People who consider tabletop wargaming may be put off by the level of professionalism diplayed in public events, on youtube and on webpages. Painting is an artistic field that most of us can never master. Rules can be very complex. Details about history of warfare and uniforms require years of study. Is there no role for an amateur? Yes. Consider solo wargaming.
Thursday, October 22, 2020
Saturday, September 19, 2020
Battle of the Pomeranian Bridge (1890)
Scenario
The German Empire, in this light steampunk scenario, had by
1890 consolidated its control over central Europe. The Russian Empire justifiably fears German aggression
and decides to strike first by weakening the German position in Pomerania. Russian units will move northward from
Poland. This is a sneak attack and so
the German Airships will be unable to reinforce before the action has begun.
Sky Marines will be dropped in as reinforcements during rounds 1, 2 and 5. In addition, the German boffins have
developed portable machine guns and the Kaiser’s High Command distributed them
to heavy infantry units on the eastern front.
The Russians have no special steampunk technology of their own. However, The British developed short-range
mortars which they are generously allowing the Russians to test.
Mission Objectives
The Russian army (south) seeks to take and hold the bridge
as a primary objective. The German army
seeks to prevent the Russians from holding the bridge. The map shown below is patterned after one
shown in One Hour Wargames (Thomas 2014). The map and order of battle are taken from
Scenario 5: Bridgehead.
Victory for the Germans is to control the bridge. Victory for the Russians is there being no
German units within 12 inches of the bridge on the north bank.
Battle Plan
The Russians will batter the Germans with an artillery
barrage when the battery arrives. Their
artillery will target the German artillery on the hill. All infantry units will begin moving toward
the bridge when they arrive. The Russian
army is closer to the bridge than the Germans, so they will reach it first. The
cavalry holds back. Infantry units will cross the bridge and defend the units
still crossing. All units will engage
the German units with small arms fire, seeking flanking opportunities. After the
German army takes several hits they are expected to retreat. Russian army units will then advance into
German territory. The cavalry will seek
to flank the infantry.
The Germans will advance three infantry units toward the
bridge. One will attack frontally and
the other two will execute left and right flanking maneuvers, remaining out of
range of Russian units still on the south bank of the river.
The German artillery will be placed on the hill. The battery will target the Russian
artillery. 1st infantry moves
to support the artillery on the hill.
Those two units will defend the hill and provide reinforcements to the
forces at the bridge. The cavalry unit holds back.
Order of Battle
Symbols shown on the units are as follows: X=infantry,
/=cavalry, and a circle=artillery. Black
signifies German and White signifies Russian. Units were not chosen randomly. (See table below.)
The Russian force is composed of four infantry battalions
(one heavy), a cavalry company and an artillery battery. The defending German force consists of three
infantry battalions, one heavy infantry battalion, one cavalry company, and one
artillery battery.
Russian Brigade. Col Dimitri
Parsky |
German Brigade. Gen Alexender
von Kluck |
1st Infantry battalion |
1st Infantry battalion |
2nd Infantry battalion |
2nd Infantry battalion |
3rd Infantry battalion |
3rd Infantry battalion |
4th Infantry battalion (Heavy) |
4th Infantry battalion (Heavy) |
1st Cavalry |
1st Cavalry |
1st Artillery |
1st Artillery |
Rules
The rules are taken from One Hour Wargames by Neil
Thomas (2014).
The hill provides cover (divide by 2).
Infantry hits (D6).
Heavy infantry hits (D6+2).
Flank attack hits (D6 x 2).
Cavalry dismount to shoot.
Hits (D6-2).
Artillery hits (D6).
There is no hand to hand combat.
Shooting is in a 45-degree arc forward.
Movement is 6 inches except cavalry, who can move 12 inches.
One side moves some units and shoots with other units. Then, the other side finishes the turn.
You cannot move and shoot in the same turn.
Battle Report
Following the scenario as suggested by Thomas, the sequence
of deployment was as follows:
One Russian unit was deployed north of the river within 6”
of the bridge.
Turn 1. 2 German
units deployed using special rules (D6 1-2=point A, 3-4=point B, 5-6=point C). Points A, B and C are north of the bridge. Point A is on the west, point B is north and point C is on the east.
Turn 2. Russians
deployed one unit at point D.
Turn 3. Germans
deployed 2 units using the special rules.
Russians
deployed one unit at point D.
Turn 4. Russians deployed
one unit at point D.
Turn 5. Germans
deployed 2 units using special rules.
Russians
deployed one unit at point D.
Turn 6. Russians
deployed one unit at point D.
The picture below shows how the battlefield looked after all
the units were deployed. The German
battle plan called for deployment of the artillery unit on the hill. However, the artillery battery appeared from
the west, so deployment to the hill was not practical. This turned out not to be a disadvantage for
the Germans. The Russians, on the other
hand, were hampered by slow deployment across the bridge. In short, the battle plans were obsolete
almost immediately.
The Russians were able to hold for a while, but 1st
infantry was taking too many hits and was destroyed in round 6 (see picture
below). The Russian cavalry were now
exposed to fire from two directions. The
good news was that the late arrivals were able to face off against the German
units to the west of the road.
The German 1st infantry also was destroyed in
round 6.
The Russian 2nd infantry was destroyed in round
7. The Russian artillery was destroyed
in round 8. At this point, it appears that the Russian cavalry should have
disengaged and tried to flank the German 2nd infantry. Instead, they continued to fire at it; it was
destroyed in round 9 along with the German 3rd infantry. Miraculously, the Russian cavalry survived
until round 10. The Russians lost the 3rd
infantry in round 9. The remaining two Russian units (the cavalry and 3rd
infantry) were scattered in round 10.
After-Action Report
This scenario worked well.
It turned out to be a straight pitched-battle but I believe that was
partly due to the strange luck in random deployment of German forces and partly
due to poor tactical decisions made by the Russian leader during the heat of
battle.
The battle lasted 44 minutes. Some of that time was devoted to recording
hits and movements. Also, I had to think carefully for special deployment, but
hopefully during replay this will be less distracting. Even though I have been using One Hour
Wargames rules exclusively for a long time, I confess this is the first
time I have played one of Thomas’ scenarios because they looked a bit mundane
to me. To my delight, I found playing this scenario to be richly
rewarding. I will definitely play the
scenarios as written more often.
This is the first game in which I used the flat unit markers. The reader will have to judge whether the
action was as apparent in the photos as it would have been had miniature
figures been used, but I found that it was easier to distinguish the unit types
with the flat markers. They are a lot
cheaper than figures; just make them in a word processing program and print
them out. Or make them by hand. Not being embarrassed about my sloppy paint
jobs on figures is a plus. The idea for using markers like this came from the
many articles published by Scott Hahn in Lone Warrior, but mine are a lot
simpler than his. See Hahn (2014) for an
example of his work.
For this game I used a battle log sheet to record deployment, movements, attacks, hits, total hits, and when units were destroyed. I would show a picture of the log pages but my scribbles would not be helpful. The columns were round, attacking unit, defending unit, hits, total hits, and movement. Recording the game consumed three pages in a steno notepad.
References
Featherstone, Donald and Curry, John (2013). Donald Featherstone’s Solo-Wargaming. Kindle edition. First published by Kayle and Ward, London,
1973.
Hahn,
Chris (2014). The Governor’s Gamble AAR. Published in Game Reports, Lone Warrior. https://lonewarriorswa.com/the-governors-gamble-aar
Thomas, Neal (2014). One-Hour
Wargames: Practical Tabletop Battles for those with Limited Time and Space. Kindle Edition. Pen &
Sword.
Friday, September 11, 2020
Battle of the Blue Rhinocorn (1899)
The Islands of Gurensey, Herm and Sark (left to right) seen from space (https://en.wikipedia.org/wiki/Guernsey)
Scenario
After the conquest of Sark, the High Command of the German Empire planned to expand its base in the English Channel by taking the larger island of Gurnsey. Guernsey was protected by the Royal Guernsey Militia, a force that the Germans did not take lightly. In 1898, the Militia won the Kolopore Cup, a shooting competition open to all countries in the British Empire, excluding the mother country. In 1899, the Queen's Prize was won by Private William A. Priaulx. The Queen's Prize was considered to be the most coveted shooting prize in the world.
The strategic goal for the Germans, obvious to all, was a strong position in the Channel from which the German Empire could monitor and perhaps threaten both the British Empire and the French Republic. A secret objective was known only to a few: capture of the Blue Rhinocorn. The rare Blue Rhinocorn, like the Guernsey cow, was a species uniquely developed in Guernsey. German physicists theorized that the milk of the Rhinocorn could be used to synthesize a powerful laser. They intended to use the laser in a handheld weapon to be named the Blue Ray Gun.
Order of Battle, Battle Plans and Rules
The Royal Guernsey Militia is composed of four units of infantry; all are expert marksmen. The German force contains six units of marines. Each unit is represented by four figures mounted on a four-inch base.
The German Sky Marines were dropped from their airship on the southwestern shore and advance toward the center. One objective is to take the lighthouse and the other is to take the village.
The Militia is based on the northeastern shore. They will attempt to prevent the Germans from taking either the lighthouse or the village. They will send some units toward the center despite being outnumbered and deplete the German forces with expert sniper fire.
One Hour Wargames rules for the machine age are used (Thomas 2014). There is no hand to hand combat. Shooting range is 12 inches. One D6 determines hits for the Germans but for the Militia hits are D6+2 because they are sharpshooters. Cover reduces hits by 1/2. Flank and rear attacks double the hits. Neither side has artillery or cavalry. Movement is six inches (8 inches on the road). Units are removed after 15 hits.
Figures are 1/72 Airfix soldiers. The Militia are in brown and the German Marines are in black. No event cards are used.
Wednesday, September 9, 2020
Battle for Sark (1899): A Light Steampunk Scenario
Scenario
This is a steampunk scenario, extrapolated from the Victorian era to 1899. The German Empire has a fleet of airships used as troop convoys for Sky Marines. The Kaiser's High Command has decided that taking control of a channel island would offer strategic advantages; both Normandy and Great Britain can be monitored from a channel island. The island of Sark was chosen. It is small enough to be easily taken and easily defended yet large enough to serve as an airship base. The resident population of Sark is 150 people who are mostly miners and fishermen. Sark is not a British possession. The Channel Islands are independent but enjoy British protection. They speak their own dialect, neither English nor French. At one time, the island was a useful base for pirates.
The airships are an important technological advance for long-distance travel. However, Sark can be quickly reached from the British mainland by surface ship. Also, airships have more limited capacity for freight than larger surface ships.
The British also have a useful technological innovation. One of their boffins invented a mortar. This is like a small cannon that throws an explosive shell in a high ark. Mortars are surprisingly accurate against infantry positions.
Sub-machine guns (handheld) have come into wide usage in the British army in this alt-history. The German army developed them but does not issue them to Sky Marines because the airships lack sufficient cargo capacity to carry the extra ammunition required.
In this scenario, the Sky Marines have descended from the airship transports via ropes and have formed up on the eastern beach. They have no horses and no artillery. British observers detected the German airship convoy en route and dispatched their own infantry by ship. The British and German units arrived at Sark simultaneously. The British disembarked on the northwest corner of the island. Both forces will move toward the center.
Order of Battle and Battle Plans
The Sky Marines, dressed in black uniforms, consist of one company, ten units of ten soldiers each. They have no cavalry and no artillery. The British (brown uniforms) have a short company, six units of ten soldiers each. Two units are mortar units and two are machine guns. All figures are 1/72 Airfix models. One figure represents ten soldiers. Figures are based individually.
The German mission is conquest. Their objective is to occupy the lighthouse which is located at the highest point on the island. (In our history, this is a windmill.) The lighthouse can be used to moor the airships and also to allow a wide range of view for incoming threats. However, the structure is small and can only hold two units inside.
The German force intends to divide into two sections. One will move to the street and advance toward the center of town. They will occupy the police station, use it as a command post, and take control over the weapons locker. The other German units will move directly toward the lighthouse. They are unaware of the British force.
The British units intend to prevent the Germans from achieving their mission. They will occupy the police station and hold it. They also will occupy other structures in town and fire on advancing Sky Marines. By adopting a defensive posture they are forcing the Germans to dislodge them.
The playing field is about 60x40 inches. The structures are HO scale.
Rules
One Hour Wargames (Thomas 2014) is the source of the rules. Rifle hits (and mortar hits) are equal to one D6. Machine guns hit D6+2. Cover reduces hits by .5. Units located in buildings may fire in 360 degrees, meaning they can fire in any direction. Each unit can withstand 15 hits. No event cards were used.
Battle Report
The first picture shows the view from the eastern shore where the Germans have arrived.
Conclusion
This battle was completed in 25 minutes. Moving into position required several turns. After the opposing units began exchanging fire, the larger size of the German force overcame their lack of cover.
The 1/72 figures worked out well for me. I will admit my bias against them was not justified. Smaller figures allow for a less crowded field on a small surface. Since they work with HO and OO scale, trains could be added as props. The reader will note that my battle report does not show any close-up shots of the figures. This is because they are not painted in detail. One group is black and the other is brown. They are based on small plastic chips covered with sawdust. During game play, fine details are not visible for any figure, at least to my eyes, because of the distance from figure to eye.
In the future, I will acquire some cavalry units and also artillery in 1/72 scale. The island of Sark might be the site for a battle between more diverse forces. However, I do not think cannon or cavalry can be carried on airships.
Sunday, September 6, 2020
Battle of Sokolowo (1848)
Scenario
Poland had been partitioned by other powers for centuries but in 1848 Polish patriots believed they were encouraged by the King Frederick William IV of Prussia to become independent so that Poland could serve as a buffer against Russian aggression. However, the King turned against them when they moved towards independence. (See the Wikipedia article on Greater Poland Uprising for details. That is the source of all the facts reported here.) Ludwick Mieroslawaski was the military leader of the Polish forces.
The situation deteriorated quickly. Poles harassed the local Jewish population, who then sided with the Germans living in the area. German settlers harassed Catholic priests. In some areas German militias were formed and soon Prussian efforts to pacify villages turned to "unrestricted terror." The Polish peasants were driven to join the revolt.
This hypothetical battle takes place at the village of Sokolowo which I am pretending is nestled in a valley between a long ridge to the west and a hill to the east. A flat plain to the south is dotted with rocks and a few copses of trees.
Rules and Order of Battle
Rules are from One Hour Wargames, Rifle and Sabre era (Thomas 2014). Cavalry can charge but not shoot. Infantry can shoot but not charge.
Hits are counted as follows:
Cavalry: D6
Infantry: D6
Artillery: D6 minus 2
Rear and flank attack: D6 times 2
Cover: D6 divide by 2
After a charge, cavalry drops back 6".
Each figure represents one unit. One unit represents ten soldiers. Each unit can withstand 15 hits. The battle plan for the Polish forces is to occupy the village and hold it. Some infantry will advance across the plain toward the Prussian artillery. The Polish cannon will target the Prussian cannon. The Polish cavalry will hold back until they see an opportunity to defend against Prussian cavalry charges. Other infantry units will be held in reserve near the road into the village.
The Prussian plan is to advance infantry into the village. Since each figure represents one unit, one infantry figure fills the road and cannot be passed by cavalry or other infantry. When the road is clear, the Prussian cavalry will sweep into the plain and assault Polish infantry from the rear or flanks. The Prussian artillery will target the Polish artillery.
The Prussian army has six infantry units (sixty soldiers), one cavalry unit and one artillery unit. The Prussian army has ten infantry units (100 soldiers), two cavalry units, and two artillery units.
No events cards were used.
Note: Perspective usually is specified in a battle report such as this. The author states which side he is playing and the other side is the opponent. However, with clear battle plans, I found this to be unnecessary. Instead, I played each side in turn, sticking to the plan as much as possible.
Battle Report
The first picture shows the Prussian army advancing up the road toward the village.
Thursday, September 3, 2020
Sally Forth!
The Scenario
Wilfred, the old Baron of Saxe-Gotha, resides in a small castle in central Europe. His neighbor to the south, the Count of Liepzburg, recently died and his son, Friederick, has assumed the role. Friederick convinced himself that Saxe-Gotha should pay fealty to Liepzburg and has sent a small army to impose that decision. Attacking an equal-sized force in a strong defensive position might seem unwise, but the Count knows the the Baron must sally forth. The Baron cannot just wait in the castle until the Count leaves because the harvest must be brought in.
The attacker arrives in the southeast corner of the field.
Battle Plans and Order of Battle
Both sides have five units: two foot-knights, two mounted knights, and one archer unit. One Hour Wargames rules will be used. No event cards will be used.
The defenders will place infantry directly in front of the castle. Their backs will be protected against flank attacks. The mounted knights will swing out. Their orders are to attack the flanks of the invaders and to defend the flanks of the defending foot-knights. The archer remains behind cover on the battlements.
The attackers will move toward the castle. The mounted knights will swing out to defend the flanks. The archer will take up a position in the northwest corner of the church yard. This position is behind cover and within range of the castle.
The Battle
The first picture shows the positions at the beginning of the battle.
Rounds one-three: Attacking infantry advance six inches. The archer heads toward the church. The knights swing out. The defending knights sweep out also.
The attacking archer lets fly at the defending infantry. One of the defending knights attacks the left flank of the attacking infantry.
Now the battle is well and truly joined. A knight from the attacking force hits the Baron's unit of knights in the flank. The Baron's second unit of knights returns the favor so the Count's second unit of knights joins the fray. Meanwhile the attacking archer shoots at the defending foot-knights and the defending archer shoots at the attacking foot-knights.
Eventually, both of the Baron's cavalry units are routed, leaving the Count's army with all units intact, but battered. They move toward the foot-knights who are defending the castle. The attacking archer unit fires at them while the defending archers shoot at the Count's surviving infantry unit.
When the count's units frontally attack the castle, they are already suffering from a large number of hits. The Count's unit of foot-nights is wiped out by the archer before reaching the castle and both units of mounted knights are scattered by the archer and the infantry, leaving one surviving infantry unit in possession of the castle and a battered archer unit. The Count's unit of archers is unscathed but unsupported so they have no choice but to withdraw.
Conclusion
This battle took a surprising turn toward the end. I thought the Count's forces were going to win. However, frontal assaults are not as effective and when your knights have already been weakened, the victory is not guaranteed. The game was fast and exciting.
Replay
The same battle plans were used in the first replay. This time the Count won, with one unit of mounted knights and the archer unit surviving.
In the second replay, both defending foot-knight units survived. Only the archers survived on the attacking side.
Insight
Honestly, I did not feel like I was playing against an opponent. I was rolling for each side in turn and cheering for whichever side I was rolling for. Also, I recommend planning to play three times. These are fast games and a triple works out about right as far as time goes.
Wednesday, September 2, 2020
How to play the opponent in a solo wargame
Several readers have commented over the last couple of months. Most are interested in One Hour Wargames as a rule set but regardless of rule set, the problem faced by the solo gamer is how to play the opponent. The Men Who Would Be Kings, if I remember correctly, has an approach to this in which a mythical player called Mr Babbage provides some rules primarily relevant to the native opponents facing the colonial European powers. Looking at Babbage's ideas might be helpful.
However, unless your scenario is colonial, they may not be exactly what you need. A simple expedient is to place the opponent in a defensive position. Your army must assault the defenders. That way no decisions need to be made for the opponent. They just shoot at the nearest attacker.
Another approach is to play a scenario in which your forces are a relief column wending its way across country. The opponent's forces pop up at random (event cards) on either side, at the rear, or in front. The event cards might also include natural events such as bad weather, animal attacks, shortages of food or water, and so on. In this situation, you are playing against nature as well as the random opponent.
A third approach, if you want a fast game, is to randomly deploy both your forces and the opponent's forces. The decision rule for the opponent is to attack immediately if he finds himself near enough to your unit to do so. Otherwise, he will cluster his forces. I find that making decisions for the opponent is easy because the actions are obvious. I also find that I have accidentally switched sides sometimes if one side has a run of bad luck.
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PS After a while, playing the opponent becomes effortless. I play both sides to the best of my ability. If I have a bias, it is in favor of the side that is losing. Does a kid playing army have trouble playing the opponent? No. Wargaming is grownup kids playing army.