Aide de Camp

Aide de Camp
"I don't care if you are in a hurry monsieur!"

Saturday 13 February 2021

Thoughts on Campaign Games part 2

There isn't any particular organisation in the way I'm presenting these -just as I manage to find them on my PC and put them on here. 

2 SCOUTING.

Napoleonic armies used line and light cavalry both for scouting and for screening their movements against enemy reconnaissance units. Heavy cavalry (cuirassiers) were not usually used in such roles as they were too expensive to equip, too few in numbers, too slow and too valuable on the battlefield to risk.

Scouting can take the form of a series of actions in which cavalry units attempt to locate enemy troops then either avoiding or driving in the enemy vedettes to gain information about their parent formations. The scouting system assumes reconnaissance by units of at least a squadron and that at least some will be intercepted by piquets. Piquets are infantry, Vedettes cavalry and whilst infantry are effective as a screen aren't much use for long range intelligence gathering.

Each player should have diagrams of each of their columns clearly indicating order of march, the location of units acting as screens (by company/squadron) and their distance from the parent formation expressed as up to 1, 3 or 5 miles (which affects combat values). Beyond 5 miles, the contact may be classed as a skirmish and fought on table using 12-16 figures to represent each squadron/company involved. Note should also be made as to whether the vedettes are to respond to enemy scouts aggressively or defensively. Unless changed, these values remain throughout the campaign.

Lengthening of columns alters the distance between screening units but not their distance away, i.e., a circle of piquets becomes an oval.

METHOD



The direction of the scouts approach should indicate on the diagram of the column how many piquets/vedettes are likely to be contacted. Piquets/vedettes cannot be moved round from another point without change of orders which is not allowed during a contact situation, though it is all well and good after one as the player will have gained knowledge of where scouts are likely to approach from.

Note that scouting combats are done in numbers of troops not figures.

A cavalry squadron will normally have between 3-5 figures giving a troop strength of 99-165. This gives a far better idea of losses incurred.

Each unit (squadron/company) involve throws 1xd10 which gives the basic percentage of them that make contact i.e., 7 =70% which is modified by the following

Add or subtract the modifiers to the percentage roll for each unit present e.g.

60% tired, veteran lancers of a squadron of 165 operating 4 miles from their parent column =50% = 82 men (rounded down)

If more than one unit is present, add them together

Compare the two sides and work out the odds i.e. 1:1, 2:1, 3:2 each of which represents a roll of a dx6. The higher the odds, the more chances of a good roll a player gets, so 3:1 would give 3 chances against only 1 for the other side. Each dice roll replaces the one made before it, with both sides alternating rolls with the side with the fewest number of rolls (or only roll) always going last. Players cannot choose which roll they use but may “stick” at any roll, foregoing any other chances.

The difference between the two scores is then looked up on the scouts/piquets table to give the combat results then casualties divided by 33 to give the result in figures.



MAP COMBAT

I'm not entirely sure where I got the idea for this from. I think it may have been from an article in one of the original “Miniature Wargames” magazine. For some reason, the name “Jim Webster” springs to mind, though I've tinkered with it a lot to bring it into line with my thoughts.

Map combats are fought in a similar way to scouting skirmishes and using the same list of modifiers, except that these are only 1 digit modifiers (eg. -10 becomes -1, +20 becomes +2. In addition, commanders morale modifiers are added as a +or- for each area and for the CinC in the overall action. However, to get some idea of what has occurred, each player draws up a plan of their forces, showing flanks, centre and reserves (who may be thrown in anywhere in the battle. )

The players then dice for which area of the battlefield engages first.

Each area of the battlefield is treated as a separate conflict with the reserves counting as a plus modifier of 2 to any section if in defence. The reserves can only be added to the final area fought if on the attack. Use of reserves need not be disclosed until they are used, i.e. After the other side has rolled their final dice

In this example, Blue attack Red's right first at odds of 4:3 So Blue rolls 2x dice coming up with 4 and a 2, Red rolls a die which lands on a 1. Blue rolls a 4 and a 5 which, as the modifiers come to +1 gives them a 6. Red rolls 3 with no modifiers then a 4. This means that there is a difference between attackers and defenders of 1, so we look at the result table which shows Blue take the position with heavy losses and must rally overnight before resuming advance and takes a few prisoners. Red withdraws in good order at dusk with moderate losses without pursuit.

The other flank comes up as area 2. Blue must use its reserves (+2) to bolster it's attack. Blues dice come up as 4,3 and as this is a poor score modified to 5, rolls again and gets a 1 modified to 3. Reds rolls end up as a 6 which means they are repulsed with severe losses, leaving wounded on the field and losing some baggage and many stragglers whilst red hold their positions but with severe losses. They may retire in good order if they choose.

The centre fights next with no modifiers on either side. Red can either use its reserve as a+2 bonus or use it for a separate attack. The dice rolls come up as the same on both sides. Red then rolls a 3 and has moderate losses. Blue rolls a 6 and has heavy losses, with positions remaining as they were.

Finally, in an attempt to win the day, red launches its reserve at blue's centre. Being veterans, these have a +1 modifier. They roll a 6 and “stick” with blue rolling a 5 on a -1 modifier. Red drives blue from the field with severe losses, leaving wounded on the field and losing some baggage and many stragglers, but takes severe losses itself and cannot pursue past nightfall. Blue's victorious flank can either stay on the field or retire with the rest of the blue force.

Generals should write up despatches in the character of the person they are playing, giving praise or apportioning blame as appropriate.



"Well I can't find ANYWHERE in the rules that it says they're allowed to win!"




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