Saturday, 26 January 2008

Command and Control - ideas (1)

The AWI rules as written were developed before many of the "recent" ideas on command and control were developed and I have been considering how to incorporate them particularly for use in solo games.

In DBx, I've always felt that the pip system was too arbitrary, even with the CinC's ability to switch dice between commanders, it just feels too abstract and doesn't model the individual commanders abilities.

Warmaster (WMA)uses a slower system, but it's more effective at representing different commanders abilities, however, it does allow units to make multiple moves, which can unbalance the game system.

Fire and Fury uses a system that is more unit command/morale driven, but also includes the strength/exhaustion of the unit.

My plan is to use the WMA system with dice rolls (2d6) per unit/group in the order selected by the commander with the following modifiers.

+2 if the commander is with the unit (attached)
-1 Per 12" away from the commander
-2 If out of sight of the commander
-1 If 1 or 2 strength points lost
-2 If 3 or more strength points lost
+1 if a well trained unit
-1 if a poorly trained unit
-1 "group" move (several units belonging to the same commander moving together)
+1 if the CinC is within 6" of the commander (optional)

For example a poor general would have a rating of 7. he attempts to give a command to a militia unit 15" away (-1) that has lost 1 strength point (-1), and as militia it is poorly trained (-1). So a the general needs a 4 or less on 2d6 to succeed. Therefore if the general rolls a 5 with 2d6 he fails to give the unit an order, and can give no more orders to troops under his command.

After all command rolls are completed any individual units that have not tested for command can test independently using a command rating of 6. They cannot use this test unless their commander has failed on another units under his command.

Will

Friday, 14 September 2007

Savannah 9th October 1779 (2) - the game

Refought on Thursday at Deeside Defenders I took the French and Paul (a novice to the period) took the British.

Too various cries of "don't trust the computer", etc it began to come true! The lead regiment of the French assault (Cambresis) proceed to take heavy losses from gunfire and yet shrug them off and proceed to assault the fortifications to the east of the Spring Hill redoubt. The loyalists manning that part of the line fired and failed to have any effect before the regiment charged home, pushed them back and subsequently routed them. The Grenadiers/ Marines arriving to plug the gap charged home but were also pushed back. They reformed, then blasted the heroic remnants of Cambresis away before it repeated it's heroic feat. (On subsequently checking the factors involved, the regiment had managed to pass a 50/50 shaken test twice, but to fail on the firing the loyalists would have had to have rolled anything but a double 1 to have checked them, but of course no one believes it until you roll the dice in front of them!)

The rest of the action became the supporting act. The French by weight of numbers and the valiant distraction of Cambresis gradually overcame the Spring Hill redoubt. However by this time the British reserves had got into position and formed a solid firing line behind the reserve redoubt. Various French units had broken from the rout and it felt that whichever regiment D'Estaing tried to rally would always fail.

The flanking action by the Dillon regiment (not the column) faced the same fate as the original of being driven back by fire from the Sailors redoubt and flanking fire from the "Germain".

We had fought for 3 hours by this point, but my opinion was that the British would manage to hold the line, but it would take to long to reach a definite conclusion. Certainly if D'Estaing had launched his attack simultaneously as he originally planned he could have won.

Will

Wednesday, 12 September 2007

Savannah 9th October 1779

I decided on this scenario when I realised that I had never thoroughly tested the rules relating to a full scale assault on fortifications. For the background/numbers, etc. I used Boatner’s Biographical Dictionary of the AWI and Novak’s AWI in the South.

French/American Forces

The attack was made by five columns, three French and two American, plus two flanking attacks/demonstrations. The strength involved is given as 3,500 French and 1,500 Americans, including the flanking attacks by Dillon(350?) and Huger (500 Militia). There are no details on the composition of the three French columns so I assume they were all about 1,000 strong, which would equate to 4 x strength 5 units. One American column commanded by Lauren had 2nd SC Continentals and the 1st Charleston Militia. The other had the 1st, 5th SC Continentals and some Georgia regulars. Deducting the 500 militia and 200 men of Pulaski’s Legion would leave 800 men for the two columns making each 2 x strength 4 units. Another reference gives the strength of the “army” as it marched to the assault as 4,500, while covered by the cavalry (Pulaski) so it’s not unreasonable for the Americans columns to be 1,000 strong so I would use 4 x strength 5 units. Pulaski’s Legion was a mixed infantry/cavalry force so I have represented it as one cavalry and one light infantry unit both strength 5. Artillery is not mentioned, but I have added some siege artillery that would be firing at the redoubts at long range.

D’Estaing (C in C) – Column 1
Regiments Cambresis(5), Hainault(5), Le Cap(5), Agenois/Gatinais(5)

Noailes – Column 2
Regiments Auxerrois(5), Foix(5), Guadaloupe(5),Matinique(5)

Dillon – Column 3
Armagnac(5), Naval Infantry(5), ?(5), ?(5)

Unattached
Dillon (7)

Lauren – Column 4
2nd SC(5), Charleston Militia(5)

McIntosh– Column 5
1st SC(5), 5th SC(5)

Pukaski
Legion LI (5), Legion Cavalry(5)

Huger (not represented)
2 x Militia (5)

Artillery
4 x heavy gun batteries (5)

British forces

There is a lot of information on the British, but very little on their dispositions except that The regular regiments and the better Tory units were kept to the rear. The Spring Hill redoubt was manned by dismounted dragoons and the sailors redoubt by sailors, but there is little else except that the counter attack was led by the Grenadiers of the 60th (75) and a small company of marines (50). Other (unspecified) British troops advanced in support.
There were circa 100 guns in position, I have assumed about a third covering the area attacked as 6 x strength 5 batteries. I then added another battery to the redoubt east of Spring hill to allow for flanking fire. Adding up all the loyalists there are about 1250 or 6 strength 4 units, I’ve put half of these occupying the fortifications in the area attacked. The grenadiers and marines who immediately counter attacked would be a strength 3 unit. The other British would be the 16th (50) and two battalions of the 71st (700) plus the Light Infantry (100), so I have used 3 x strength 5 infantry and 1x strength 4 light infantry. There is no mention of any personalities encouraging/rallying the defenders so I have only given the British one general.

In the fortifications no commander
Georgia Loyalist Militia (5); New Jersey Volunteers (5); South Carolina Loyalists (5)
7 x medium gun batteries (5)

Flanking fire from the “Germain” 2 x heavy gun batteries (5)

For counter-attack under Prevost (CinC)
Grenadiers/Marines (3); 1/71st (5); 2/71st (5), 16th (5), Light Infantry (4).

Game mechanics, etc.
Unlike the plan the attack went in late an piecemeal. The game starts with the French/American turn 1 with D’Estaings column moving onto the table as a single column. Move 2 has Noailles arriving to the left in the same formation, unless they roll a 1 on a d6 when they arrive on move 3. The move after Noailles arrival check for column 3, etc. The independent Dillon battalion arrives on turn 6, or turn 7 if they roll a 1 on a d6.
The British counter attack only commences when either a unit in the fortifications routs or the enemy enters the fortification line. Each turn, one British unit arrives, starting with the Grenadiers, dicing for arrival as above.
Note that the artillery supporting the attack cannot fire beyond the fortifications.

Battlefield Map


Will

Saturday, 7 July 2007

Rules - Index

Introduction
Scales, etc.
Strength Points
Guns
Units and bases
Generals
Formations
Marking Unit Status
Move Sequence
Morale
Testing shaken units
Testing routing units
Movement
Changing Facing
Road Bonus (optional)
Second Cavalry Charges
Firing
Morale effect of fire
Risk to Generals
Charging
Testing charged units
Rout
Surrender
Melee
Risk to Generals
Terrain
Buildings
Rough Ground & Swamps
Woods and Forests
Rivers and Streams
Hills
Roads
Fortifications and Fieldworks
Defence Values of Buildings and Fortifications
Field Engineering

Friday, 6 July 2007

Rules - Fortifications and Fieldworks

Defence Values of Buildings and Fortifications

As with firing at troops a score of 7 or better is required by artillery firing ball to remove 1 strength point. If troops are in the buildings use the same dice score to determine the damage to the building ignoring the deduction for cover. To equate with cover 2-4 strength points = soft cover, 5-8 strength points = hard cover, 9 or more = fortified. Therefore as building are damaged the cover they provide is reduced.
As with firing at troops a score of 7 or better is required by artillery firing ball to remove 1 strength point.
Strength Points:-
Wooden Bridge (per 100mm)...................... 3
Stone Bridge ditto.......................................... 6
Wooden Building (50mm x 100mm)........... 4
Stone Building ditto....................................... 8
Wooden Building (100mm x 100mm)......... 6
Stone Building ditto....................................... 12
Timber fieldwork (per 100mm).................... 6
Earth and Timber Redoubt............................ 10
Timber Stockade (per 100mm)..................... 8

Field Engineering

In most cases fieldworks have been constructed before a battle commences, but if necessary they can be constructed during a battle. 1 wagon can hold enough tools for 1 close order infantry unit. This enables them to dismantle 1 strength point every move or construct 1 strength point of a fieldwork every other move.

Demolition

1 wagon can hold 6 charges. The sequence is as follows: spend 1 movement phase laying the charge, move away on the next movement phase, then test for effect on the firing phase following moving away. For effect roll 2d6 if it is greater than the targets defence strength points it is destroyed. If more than 1 charge is used it takes 1 extra move to lay each charge and use one extra d6 per additional charge to determine the effect. If any unit is within 3" roll 2d6 for effect as if firing. Increase the distance by 1" for each additional charge used.

Rules - Terrain

Buildings

Buildings should be either small 50mm x 100mm holding 1 unit or large 100mm x 100mm holding 2 units. Units occupying buildings have no flank or rear and each base can fire or melee out of any side of the building it is in contact with. If the two bases of a unit fire in different directions treat the firing of each base as a the unit in column firing.. Isolated farms and hamlets should be represented by a single small building, Villages by two or three, and towns by four or more. Buildings like the Chew House at Germantown which held a British Regiment should be represented by a single large building.

Rough Ground & Swamps

This represents areas of either difficult movement or where difficulty may be experienced maintaining formation. Typical areas include a fields of crops and rocky or uneven ground. Swamps are areas of rough ground which are impassable to mounted or wheeled units.

Woods and Forests

Woods are not consistent and should be made up of a mixture of areas of dense and open woodland, rough and open ground consistent with the area being fought in. Troops can be detected and fired at the following ranges in wooded areas:-

Dense WoodsOpen Woods
Couriers du bois, Rangers and Indians1"3"
Other Open Order Foot2"6”
Others4"12"


Rivers and Streams

For simplicity streams are 2" wide and rivers are 6" wide. Rivers cannot be crossed except by fords or bridges.

Hills

Hills are not defined by their height but by the difficulty of ascending them. Most hills should have gentle slopes but depending on the geography some will have steep or impassable slopes. Other terrain features can be combined with hills and their effects on movement should be combined. Dense woods on steep slopes should be considered impassable to all troops except light infantry and rifles.

Roads

These are considered the same as open ground unless the optional road movement is used. Roads on hills can have a different slope than that of the surrounding ground. Where roads cross streams or rivers there must be either a bridge or ford. Roads, and bridges are 2" wide

Rules - Melee

Melee is resolved as far as possible between one defending unit and all the units attacking it, or one attacking unit and two defending units. All units that have enemy units to the front of any of their bases must engage in melee.
Roll 1d6 for each unit involved in a single melee and add any of the following factors for the relevant troop type where they apply:-

SituationCavalryInfantryOther
Unit is cavalry+2NANA
Charging+2+1NA
Indian UnitNA+2NA
Unit is European Regulars+1+1+1
Unit is attacked in flank-1-1-1
Unit is charging over an obstacle (stream, fence etc.)-4-2-4
Unit is charging uphill-1-1-1
Unit is charging a building-4-2-4
Unit is attacked in the rear-2-2-2
Unit is in open order or artillery-2-2-2
Unit is charging a fortification-6-3-6
Unit is attacked in the rear-2-2-2
Overlapping enemy unit+1+1+1
two or more bases deep (except light troops)+1+1NA


Compare the highest modified score for all units on each side. The side with the lowest score is the loser. If the difference is 2 or more the loser will rout immediately and lose 2 strength points(*). If the difference is 1 point then the loser will retire 3", loses 1 strength point, and becomes shaken. If the scores are equal both sides will retire 3". Where more than one unit is involved only one is effected, any others will retire 3". The unit effected will be that unit engaged to the enemies front, or if more than one then the unit with the lowest score.
(*) If the loser is attempting to charge a building or fortification, or where the defender is immediately behind an obstacle the loser does not rout but retires 6" and is shaken, and still loses 2 strength points.

Risk to Generals

If a general is with any unit that routs from melee throw 2d6
2 - 7 No effect.
8 - 9 Suffers a light wound and moves at 1/2 speed.
10 Captured.
11 - 12 Dead.
In any other cases if the general is with any unit that suffers losses from melee throw 2d6
2 - 8 No effect.
9 - 10 Suffers a light wound and moves at 1/2 speed.
11 - 12 Dead.
If a general suffers a second light wound he is incapacitated and is removed from play. If a general is killed or captured all units in his chain of command within 18" are shaken.