Saturday, July 16, 2016

Historicon 2016 Recap in Fredericksburg, Virginia

Historicon 2016 is just about over now, running from July 14-17 at the Fredericksburg Convention Center located in beautiful Fredericksburg, Virginia. Speaking for myself, I have had a great time ! We are in the middle of a crushing heat wave, but the Convention Center has done a great job keeping all attendees comfortable. Food, drink, and activities are plentiful. I know there are more than a few grumblings from our northern friends over the commute, but as a southerner, this has been an outstanding experience (and only a 2 hour drive). Nearby hotels have been more than adequate and very comfortable.  In addition to the convention, shuttles are provided to check out the nearby battlefields of Fredericksburg, Spotsylvania, and Chancellorsville. If you've never been to downtown Fredericksburg, you are missing out on one of America's most charming towns.

As for attendance, I don't have access to actual data, but the convention seems packed ! The parking lot has been consistently full and there is little room for maneuver (especially in the flea market). The vendor hall looked well attended (although some vendors were not impressed - others flirted with record-breaking sales). In particular, my buddy Doug Kline of Battlefield Terrain Concepts has had a tremendous show (congratulations) ! His outstanding terrain is top-flite product (and, I noticed, graced many of the tables throughout the gaming rooms).


Store front for Doug Kline's Battlefield Terrain Concepts, located in the vendor hall


A couple more shots of the vendor hall

As for the games, this year's crop has been very impressive. There have been several noteworthy events with outstanding terrain and extraordinarily-painted figures. The most notable games for me personally were the "Charge of the Light Brigade" game and the "Battle of Bailen, 1808" game utilizing Carnage and Glory 2.


Charge of the Light Brigade, Crimean War


British Light Cavalry on the advance


Russians in square, Crimean War


Bailen, 1808, French vs Spanish using Carnage and Glory 2


Another shot of the Bailen 1808 game

So, in summary, Historicon 2016 has been a great success for me. My son and I had a great time accumulating wargaming treasure (oops...I blew my budget....nothing new though) and the games we participated in were fun, boisterous, and lighthearted. I can't wait until next year !

So, in no particular order, here are some pictures of what I consider the highlights of games being played at Historicon 2016.





















































Thursday, June 30, 2016

Gebora, 1811 using General de Brigade

Last week, we abandoned the attic (too damned hot here in Virginia) to set up a 12' x 5' table in the garage to refight one of the small actions of the Peninsular War, the Battle of the Gebora. The action at the Gebora river (alternatively spelled as "Gevora") was an attempt by Marshal Soult to knock out a Spanish army that threatened the ongoing French siege of Badajoz.

The game also gave me a chance to use my recent redoubt purchases from Battlefield Terrain Concepts.

Historical Background

Wellington's British and Portuguese forces had recently barricaded themselves behind the Lines of Torres Vedras in front of Massena's French army. A stalemate occurred, which Massena's forces could not tolerate for long due to supply concerns. In order to relieve the pressure on Massena, Marshal Soult led a large force, primarily made up of units of the Army of the South, to lay siege on the fortified town of Badajoz. Badajoz was located in the Spanish region of Extremadura, reasonably close to Wellington's position. A Spanish army under La Romana was dispatched to raise the siege. While enroute, La Romana died and command passed to General Mendizabal. The Spanish force camped to the left of Badajoz upon the heights of San Cristobal. Unfortunately for the Spanish, no attempt was made to entrench and fortify this strong position.

On the morning of February 19th, 1811, Soult tasked Marshal Mortier with a surprise attack across the Gebora river and against the Spanish position on the heights. Using heavy fog as an advantage, French infantry under General de Division Girard and 2 brigades of cavalry under General de Division Latour-Mauborg crossed the river and surprised the sparse Spanish pickets.

Mendizabal's Spanish were unprepared for a defense and found themselves aggressively attacked by 9 battalions of French infantry of the ligne. Latour-Mauborg attacked the Spanish/Portuguese cavalry located on the Spanish left flank and sent French hussars and chasseurs to envelop the infantry on the heights. The Spanish and Portuguese cavalry literally melted away and the Spanish infantry found themselves flanked by light cavalry and threatened frontally by the French infantry. Forming brigade squares in order to protect themselves from the cavalry, the Spanish infantry were ripe targets for the French infantry and 2 horse batteries. It was a disaster for the Spanish.




7,000 French literally destroyed the Spanish force of approximately 12,000. The Spanish suffered approximately 1,000 battle casualties but 4,000 men were also taken prisoner. The French incurred about 400 total casualties.

The relief of Badajoz failed and Soult continued to besiege the town. The Battle of the Gebora River was a typical example of French superiority over the Spanish in a pitched battle.

The table-top battle

Using the rules General de Brigade at a 20:1 figure scale was a minor challenge, not because of the number of required figures, but due to the ground scale. The Spanish historically occupied a position 2 miles in length. A large table of 12' x5' was required. House rules needed to be implemented to account for the effects of the heavy fog as well.


The San Cristobal heights are located on the right side in this picture


View from the Spanish position towards the Gebora river


Another angle of the table from the southeast corner of the table


House rules

The entry points onto the table-top were randomized for the French. (A die was rolled  for each French infantry brigade). Coordination in the heavy fog was considered to be difficult. Visibility in Turn 1 was considered to be 250 yards, 350 yards in Turn 2, and 450 yards in Turn 3. Beginning on Turn 4, the effects of the fog were considered to be minimal.

Spanish command and control was also assumed to be a challenge historically. Due to the deployment over a 2 mile front and heavy fog shielding the exact direction of the French advance, the Spanish were restricted to changing brigade orders only when Mendizabal (or each independent brigade commander) was able to actually see the French force. In addition, each Spanish infantry and cavalry brigade were limited to Hold orders on Turn 1.

Wellington recommended strongly that the Spanish, upon occupying the San Cristobal heights, entrench and fortify the position. Mendizabal promptly ignored this wise advice. For our scenario, it is assumed that the Spanish artillery are placed in redoubts with a -2 cover modifier.

The Game

After rolling for French randomized entry, Mortier's strategy was to utilize Tactical Marches in order to advance upon the Spanish quickly. If given time, the Spanish might be able to bring their superior numbers to bear. The French plan was to mirror the historical tactics and launch a lightning strike onto the San Cristobal heights.

With fog still shielding the French advance, the Spanish were literally fixed in position without the ability to change any brigade orders. Cavalry was able  to counter-charge though, and Spanish infantry and artillery could maneuver to defend the deployment area.


Spanish infantry and artillery on the San Cristobal heights


Another view of the Spanish position


The Spanish right flank, away from the French advance


Spanish cavalry await the French attack


Phillopon's brigade enters the table-top


French cavalry under Latour-Mauborg advance against Spanish horsemen


By Turn 2, the French cavalry was visible to the Spanish cavalry brigades, but order changes by each brigade commander were unsuccessful. The French continued to advance. By Turn 3, the cavalry were engaged and the Portuguese rolled well and activated an Assault order.


French and Spanish/Portuguese cavalry begin to engage each other


The cavalry lines clashed and the Portuguese Dragoons proved stubborn, winning the first 2 charges. The Spanish horse underperformed though and the French cavalry smelled victory. Latour-Mauborg, by this time, felt that des Eclat's Dragoon brigade was more than capable of defeating the allied cavalry, redirecting Briche's light horsemen against the extreme left flank of the Spanish infantry on the heights. Meanwhile, Girard's infantry steadily advanced against the heights and utilized the horse batteries to punish the Spaniards on top of the heights. As predicted, the Spanish had major command and control issues and continued to be fixed in place.


French infantry advance !

As if responding to a bugle call, all of the allied cavalry began to lose every engagement and melt away ( mirroring the historical result). After an optimistic start, the Spanish and Portuguese horsemen proved to be totally outclassed by the professional French cavalry. The Spanish, and then the Portuguese, eventually failed Brigade Morale rolls and then there were none. The French hussars and chasseurs, by this time, were threatening the Spanish infantry, forcing at least one battalion into square formation.


The Spanish left flank begins to crumble

At the end of Turn 9, as the allied cavalry fled the field, the French infantry charged headlong into the Spanish infantry. Surprisingly, the Spanish proved to be stubborn and threw the French infantry back with strong vollies of musketry. 


The climax of the infantry battle, as the Spanish proved amazingly stubborn

Admirable as the Spanish infantry stand was, with the collapse of the cavalry, the allied force had reached its Falter point of 25% and had to roll for Army Morale at the end of Turn 9. Mendizabal, in miserable fashion, failed his roll and the Spanish retreated off of the field.

Admittedly a tough scenario for the Spanish, the allied infantry superiority could never be brought to bear against the smaller French forces. This allowed Mortier to target the location of the attack....with great effect. Part of the secret for French success was the aggressive decision to attack quickly. If given time, the Spanish could get some brigade orders changed and actually advance downhill to engulf the French (this actually happened in the second playing of the scenario). The French player must be very aggressive and never hesitate.

Fun scenario. The game also boasted accurate results when compared to the historical outcome. As usual, General de Brigade proved to be an excellent rules system for a scenario of this size. Final approximate casualties were 1,000 Spanish/Portuguese and about 250 French losses.

If a more balanced scenario is sought, increasing the Spanish command and control capability should give the intended result. The effect of the fog also hamstrung the Spanish capability to change orders effectively.


Orders of Battle

(French)

Marshal Mortier     CIC     Excellent

General de Division Girard         Average

General de Brigade Phillopon     Average
   1/34th Ligne      24 figs       Line
   2/34th Ligne      24 figs       Line
   3/34th Ligne      24 figs       Line
   1/88th Ligne      24 figs       Line
   2/88th Ligne      24 figs       Line
   3/88th Ligne      24 figs       Line
12 Skirmishers    First Class  / Line

General de Brigade Gaud          Average
   1/100th Ligne    24 figs       Line
   2/100th Ligne    24 figs       Line
   3/100th Ligne    20 figs       2nd Line
6 Skirmishers      First Class / Line

Colonel A'levant                        Average
    6 lb Artillerie a Cheval    3 gun stands     Veteran
    6 lb Artillerie a Cheval    3 gun stands     Veteran


General de Division Latour-Mauborg          Excellent

General de Brigade Briche        Average
    10th Hussars      16 figs     Veteran
    21st Chasseurs a Cheval     16 figs    Line
    27th Chasseurs a Cheval     16 figs    Line
     4th  Juramentados               16 figs    Conscript

General de Brigade des Eclats    Average
    4th Dragoons     14 figs       Line
   14th Dragoons    14 figs       Line
   26th Dragoons    16 figs       Line
    2nd Hussars       16 figs       Veteran


(Spanish)

General Mendizabal       CIC    Poor

Brigade General Espana      Average
    Union bn           30 figs             Line
    Principe bn        30 figs             2nd Line
    del General bn    30 figs            2nd Line
    1/Tiradores de Castillo bn      24 figs      Conscript
    2/Tiradores de Castillo bn      24 figs      Conscript
    Cataluna bn        30 figs            2nd Line
    6 lb Artilleria Pie     3 gun stands       Line     (2nd Class)
12 Skirmishers       2nd Class / 2nd Line

Brigade General Garcia        Poor
    Rey bn               30 figs             Line
    Leon bn             24 figs             2nd Line
    Barcelona bn     24 figs             2nd Line
    Sevilla bn          30 figs             2nd Line
    6 lb Artilleria Pie     3 gun stands     Line      (2nd Class)
9 Skirmishers        2nd Class / 2nd Line

Brigade General Virues        Average
    Princesa bn        30 figs              Line
    Hibernia bn        24 figs             2nd Line
    Zamora bn         24 figs             2nd Line
    Toledo bn          30 figs             Conscript  
    Voluntarios de Navarro      30 figs      Conscript   (Levies)
9 Skirmishers        2nd Class / 2nd Line

Cavalry Brigade General Boutron       Poor
    Carabineros      (Dragoons)     20 figs      Conscript
    Reina Dragoons (Dragoons)    18 figs      Conscript
    Algarve Dragoons (Dragoons)   18 figs    Conscript
    Hussars Extremadura  (Light)    16 figs    2nd Line

Cavalry Brigade General Madden      Average
    3rd Portuguese Dragoons (Dragoons)     18 figs    Conscript
    5th Portuguese Dragoons (Dragoons)      18 figs   Conscript

Friday, June 24, 2016

Why wargame?

Why do we participate in wargaming?  To the general public, we tend to be a misunderstood group. I mean, what grown man plays with toy soldiers?  Of course, they just don't get it......the wargamers that I have come in contact with are some of the most intelligent and, dare I say it, mature, people anywhere. (Of course there are exceptions, I know...) Wargaming, in particular Miniature Gaming, is a fascinating hobby that has a rich history and is still chugging along throughout the world today, even in this age of hyper-technology.

So why do a bunch of typically grown men (and ladies too) participate in an old-fashioned hobby that originated with the likes of the Prussian Kriegspiel in the 19th century and H.G. Wells' Little Wars, written in 1913. Isn't such an activity out of vogue in today's sophisticated and electronic society?

There are many reasons. Personally, I have a passion for history. I daydreamed about fantastic adventures throughout history during those boring classes at school. I envisioned the pageantry and the glory of age-old armies of Caesar, Napoleon, and Frederick. I was introduced to history through old war movies, and I guess they just stuck. Waterloo in the early 1970's, as well as classics like The Bridge At Remagen, The Longest Day, and A Bridge Too Far stimulated my boyish imagination like nothing else.  Coming from a military family, I was hooked at a very young age.


Still shot of Waterloo


Poster from A Bridge Too Far

It was only as I matured that I realized the true horror and brutality of warfare, which increased my admiration for past (and current) heroes and brilliant leaders even more. Wargaming, in a small way, makes me feel like I am a witness to the glory of battle (without the inherent dangers of dodging bullets and cannonballs, of course). Wargaming also complements my study of history; one truly understands more the science of warfare when viewed, in proper scale, on a three-dimensional table.

I am not typically creative in my everyday life ( I can barely draw stick figures), but when it comes to a wargaming table, I throw myself into the constructing of the terrain and the placing of beautifully painted figures. Wargaming in miniature is surely a creative release for me. I truly get satisfaction from seeing the finished product.


A beautiful table filled with colorful miniatures


And, of course there is the thrill of competition. For many wargamers, this competitive spirit is the primary reason for playing. Wargaming, either in miniature or with boardgaming, is atypical of a very upscale game of chess. To many, the feeling of victory when a plan comes together on a table is a psychological rush that can be addictive. Many wargames, whether historical or fantasy-inspired, are tailored for tournament competitions. One thing I've noticed is that younger wargamers are especially attracted to this competitive mindset.


Warhammer and 40K are especially designed for competitive tournament play


Fellowship with kindred spirits is yet another reason for wargaming.  For many years, I thought I was alone in my passion for studying history, strategy, and tactics. It is an incredible feeling to socialize and share great beer, fun, and snacks (especially snacks...) with like-minded fellows who appreciate the same interests as you. Combining the time spent in fellowship with the ability to roll dice and play out history on a table is a very strong attraction to the hobby for many.


Genial fellows interested in flowing beer and clashing armies


The roll of the die is akin to gambling for some. The thrill of beating the odds, without the risk of losing all of your money, can be exhilarating. Who doesn't relish the moment when "boxcars" are rolled, and the opposing enemy unit routs as a result? Many of my fondest wargaming memories are of the times when I defeated Lady Luck and stunned my opponent with a extraordinary roll, courtesy of the dice gods.


My favorite roll !


In summary, there are many particular reasons to wargame. In my humble opinion, all of these reasons can be summed up in one primary category. Why do a majority of people participate in any hobby?  Escape...... even for a short while, escape from our mundane, srress-filled lives is why we do it. Any hobby should fill the hobbyist with a sense of fun, without being judged by anyone else, including other hobbyists. Much as a model train enthusiast barricades himself in a basement to work on his hobby, wargamers do it essentially for the same reason. And what's wrong with that?

Thursday, May 19, 2016

A Review and Summary of General de Brigade

Over my 30-odd years of wargaming, I have tinkered with several historical periods that have interested me. I play games in the Ancient and Medieval periods, the American Civil War, and World War Two. I will play just about any historical period that presents itself; I don't consider myself a "gaming snob." Through all of these years and various meanderings, I have considered myself first and foremost a Napoleonic wargamer. Ever since I was a child, I have been fascinated with this period of history. I don't know if it is the colorful uniforms, the masses of troops, the "rock paper and scissors" tactics, or the grand strategy of the times (or a combination of all of it), but most of my wargaming focus has been on the Napoleonic period. And like other Napoleonic gamers, I have been in search of the "holy grail" of rules. I really don't think they exist, but that doesn't halt the quest.


At 20:1 figure scale, a game of General de Brigade looks great on the table


For group games, I have (and continue) to be very satisfied with the Carnage and Glory 2 computer-moderated system. You can view the write-ups of several games with this system on my earlier blog reports. I play a lot of solo battles though. As an introvert with a ton of pressure at work, there is really something satisfying about the weekly retreat to the attic where I can bash miniature armies against each other. For me, solo wargaming doesn't feel right with computer-moderated systems; I spend most of my time running back and forth to the computer instead of enjoying the spectacle on the table. So over the many years, I have experimented with Empire, From Valmy to Waterloo, Battles for Empire, Black Powder, and countless other rules in my search for the "grail." For various reasons, I have always left the table feeling empty. Don't misunderstand me, none of these rules are bad rules. On the contrary, I learn something from every rules system that I have played. I truly appreciate the time, effort, and research that rules authors pour into their creations. I even attempted to write my own rules for the period, until I realized that my "perfect" rules were virtually unplayable. What a humbling and completely depressing experience!

Although I have played with grand-tactical rules like Age of Eagles and Grande Armee, I still get the most satisfaction out of a wargame with the battalion as the tactical unit. To each his own I guess. I just enjoy the look of a division made up of 8-10 units instead of just 2. Again, these systems are very good rules sets with passionate followers, but grand-tactical Napoleonic gaming just isn't my cup of tea.


The rule book !


I stumbled onto the deluxe edition of General de Brigade a few years ago. Very popular in the UK and Australia, I've always wondered why this rules system is not commonly played here in the States. Being a British-produced set and boasting a figure scale that is not typically played State-side, I assumed that this lack of popularity insinuated another mediocre rules set.  After my first game, I was pleasantly surprised. The rules flowed very smoothly and just made sense.  Many people have compared GdB to In the Grand Manner by the late Peter Gilder. The scale is the same but GdB is much more detailed and realistic than that classic rules system. Although not perfect and not the "holy grail" of all that is good in life, these rules really provided me an excellent wargaming experience. They have since become my "go-to" system for solo (or one-on-one) games.

So here are my observations and opinions of General de Brigade. First, I'll attempt to summarize the rules themselves and then end up with my positive and negative opinions on how the rules generally work.

Summary of the rules

The figure scale of General de Brigade is 20:1 with a ground scale of 1" equaling 25 yards. The time scale is not explicitly stated, but my estimate is that each game-turn equals approximately 10 minutes. The figure scale can be daunting. A typical Austrian line battalion in 1809 is made up of 36-48 figures while a comparable French battalion clocks in at 24-36 figures. Expensive......but beautiful on the table.

The scope of GdB is intended as a division-sized battle. Corps-sized battles can be played easily if you have the time or space. For multi-corps battles, it is possible (I've seen accounts of Wagram and Borodino on the GdB forum) but the rules are not directly intended for such and you would need real veterans of the system to pull these projects off......and a tremendous amount of space. I am always amused when critics of the rules comment that the rules are cumbersome when playing Leipzig..........well, duh......they were never marketed for or intended for such huge battles, although again it is possible in theory (and does happen, judging from the impressive photos on the forum).

The turn sequence

The turn sequence is relatively simple. First, initiative is rolled to determine which side moves first. Then compulsory movement from the previous turn occurs (retreats, routs, etc). The issuing of new orders is the next step. After that, charge declarations, normal movement, and melee combats take place. The turn ends with unit morale checks, followed by brigade morale checks. If one army has not broken, the game continues until the specified victory conditions are met.

Command and Control

At the heart of General de Brigade is a command and control system that is both detailed, yet smooth in execution. Grand-tactically, each division commander and brigade commander has specific orders which must be followed. Examples of brigade orders are Assault, Engage, Hold, etc. Charges may or not be conducted under certain orders. For example, infantry on a Hold order may not charge an enemy, yet infantry on an Assault must charge when able. A division commander may order charges when necessary, no matter what the brigade order is. Therefore, to conduct a limited attack may necessitate the division commander being close by. Tactically, a unit must be within command range in order to charge the enemy. This limits the "nippy little battalion" syndrome considerably; it really forces brigades to deploy in a tight formation.

Changing orders for brigades and divisions require a die roll; a player may conduct one order change per turn.

In summary, the command and control system, although not overly restrictive, forces a player to think ahead on what brigade orders are required and where his leader figures are on the table.


A nice battle on the Peninsula using General de Brigade


Movement and Charges

Movement is straight-forward and is formation-specific. All battalion formations are portrayed on the tabletop, including single company columns. Charge movement is interesting. A unit that conducts a charge moves halfway to its target, receives any defensive fire at that range, and then tests to determine if the charge closes or not. If the charge does close, the defending unit must then take a morale check to see if it stands. It all works quite well, even if it is a bit abstract.

Emergency squares, evade moves, and opportunity charges are all covered. One interesting tidbit is the subject of massed columns charging a single target. If 2 or more columns are within an 8 cm distance between each other in a charge, the defensive fire gains a bonus and resulting morale checks could have the columns literally "bumping" into each other and causing disorder. This forces the player to attack in multiple "waves" or to take his chances and try and get multiple units on target.


French Cuirassiers advance at Alt Eglofsheim



Skirmishers

Skirmishers are handled in an interesting manner. If the player desires, the light infantry companies of each battalion (if so equipped--dependent on nationality) combine together in a single skirmish screen for each brigade. This skirmish screen literally becomes a separate unit in the brigade. Proper use of this skirmish screen can be incredibly annoying against a player with a weaker (or non-existent screen). Skirmishers can even charge and drive off opposing skirmish screens. Casualties inflicted are relatively light in nature, but irritating nonetheless. I consider the skirmishing rules one of the hallmarks of the system.


Firing and Melee

Firing is conducted per number of figures (or guns). A large unit in line, although unwieldy in maneuver, can be devastating when the maximum number of muskets are firing. Cannister fire can be deadly as well, just what you'd expect from artillery. Skirmish fire, as described above, is relatively light in nature, but adds up over time and forces an opposing player to deal with it.

When charging, the defensive fire of a unit is critical. Among several modifiers to the Closing test is the number of casualties inflicted in the defensive fire. Artillery, which is weak if closed upon in melee, can punish a charging unit with canister and keep the unit from closing, if not disordering it or causing it to falter in the charge. To me, these tests to close a charge or stand versus a charge are well done and add to the flavor of the system.

If a charging unit closes, and the defender stands, then melee happens. Rolling 2d6 per side and adding/subtracting modifiers to determine the winner is very straight-forward. The difference in the modified die rolls determine the extent of the victory and the casualties.  The melee rules are very logical and easy to understand. Although the modifiers all make sense (flanked, mass, training, etc) the melee rolls are the one area in which the "luck of the die" does dominate.

Morale

After the action is over, morale checks are conducted for units which meet the specific conditions. These unit morale checks and earlier melee results can also force a brigade morale check roll. Brigade morale checks can also affect adjacent brigades as well, thus beginning a possible "domino effect."

I feel that the morale rules are solid and I fully appreciate the inclusion of brigade morale checks. One can see an army withering away under the right conditions. It feels right.


Lots of cavalry !


Summary

Either as a solo game, or with a small group of friends, General de Brigade excels as a ruleset. The overall feel and flow of the game is logical and smooth. I think the overused descriptive term is that the rules are "elegant." The specific details I most like about the system include:

- The 20:1 scale looks beautiful on the table. The units are large and contribute to the grand feel of the game.
- The skirmish rules make sense from a gamer's standpoint. They are not abstract and fill the purpose of skirmishers perfectly....those little guys are incredibly rude and annoying.
- The command system is very simple, yet effective. As a player, one really has to think ahead with command and control in mind.
- Firing is done by numbers of figures or guns, not bases or an abstract number of fire dice. As a unit wears down, it's fire effectiveness decreases.
- Smoke is factored in for musketry, so a veteran player learns to hold his fire until absolutely necessary.
- I love the morale rules. The modifiers seem very accurate for morale tests. I also appreciate that a charging unit must test to close a charge, while a defender also has to test in order to stand in front of a successful charge. I always like a Napoleonic rules system that incorporates brigade morale in addition to individual unit morale.
- The Napoleonic flavor of "rock, paper, and scissors" tactics are fully present.
- The National Characteristics are few and far between, but make total sense in the context of the rules. For example, British infantry in line receive a plus modifier in firing due to inherent fire discipline, historical performance, and the two-rank line. I'm a Francophile and I have no problem with it at all.

There are several details that I have an issue with, but have incorporated several "house rules" to deal with these:

- There are no fatigue rules in the system, especially for artillery. Disorder and Faltering could be considered examples of incorporating fatigue, but in an abstract way.
- Although the 20:1 figure scale looks pretty on the table, it sure is expensive. Ok, I'll stop whining.
-  The melee calculation is a bit too "luck-based." I'm sure that this was in order to inject some randomness and "fun" into the game, but I think the melee modifiers are a bit underweight in the calculation.
- Amunition, especially for artillery, is barely touched upon. A house rule that limits the number of canister/ball rounds until resupply fixed that.
- Due to the time scale, firefights (in contrast to melees) take an incredible amount of time to sort themselves out. A couple of infantry lines volleying it out may take a full hour or longer before one side retires or retreats.
- There is no "point-blank" range for infantry fire. There are only normal and long ranges; the bands for each seem a bit wide.
- For very large multi-corps games (even if I could arrange the space), the system can slow down due to the amount of detail included in the rules. But to be fair, as I've mentioned, the game was never intended for this type of game.

So, as you can tell, I'm a fan of the General de Brigade rules (and trust me, I've played just about everything).  The system rides that very fine line between a simulation and an entertaining game. The rules are very, very popular throughout the civilized world of wargaming (just haven't caught on here in the USA for some reason), so there is a large fanbase. The GdB forum is also well populated. David Brown frequently screens questions and all of the veterans of the system fully support the game.

For group games, I'll stick with Carnage and Glory 2 (primarily because I love that system and no one else knows the GdB rules except for me), but for my solo wars or games with my son, I wholeheartedly recommend General de Brigade.


Wednesday, May 11, 2016

Hun Ambush using Hail Caesar

We convened to the attic a couple of days ago to pit my newly based Huns against a Late Imperial Roman force. Being a new convert to the Hail Caesar rules, I also wanted to observe how the system worked between two forces that were totally different in tactical philosophy. 

The Huns were a nomadic race that militarily relied on speed and mobility of light cavalry to overwhelm their adversaries with a tumult of arrows and charges on the enemy's flanks and rear.
The Late Imperial Romans, although past their prime of military prowess, still boasted a largely professional force of infantry (the line troops were called Comitanses and the border troops were named Limitanses) and a secondary focus on heavy cavalry. Horse archers, called Sagitarii, were added to counter the mobility of their barbaric enemies who relied on light cavalry tactics, most notably Goths and the aforementioned Huns.

This scenario was relatively simple: a small force of Hun light cavalry would ambush a large Roman column attempting to traverse a road nestled in a small valley. The time period was considered to be late 4th century, during which the Gothic revolts were taking place in the Eastern Empire. The Roman force was made up of 2 infantry divisions and an escort of 2 Sagitarii units. The Hunnic force was made up of 6 small light cavalry units. The full order of battle is listed at the end of this entry. I wanted to add as much historical flavor as possible into the scenario, so I used a variety of special rules:  Hunnic cavalry could form open order and use the Feigned Flight and the Parthian Shot special rules. All Roman infantry could form Testudo, and the heavy Comitanses infantry units were considered Drilled. Limitanses infantry were considered medium troops and, although they could also form Testudo, used the Levy special rule. Roman infantry could also utilize the Pilum rule. The Roman Sagitarii were also able to utilize Parthian Shot. I allowed a +2 command modifier for infantry in column and on the road (+1 if offroad and in column).

The object of the scenario was simple. The Roman force needed to travel off of the opposite edge of the table without losing a single infantry or artillery unit. The Huns would be victorious if their small force could break at least one Roman infantry or artillery unit. The Sagitarii were considered escorts and did not affect the victory conditions in case either of these units were lost (in this situation it was their job to sacrifice themselves to save the infantry).


Hun scouts spot the long Roman infantry column
 
 
The Hunnic force blocks the road


The Roman 1st division on the road with supporting Sagitarii


The Huns stream out of the woods to block the road


The Hun battle plan was simple: block the lead elements of the Roman infantry with cavalry in formed battle lines, while the remainder of the Hun cavalry would sweep around the flanks and pepper the Romans with arrows. This was all easier said than done, as the first Roman division all formed Testudo and kept marching down the road. Aggressive employment of the Sagitarii also thwarted the Huns.


Sagitarii rush out to engage Hunnic horsemen


The Sagitarii charged the Hun horse archers in open order time and time again, taking losses but tying down half of the Hun force. One Hun cavalry charge against the lead Roman Comitanses unit resulted in a total rout of the cavalry. The lead units kept on marching to the table edge in Testudo. The Testudo formation proved to be almost impenetrable to Hun arrows.



Sagitarii and Huns lock horns


On the other flank, Sagitarii attack boldly


Although the Sagitarii were being slowly forced back, the Hun force began to separate and command/control began to become much more difficult for the Hun commander. The first 2 Roman units became separated from the rest of the column, so the Huns decided to let these go and focused their attacks on the units further down the road. One Sagitarii unit broke and the Roman commander of the horse archers became seriously wounded leading a charge (but remained on the field to exhort his troops).


Huns begin to overwhelm the Sagitarii


As the Huns advanced against the rest of the Roman infantry, the Roman Scorpion unit, flanked by infantry in Testudo on either side, opened up and caused casualties on the formed Hun horsemen advancing.


As the lead units continue marching, the rest of the Romans deploy for action


Meanwhile, the 2nd Roman division continued marching behind the 1st division and formed Testudo. A blunder roll caused a mutiny and the entire division turned their backs and retreated back the way they had come. Roman officers turned them back around with difficulty; what disgraceful behavior from Roman soldiers! 


The 2nd division blunders and retire in disorder
 
 
Action on the flanks as the first 2 Roman units continue on
 
 
The Hun commander begins to lose control of his widely dispersed force
 
 
At this point, the Roman commander of the 1st division decided to charge his infantry into the Hun light cavalry blocking the way. The Huns dutifully counter-charged. The Comitanses infantry fought to a draw in the first round, but the lowly Limitanses routed the Hun cavalry on the first clash.


Huns and Roman infantry engage in combat


.....and the Huns break
 
 
Huns harass the 2nd division with a storm of arrows


The next round of  combat saw the Hun cavalry break against the resolute Comitanses. The Hun commander saw the writing on the wall, but decided on one more gamble. Rallying one of his last units, these brave horsemen charged the lead Comitanses infantry (who turned to face them at the last minute), but even with the Hun commander adding 3 attacks (which all hit), the Roman heavy infantry made all of their saving throws and threw back the Hun cavalry, which melted away. At this point, the Hun force was at their break point and streamed away from the field.


Last gamble by the Huns resulted in another rout
 
 
....and with that rout, the Huns melt away
 

Through proper use of the Testudo formation and very aggressive handling of the Sagitarii horse archers, the Huns had real difficulty making a dent in the Roman column. The Hun commander also had major command problems as several units pursued the Sagitarii outside of effective control range. Although the Sagitarii were eventually forced off of the field, they did their job admirably. The Hun force became disjointed and uncontrollable, while the Romans kept their units in tight formations. Without heavy cavalry and unable to pierce the Testudo formations with arrows, the Huns really had a hard time causing casualties. The scenario was a resounding Roman victory and the Hun ambush had failed. What a fun game !  I felt, with the special rules added, that Hail Caesar did an excellent job of simulating Roman professionalism against the fury and mobility of the Huns.

I can't wait to refight this scenario with different Hun tactics.  Let's see if the barbaric Huns taste victory next time !

Order of Battle

Romans:

1st Division   Commander rating: 8
3 standard units of Comitanses infantry
1 standard unit of Limitanses infantry
1 standard Scorpion battery

2nd Division   Commander rating: 8
3 standard unit of Comitanses infantry
1 standard unit of Limitanses infantry

Sagitarii escort  Commander rating: 8
2 small units of Sagitarii horse archers

Huns:

Commander rating: 8
6 small units of light cavalry, armed with bows and javelins