rules seem to be working well so far. It is now time to play full wargames and put them to the real test.