Battle of the Somme stand at Delville Woods

As I mentioned in an earlier post I decided to get into a game after enjoying the rules and scenario put on by a game master earlier in the day. I got lucky right after finishing the game and talking with the game master I went to the game desk and found one ticket left for the game so got it for that evening.

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German pre-game bombardment seen from the German Trenches the South African’s in their light trenches

 

So I moved from the East Front to the West Front World War I. This time we faced off against South African troops vs German troops in the Delville Wood during the Battle of the Somme . The German goal is to pinch of the bulge in the lines along the Somme front.   Once again, I have to complement the game master Troy Turner on the terrain and figures. My command was the German corner of the table with the contested town and the trench line next to it. Added to a game somethings I have never used in a game were German World War I storm troops with flamethrowers.   I alas had no troops with flamethrowers.

The terrain representative of the devastation of the Western Front

 

The German Center with Storm Troopers waiting to go over the top once the barrage stops

 

Games started with an intense artillery barrage on the South Africans were every unit had to roll for damage to reflect the pre-attack barrage that historically happened. As most dice rolling related things some units survived unscathed, others were hit but none seriously enough to force them out of the defenses. The contested town gave both my units and the South Africans good cover better than the rest of the South African forces as it was considered heavy fortifications. This would be important and led to a grinding fight for in the town.

The German sniper and troops await the orders to take the forward trenches

 

No, I was not very satisfied with the pre-game artillery bombardment it was the luck of the dice. I tried to just slug it out with fire infantry and artillery but was very ineffective just occasionally scoring hits. Meanwhile the other flank saw the German player come over no man’s land during the 2nd turn. Tough fight for me so I thought the other flank would be thrown back. My snipers were missing so no luck with this then my forward unit in the town got hit by artillery with a good roll. Lost the sniper and machine gunner in that unit.

The town or what was left of it started in my possession with South African troops really close to me and the town would be hotly contested

 

In the center, the German players prepared the way with fire over several turns hitting the trench with various types of fire. The casualties for both sides were mounting up. Then the center charged and hit the South African trench line. There elite storm troops with flamethrowers really causing damage. The other side across from me on the old side of the table also saw the Germans trying to throw the South Africans out of the forward trench line. The elite troops of the Germans really proved to be deadly, the South Africans have only light trenches which did not help either.

 

Therefore, we were seeing brutal fighting for the town both sides staying put, the South Africans falling back in the center and on the other flank. Then came yet another couple of surprises one for me and one for the South Africans. For me the South Africans in the town decided to charge and get really close with my troops who had been reduced by artillery fire. Did not see this coming as the South Africans really looked like they needed to fall back in the center and other flank. Then the Germans launched a mustard gas attack, the gas floating towards the South African trench line. I admit I did not expect this and it looked cool.

German troops on my flank attack after the mustard gas attack

 

The charge worried me but the South Africans stopped short of my troops and were shot up at short-range. I moved fresh troops over from the trench line to attack into the side of the town and the South African troops. I was able to do this as the South Africans falling back in the center and flanks had moved back from the forward trenches as the gas moved towards them. Surprised by the aggressive moves I was but I was able to hold on and push back the South Africans.

First time I had ever been in a game with a gas attack as you see the German gas attack force the allied troops back from the forward trenches

 

Ultimately, the game was a German victory with the South Africans being beat up in the middle and falling back. Nice terrain again I felt it was really well done. The figures also were nice figures and again make me want to gravitate to the First World War. The rules are easy and ones I like to play for this period at least. The gas attack was a neat effect and the Stormtroopers with flamethrowers was neat and deadly.

Allied troops are pushed back by the elite storm troopers from the German center trenches pushing the allies back from the second trench line

I am most likely a little too conservative when playing this period I think. I want to cause as many casualties with artillery fire before charging in and many of the players around me just charged taking what ever happened on the way in without worry. This though sounds realistic tactics from the period though so I would say it was the way to go. Good game and I enjoyed myself.

Another Post

While working on a post I realized it had been over four years since I started blogging. I hardly am prolific nor am I really good. My number visits and number of followers reflect that fact. My amount of time and feelings about what to write has changed from when I began. Still I am not unhappy and so will continue with this. I may look into doing some changes to my main page and some of the images on the front page.

On the plan for my blog site I ran out of room for posting more pictures. This led to me making the decision to update the plan which is giving me more room and features. Since it took me four years to use up the space I originally had it should take me a while to use up the rest. With the new features perhaps you will see changes to the site as I have more options now.

Saturday Morning HMGS Cold Wars East Front World War I Game

Saturday early morning game played East Front World War I. The Battle of Limonowa was put on and used a modified version of Fire and Fury as a rules system. This pitted the Austrian-Hungarian troop’s vs the Russians. As I am interested in the battles of the east front without all the trenches this game was something I was looking forward too. I commanded the Austrian-Hungarian forces on far end of one flank three companies and tried to go straight in at the first line of rifle pits. With no artillery, support as I missed with my one gun and the person next to me missed with two guns things did not go well for the Austrian-Hungarian forces.

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Austrian-Hungarian Flank with Limanowa I thought I would just head down the railroad line but those troops were shot to bits by the Russians in the trenches

 

There was very little subtleness about this game. The other Austrian players went straight in only my forces were stuck not moving taking fire and one company moving into the forest to outflank the rifle pits. Meanwhile the rest of the regiment under the player next to me over the next several hours rolled incredible dice. He missed repeatedly needing 1-5 on a ten-sided dice to get any artillery fire. Meanwhile he moved his forces through the woods that counted as rough terrain at half speed of 4 inches when he rolled well enough to move at all. This is compared to the other players who fired disorder some parts of the Russian trench lines and then charged the Russians. The Austrian-Hungarians just went in with the bayonet and overran the enemy. I must admit I never really got into that kind of range of the Russians. The Russians were pushed back flanked in areas and fell back out of lines towards the rear and the train station.

These two Russian Trench Lines were overrun as Austrian-Hungarian forces charged them and took them with the bayonet, important for the Austrians in this game

 

 

The Austrians take the Russian trenches and break through the flank

 

Then the Austrian-Hungarian artillery came alive and hit the Russian lines around the train station in the rear. This was the objective for the Austrians-Hungarian forces that I did not mention. The Russians lost artillery and troops, which further hurt their chances of holding on to their position. The Russian forces had been forced out of their positions by fire, charges and maneuver. With very little left to defend the area the game ended early as the Austrian-Hungarian forces were declared the victors. For me it was the forces on the other side that did all the heavy lifting. There charges into the Russian lines did everything that was necessary. The Austrian-Hungarian forces under my command had four fresh companies ready to come into the fight but they were not necessary.

The Austrians have broken through in numerous places forcing the Russians back towards the train stations which is the victory condition. The Photographs don’t do the artillery explosion markers justice they were very inventive

I admit to not doing a lot of combat in the game but I did enjoy the game. This game won a prize from HMGS Cold War Convention while we were playing so it gives you some idea of how good it was. The paint job on the figures I thought were good for 15mm they really looked good. The black smoke puffs with little lights inside them for artillery strikes were a neat touch, very creative. The rules set is really good and I liked it so I end up signing up for another game being put on by the same Game Master (Troy Turner) using the same rules that evening taking place on the Western Front during World War I

Missing A Night Of Gaming

Perhaps the biggest hazard of having games that last more than one night at the club games is you find it hard to make it to the next night. I wanted to finish the battle that started the week before and of course post the results but was unable to make it to the game. I was not sure if the Spanish could hold even though the center was reformed and the right flank was untouched. A Spanish commander was confident that the situation could be turned around even with poor Spanish command control. Not sure as the reserves had been committed and had taken some loses with the French ready to try to attack again on the Spanish Left and Center.

So I would not get to experience a Spanish victory. But I also would not be responsible for a Spanish defeat. Honor had been satisfied the first night on the Spanish left flank the grenadiers stood their ground.

Another interesting Game I played at HMGS Cold Wars

Played an interesting game set during the siege of Vienna. This was the battle of Pressburg. It used a rules set that I had never used before though most of the players at the table I was at had a copy. The battle of using 15mm figures and the rules that is translated from a polish version of the rules. The rules are By Fire & Sword. The period is interesting to me and I have ottoman troops so wanted to give this a try. The Game Master said it was his first attempt at designing a scenario but I thought it was good. Victory for the Imperial forces was to either get the Brandenburg infantry unit over to the Ottoman set up area or a minor victory getting a dragoon unit. The Ottomans only would achieve victory by stopping these things from happening.

To me the rules were complex and had many little nuances that you had to think about and plan a head I felt. I did like the command control rules, which allowed for some strategy and psychology making one side think you were going to do something when you really were not. It is a rules for broad set of time ECW, GNW, Scania War, Polish-Lithuanian, 30 years’ war. Still looked good on my first playing of the rules.

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Nice looking Ottoman lancers facing off against the Imperial forces in the center

Like many games, you play during a convention I do not think all the players were paying attention to the victory conditions but I and the player on my right were. I had some dragoons and heavy cavalry and the player to my left had the Brandenburg infantry unit and cavalry units so we thought we would shield the infantry with the cavalry and try to reach the enemy set up zone. Therefore, we started slow. I put my cavalry on defensive orders while I put them in double lines waiting for the Ottoman lancers. I did dismount my dragoons to fire up any enemy cavalry that came into range.

My cavalry screening the Brandenburg infantry as we try to gain victory

 

Our slow movement forward was very different to the other two imperialist players who made fast time meeting the Ottomans in the middle of the field in massive charges. Lots of carnage with very bloody results both sides by devastated by the constant combat. After shooting up some cavalry with my Dragoons and losing one cavalry unit I through in my veteran cuirassier, who got to shoot pistols on the way in and had an armor value of six. With my attached leader, I ended up beating the opposing cavalry. In the end, we were going to get my cavalry and the infantry into the deployment zone so were declared the victors.

Nice looking Ottoman cavalry advancing to charge with deadly lances

The rules are complex but I liked them. I especially liked the command control and ability of the different troops spelled out for the players. I ended up buying a set of rules from dealer latter who was the games master. Long term not sure what I will do but I ended up buying the rules they will work with my 28mm figures I understand.

English Civil War Game I played at HMGS Cold Wars Convention

Went once more to HMGS Cold Wars at the Lancaster Host Resort. I did not stay at the Host again this year but I did enjoy the place I did stay at again this year. Don’t know what the future will bring but I do enjoy the Lancaster area and both my wife and I enjoy the area.

I had pre-registered and I felt that the registration area just flowed well Thursday night when I stopped by to pick up my registration. Liked the way it was handled by the convention staff volunteers they deserve congratulations for handling it so well. The information booth where you come in the front door is a great idea. For me the convention was well handled. In addition, I had no games I was signed up for canceled for a change, which was nice. Had a bit of bad luck this last couple of years with some games I was interested in getting into being cancelled. Many games to choose from that I would have liked to get into this year but too much overlap. I ended up just playing two games a day Friday and Saturday. A very slow down for me from the late 80’s and early 90’s I am showing my age and I am happy with that.

First game I played was an English Civil War game called Protestants, Catholics, Cavaliers and Roundheads put on by John Hollier. Nice figures 28 mm from many different manufactures including some plastic figures. They all looked good together on the table. The goal of the game was to have the Royalist to hold the town in the center vs the parliamentarian Roundheads. I commanded the Royalist Left Flank with two infantry units and three cavalry units. The Royalist Center had mostly infantry units, some dismounted dragoons, a field gun and one cavalry unit. The Royalist Right Flank had a combination of infantry and cavalry like the left flank. The center had a waterway surrounding it with a bridge and two fords otherwise, the terrain was pretty wide open and clear.

 

The War of the Three Kingdoms to use the correct terminology for the period is an interesting period to me for the troops, dragoons fight dismounted, cavalry still has the heavy shock value at this time and infantry need to carry pikes to negate the power of cavalry. The infantry firepower is growing but they still are vulnerable to the shock value of cavalry. Not having to have distinct uniforms for all your troops’ kind of appeals to me. Lots of sides to choose from and battles to fight, good variety. The rules used were home rules from the GM of the game and I would say I liked them after only one time playing them. They were easy to understand and flowed I thought pretty well. An I go you go system with a bloody combat results table.

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Royalist Center send out dismounted Dragoons and awaiting Roundheads to cross the waterway

 

Here comes the Roundhead cavalry at my flank, I focused on them the whole game perhaps too much

On the Royalist Left flank, I concentrated on the cavalry we were evenly matched number wise though I decided to dismount my one unit of Dragoons and use the firepower to inflict casualties on the enemy infantry. After forming my two infantry units into blocks in the rear, I chose to charge the two oncoming parliamentarian cavalry units holding my other cavalry unit in reserve. I had fixated on the cavalry worried my infantry would be too weak to hold out. Still the cavalry was evenly matched. We were locked for several turns no one gaining an advantage until we each had one unit fail morale and fall back. This did cause my unit in reserve to go to shaken for seeing the route and not making the morale roll. Next came a decision I regret. I had the choice use the cavalry unit that one the fight to go after the fleeing parliament cavalry that had routed or turn to face the other cavalry unit that had one its combat. I decided to turn and face the new threat.

First grand melee with the cavalry on the flank took many rolls but we each routed one unit

 

Turned to face the fresh cavalry with my victorious cavalry unit while I awaited a charge with another.

My reasoning for this at the time was he was turning on my side. The unit was in good shape and I felt lucky with it. If I continued to chase the routed unit if I hit it would disperse but I ran the risk of running off the table if I did not make a morale roll. Further, the Parliamentarians center was moving a fresh cavalry unit in my direction. This unit has a very nice flag by the way.

 

Why I regret the move. I ended up locked in combat for 3 turns with the other unit as we tied each turn doing little to no damage. This allowed the fleeing parliament cavalry a chance to recover which they did and then I received a charge in the locked units’ side. This caused too much damage and after several more dice ties, I lost the melee and failed morale. This unit would then by charged while routing and disperse. The fresh reserve cavalry unit who failed morale and routed off the board never seeing any combat witnessed this. I was disappointed with that result though it was most likely historically accurate.

 

Meanwhile the Royalist Center just ground each other down with fire though it did lose the cavalry unit from long-range infantry fire. The Royalist dragoons though did mess up two parliament infantry units and that was helpful. The center for a while I did not think would hold but between the dragoons and the infantry they were pushing most of the parliament forces back in the center.

The Royalist center field gun, dragoons and infantry trading blows with the Roundheads

 

The Royalist Right Flank in many ways was very similar to the left with grand cavalry charges and countercharges. The long flanking movement by the one royalist cavalry unit I thought was a great idea and kept some parliament forces out of the fight as they ended up having to reverse course and face the new threat. Good maneuver that helped out the center and left in the end.

 

Towards the end of the game, I changed the layout of my infantry to maximize their firepower and did some damage as the parliament forces got into range with infantry fire. While they were disordered and no longer fresh, I then charged the enemy infantry with good results. Though it was leaving me to face some cavalry all of which had taken hits, I felt decent about the chances taking most if not everything with me.

Some of my infantry which I did not think would be useful charging in with the pike and routing the Roundhead infantry

 

The game was bloody and overall I think the Royalist would have lost though they were declared the victor. Hard to say as we had really ground each other down but I do not know that unless you were willing to play another additional hour or two the Parliament would have taken the town.

The Royalist still in control of the center at the end of the game

 

Interesting rules, which caused the cavalry to roll after victory to see if it continues to charge. If you don’t make your morale roll you just keep going. Sure, you might hit another unit even if you want to but you could also just keep going of the table. I actually liked this rule, though you could never be blown which allowed for lots of charges by units. I was fixated on the cavalry but it was my infantry that were the real decider in this game. The Dragoons in the center also proved to play a pivotal part in holding the lines.

 

Wednesday Night Gamers of Alexandria rise up against Napoleon

Well really the Spanish rise up against Napoleon the 4th of April. No it is not the third of May but still close enough for a Napoleonic game.  This game has the Spanish defending the cross roads outside The scenario has the Spanish in a defensive position, blocking a valley road. The Spanish have more troops but poor command control and the French have better quality troops with better morale and command control.  The goal is for the French to take the cross roads.

The rules are a set co-written by the club president called Hot Lead and Cold Steel which have been played many times but not for a while.  I did not care that much which side I played that much but if you asked wanted to play Spanish which what I did end up doing with Del and Frederick.  Each French Brigade had 3 orders per turn but needed a 1-8 on two six-sided dice to activate.  The Spanish received one order per turn and activated on a 1-6 on two six-sided dice.  Bad for the Spanish.

 

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Spanish left flank defending the hill with more troops in the center the militia up close

 

French original deployment waiting to take on the weak Spanish

The French out rolled the Spanish most turns for initiative and made the Spanish go first most of the time.  This did not help the Spanish but they had such poor command an example being every brigade failed the command roll the first turn.  Still the left flank at least awaited the assaulting French with decent bravery and used the 12 pound guns to try to inflict a little damage at range.

The Spanish right flank that did not fire a shot the entire game and was largely frozen by the French cavalry

The French players George, Rick and Will attacked the Spanish center and left flank leaving the Spanish right largely immobile.  The Spanish cavalry commander with poor rolls marched back and forth in the rear looking good for the peasants but that is all.  Meanwhile the French cavalry lined up the center and found a gap.

Can see the results of the gap the French cavalry commander (George) found as he takes my guns with the Charge from the center. Forcing back several infantry units as I chose to try my luck with the dice and roll. My luck my commander was killed for two turns for the brigade

The Spanish left meanwhile moved up the militia in skirmish order to try to slow down the French columns.  Mostly thought they would be a most a speed bump as they would not stand up to formed infantry and had little fire power but was pleased they stood up to the French skirmishers.  The did route when the French columns charged them but by then I was feeling attacks from elsewhere so was not worried about it.  They served their purpose.

Spanish Militia thrown away like so much fodder but they served well. I actually rallied these troops back to Shaken from routed before the end of the night.

 

French skirmish line screens the columns as they move towards the Spanish held hill, cannon bounce through have little to no effect at such long-range

The Spanish left flank faced off against the French attack columns as I brought up the reserve grenadiers to try to hold the flank.  The hill still had infantry on it though the French cavalry had forced back several of my infantry units as well as the gunners for my cannon.  Del and brought up infantry in the center to shoot at point-blank range but the French cavalry escaped.  They took a casualty as the commander chose to voluntary fall back instead of chancing the infantry firepower up close.

Rick charged my Grenadiers I had formed up into line with another in support and my veterans stood like a stone wall.  They took on two French columns shooting one up on the way in and fighting 5 rounds of combat as both Rick and I kept making our morale rolls when ever we inflicted a casualty on each other.  Finally, Rick’s second column of infantry fell back not making the morale roll.  Both the French units took a number of fatigue points but so did my Grenadiers who survived though with the ground.  The hillside did not look as good.

Make or break time for the Spanish left flank the line of Grenadiers stand disordered with casualties but fought off the French charge

The Spanish meanwhile try to reorganize in the center as Will edges closer with his French troops.  At this time we called if for the night the cross roads still in Spanish hands as the Spanish right is untouched and unmoving.  The two brigaded on the Spanish Right flank never fired a shot.  The Spanish cavalry created some dust as the good move by the French commander took him out of the fight as he could not react to the French moves in time. In the center the Spanish took a beating but have reformed a new line of troops don’t know if it will help.

The Spanish center reforms to wait for more French infantry to come over the hill. The Spanish right flank with the cavalry still polishing their muskets and cavalry boots, no action there

The Spanish left flank so some action with the reserve having been committed to throw back at least temporarily, Rick and his French forces.  We will have to see what next week brings for the outcome of this battle.

 

 

 

Thoughts on Changes to Rules System I have been Using

I have been playing with a rules set for the period 1859 thru 1871. These are fast play rules a faster version of some others written by the same author. Limited command is a major part of all the rules sets. This is also true in a book I have on the subject of wargaming the period which also gives rules to use. Limited command and accepting commands is a large part of the systems. On the one hand the rules I have been using has simultaneous command phase where each side rolls for each command given and then acts on it at the same time. The book on the subject has an I go you go system and picks one side to go first based on the battle each turn. For 1859 battles the Austrian though has 33% of the forces out of command each turn in the book on wargaming the period. That is their way of handling the limited command ability of these forces historically. My only real problem with that is the Austrian commander gets to pick which 33% of his units are out of command.

One thing that has come to my thinking over the last couple of weeks to reflect the command issues of the time is a card driven system. A deck of cards would be used and certain cards reflect the commanders with orders. Then a card is turned over then that commander gets to issue the order. Example being one side has 3 orders the other 2, so 3 black cards for one side and 2 red cards for the other. The order the cards are drawn would reflect the command problems and getting forces to do what you wanted in the period. You still have limited orders but also don’t know when the order will be acted on because of the card system.

This is something I feel I will need to give some thought to and see if I can incorporate this in some way into the period 1859-1877 for the games I want to run. Not sure if it can be done with movement and fire and everything but it gives me something to think about

Second Night Battle of Magenta

After this turn I kind of did not take that many notes part of this was because of the really poor dice rolls that were prevalent on the Austrian side. The dice were very bad for both Austrian commanders Del and Danny. Rolling for receiving orders either a 7 or less on a 10 sided dice was needed. Lots of 9 and 10 on a 10 sided dice were rolled. This kind of got depressing. This was followed up similar rolls for artillery fire and infantry fire by the Austrians. They inflicted very little damage to the French.

The French were able to take all three bridges and push troops across. Well actually Del blew one up on the first night of the battle but Frederick used his engineers to build a small bridge in one turn. Del was unable to cause damage to the unit and it made the roll to build a bridge. Frederick needed a 1-3 on a 10 sided dice and made the roll.

The other mined bridge was under Danny and he failed the roll to destroy the bridge needing 1-7 on a 10 sided dice and he rolled a 8. Not enough gun powder for the Austrians to try again. The Austrians were pushed back even though they had reorganized their lines. All three bridges were firmly in French hands when we stopped for the night.

The French have crossed the bridges in force closing in on the Austrians.

I had made the goals for the game to hold onto as many bridges as possible for the Austrians. The scenario for the book was more of a do better than historically the Austrians did. The case can be made that if you were going by that interpretation the Austrians either made that goal or came out as historically they did in the battle. They did no worse that is for sure with all the turns that were played. One thing occurred and the last two nights of the battle and that is players on the same side both rolled an incredible number of 9 and 10’s on a 10 sided dice. They failed rolls to get commands to their troops, blow bridges, hit the enemy with fire and or to do damage because of this. These results hurt their army very much it is my conclusion. It so happens that this was the Austrian side. Historically they had very poor command structure. They never practiced with their weapons other than the artillery and were poor shots because of this. The game with the rolls reflected this historical truth though I know dice are independent of history.

Austrians being pushed off the table as the bridges are all in French hands

 

What we learned from the Rules & Battles

It is a good idea to have a commander within an inch of unit receiving fire as the bonus can really help the results. It can minimize the damage getting the +1 to the die roll of the attacker in fire to have a commander within an inch. The chances of an officer being hit by fire are low. Space between units to retreat is important. Going in with the bayonet is often a deadly affair as it is all about high dice rolls. Even with some bonuses for superior morale and leader thrown in the other side rolls high and you roll low it is all for nothing. Melee rolling high is all it is about.

Still the rules are fast and flow pretty well. Players were able to get the rules and move along fast and get a lot of turns done. That is well liked I think by all the players. They are meant to be fast play rules and so they seem to fulfil that calling. People like rolling high it makes them feel good.

What I learned from the Rules & Battles

Need to make sure the players really fully understand how many commands they have. Keep the commands better organized and labeled for ease of use. For the Austrians the historical battles the units were jumbled so this in a way reflected the historical situation of the poor Austrian command so not sure this 100% an issue. I kind of think the GM should ask each player by command what the order is to make sure the correct number of orders have been placed by players each turn. This might take a little more time but this is a fast game.

The game works well with geographic objectives not just the idea of destroying units. Historical battles can be played with scenarios of doing better than one side did historically. This is the case in many of the scenarios provided in the 1859 rules set. To some degree I feel this is a decision that could be up to interpretation so thought geographic objectives would be more cut and dry. In the future I may just stick to doing better than the historical outcome as called for in the scenarios.

I must make sure troops are set up close enough to get into combat right away. Because of the long-range of artillery in the game I started out troops at a fair distance. Not sure the measurements were always realistic to reach geographic goals in some of the battles played with the set turn limits. Artillery was deadly early in some games so this really put the ideas of setting up outside gun range. Several games we had 1 stand artillery stands fire at long-range roll well and hit then roll a 1 to do damage so destroy a stand with a single shot a long-range on the first or second turn bang just like that. Felt that was a little inaccurate historically but those are the dice rolls.

Speaking of dice and rolling them. It was brought to my attention that it is felt by some people in the club I try to use rules that rolling low is good. People feel I have a bias as I don’t roll high numbers with dice most of the time. Perhaps as far as my dice rolling there is some truth to the idea I don’t roll high. Actually, I liked the originally set of rules 1870, 1866 and 1859 but the same author but players felt they were complex. The 1871 rules are a fast play set and really do make it simpler and I like that. As for rolling low actually it was my thinking that with an average commander with a command activation of 7 you had a 70% chance of making the command roll with a 10 sided dice. Rolling low was not exactly part of the thinking it was that players would have a good chance of making the command roll. Firing is really dependent on the number of stands firing and distance. So close range with multiple stands again you have a 60% to 70% chance of hitting. Seems good to me. Also the melee rolls on a six-sided dice is really all about rolling high. Roll a 6 no matter what your chances are good to win.

People rolled a lot of 9 and 10’s the last two nights we played I discovered. I lost count and it was the same people who were both commanders on the same side. This really hurt their army it is my feeling as historically firing badly and never receiving commands and getting your troops to follow orders on time should hurt an army. Historically accurate in a way perhaps so. Still I wonder if a way can be found to work around such rash of bad rolls or if it should be just chalked up to luck or the fate of warfare.

So perhaps we will modify things to make these people who only believe rolling high is what you want to do.  Therefore, an average leader will not activate on a 1, 2 or 3 on a 10 sided dice instead of a 8, 9, or 10.  I believe the odds remain the same for failing activation the numbers needing to be rolled is all you are changing.

 

 

 

 

 

 

 

Made a little change to how I do things

I use to post announcements about any after action reports of games on my blog to the miniatures page. This has caused at times the number of hits for the blog to go up usually. Myself I do not read the miniatures page much anymore. Not going to get into the reasons for this so I have come up with a change. I am going to post announcements to the HMGS FORUM when I have put posts on the blog about games played. Don’t know at this time where this will lead but I have decided to go in this direction for a while. At least at this time I will give this a try to see how it works out.