Sunday, 2 July 2023

Wargame Rules Review – Fifth Wargame


Start of wargame

Good defensive position for 2nd Russian army

The woods on the left, and the inn on the right, help the defence

The French have to cross hills in the centre and right

This will greatly slow down their advance.

 

Both armies start the game with heavy casualties.

5 Russian brigades have 10% casualties

There are also one cavalry and one infantry brigades missing

This is due to concentrating surplus battle casualties

 

8 French brigades have 10% casualties

One infantry brigade is missing due to surplus battle casualties

End of wargame

The French have captured the woods on the left and the inn on the right

However they have failed to attack the Russian centre

This is because they lost both cavalry brigades trying to capture the Russian guns

The Russian cavalry were also routed by French artillery fire

But the delay halted the French advance in the centre

 

The Russian centre and right withdrew closer to the town in good order

The woods delayed this withdrawal, and resulted in the main Russian casualties

 

At nightfall the Russians were redeployed around the town

But they had suffered 4 infantry, 3 artillery and 1 cavalry casualties

They also had five brigades in rout

The French suffered 1 infantry and 2 cavalry casualties

They had two brigades in rout

 

Comments

At this stage of the campaign all corps have suffered battle casualties

This makes their brigades morale very brittle, and more likely to rout

It is particularly difficult to attack when this happens

The defender can fire on the attacker as they move into artillery range

 

The attacker must weaken the defending infantry with artillery fire

Or he must take out the defending artillery with his cavalry

Both are difficult if his artillery and cavalry start with casualties

 

At long range 9 pdr guns require 6 with 1D6

12 pdr guns require 5 or 6 with 1D6

The Russians had two 12 pdr batteries

The French had only one 12 pdr battery.

 

The French had better cavalry, but both brigades had 10% casualties

They charged the left and centre Russian artillery

Both received casualties, both failed their morale

One brigade routed, the other was shaken

The shaken brigade was counter charged by a Cossack brigade and routed.

 

Once more dice played an important part in this game

The French had better dice and rolled four sixes

The Russians had poor dice and rolled four ones

This added to the “ebb and flow of the game, but did not dominate play

 

We are now comfortable with the new rules and the game flows much better

However we are also very nervous when rolling dice!

 

We both feel that the new rules add a lot to our enjoyment of our wargaming

6 comments:

  1. Thistlebarrow,

    Your rules certainly seem to be working well and producing some interesting battles. I will certainly be downloading them as soon as they are finalised.

    All the best,

    Bob

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    Replies
    1. Hi Bob

      Yes they are working out well. At present I am concentrating on the basic new rules. They cover 95% of what happens on the table. The remaining 5%, the unusual "one off", we agree between ourselves. However I will have to decide whether to expand the rules to cover them. I did this with the previous rules, which is why they are about double the size of the new ones!

      I want to make sure that the core rules are 100% before I tackle this. Meanwhile we continue to use the previous rules to settle the "one off" as they come up.

      regards

      Paul

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  2. Are your rules amendments providing the more decisive result you were trying to achieve at the onset of these changes? And has that been achieved by increasing the variability of combat results?

    ReplyDelete
    Replies
    1. Hi Peter

      We have previously used "house rules" based on LFS for many years. These are completely new "house rules" designed to give fast flowing and fun wargames. Because I always game with my wife they also need to have a strong dice influence. At present I have written a set of rules that work well for both of us. The combat and morale rules are both completely new, and seem to be working OK. However they are not as comprehensive as a commercial set of rules.

      To answer your question they are certainly providing a more decisive result, and even more important a less predictable one. This is largely due to the use of one D6 dice. I still use combat factors to reward good tactics and punish bad ones. But because we have played against each other so often, we can usually predict how the other will react. And neither of us tend to make tactical mistakes.

      So far, so good. And the change of rules has greatly increased our enjoyment of the game.

      regards

      Paul

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    2. A tough one when you know each other’s play and the rules inside out. Do you ever use chance cards?

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    3. Hi Peter

      No, I have never been a fan of chance cards. I try to make both armies equal, thought different in combat values. This is to encourage the use of historical tactics, but using the plus element and guarding against the negative element. But the main difference is the use of the dice. A roll of 1 or 6 has a very dramatic effect. A roll of 2 to 5 is either no casualties or equal casualties. With two players who know each other so well it is hard to find a fairer method of adding a chance factor

      regards

      Paul

      Delete

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