As a result of seeing these new toys posted on the Perry Miniatures website
I am going to share some ideas I have for an alternate North America for wargaming.
My point of diversion from history as we know it is during the Trent Affair. Rather than sending an expeditionary force to support the Confederacy (which would have enraged a significant portion of the British public, especially those opposed to slavery, but also those making a great deal of money selling arms to the Union), the British decided to take action to preserve 'freedom of the seas' and "freedom of trade'. Wielding these banners, the Royal Navy, lead by HMS Warrior and HMS Black Prince, forced the USN blockade and opened the ports of the Confederacy. Once Robert E Lee's army was assured a reliable supply of boots, rifles and ammunition, the Confederacy became strong enough to force a stalemate with the Union.
The British were careful to avoid a direct confrontation with the US, and although British forces in Canada were reinforced, US and British forces, under strict orders from their respective commands, managed to avoid a direct conflict.
As a result of the RN intervention, the Confederacy managed to achieve recognition from the Union and the map of North America was redrawn.
The state of affairs now has the United States of America in an armed standoff on multiple borders - to the south with the Confederate States of America, to the north with the new Dominion of Canada (which, while now self-governing, is still part of the British Empire) and to the west with various Indian tribes. And in the extreme north-west, there is an armed standoff on San Juan Island in the Strait of Juan de Fuca, ongoing since a pig was shot in 1859.
The Confederacy is deep in debt to British and French bankers, struggling to pay for weapons and other materials provided during the War of the Secession. Economies are hard to find, as the CSA must keep a standing army to protect against potential aggression from the USA. And the border to the south must also be guarded, as Mexico is in chaos.
In Mexico, Emperor Maximilian is being kept on his throne by a combination of French and Austro-Hungarian soldiers against a popular uprising led by Benito Juarez (and supported by the USA).
Other forces present in North America include:
Alaska is still part of the Russian Empire, and the Tsar has stationed elements of his army to protect his interests there. The Great Game has taught the Russians to be cautious of the British, and the Russians in Alaska face both the Royal Navy and the British mercantile interests of the Hudsons Bay Company.
In the Canadian North West, Louis Riel leads a provisional government of Metis seeking recognition from the new Dominion of Canada. With support from Francophone Canadians (and an enthusiastic group of Zouves Pontificaux) and the Fenians, the Metis are getting ready to face an expeditionary force of Canadian militia led by Garnet Wolseley.
The Irish Republican Brotherhood and the Fenian Brotherhood are dedicated to the overthrow of the British Empire. Based in the USA, and sometimes receiving tacit support, they launch attacks against the British in Canada. They have provided a battalion of Civil War veterans to support the Metis at the Red River Colony.
The Church of Jesus Christ of Latter Day Saints has set up an independent nation in Utah Territory, named Deseret. The USA cannot tolerate this challenge within their territory and is preparing to use military force to bring the Mormons back into the fold.
It's getting late, so I'll stop there for now.
Saturday, 8 February 2014
Musing on the Great War
This post isn't really about wargaming. I'm currently reading 'The War that Ended Peace', by Margaret McMillan. It's well-written and has gotten me thinking about the Great War, and how it was a real watershed between the world before and the world since - in many ways, there was more profound change in the world as a result of the Great War than from its much bloodier sequel. This is a generalisation of course, as many of these trends were noticeable before the war, and in some cases the changes took years or even decades after the war to achieve. But in general, the world before and after the war was profoundly changed.
In politics, the Great War marks the boundary between a time when Europe was the undisputed master of creation to a time when the world outside of Europe demanded attention. Most noticeably, the USA was a regional player before the war (despite what they wanted the rest of the world to see), but after the war there was no denying the impact of American industrial, military and diplomatic power on the world stage. Additionally, for the British Empire, the Dominions (and to a lesser extent the Colonies) claimed roles for themselves distinct from the Mother Country - the Canadians through the Canadian Corps and its victories at Vimy, Passchendale and the 100 Days, the Australians and New Zealanders at Gallipoli and also during the 100 Days, the Newfoundlanders at the Somme. Japan had emerged as a force to be reckoned with during the Russo-Japanese War of 1904-05, but to me that's close enough to roll in with the Great War.
Also in politics, the Great War saw a change in the way European nations were governed. Prior to the war, the landed aristocracy ruled almost every country in Europe (except France), but by the end of the war, that had changed everywhere (again, except France!). The German, Austro-Hungarian, Russian and Ottoman Empires all collapsed. The exercise of power was moved from a small elite to (theoretically, if not in practice) to a much larger franchise representing (again, in theory) the working and middle classes. Power had been taken away from the hereditary elite that had dominated since mediaeval times, and those wielding power needed to seek the support of the masses in a way not previously seen. (I know, I'm exaggerating a bit here, but I'm talking about a general trend)
The practice of war changed profoundly as well. When the armies of Europe marched to war in 1914 almost every soldier was a rifleman. An infantry battalion would have at most one or two machine guns. Cavalry still carried lances and expected to use them. (The British were an exception - as a result of the South African War, they expected their cavalry to be mounted rifles, and were the only major army to equip cavalry with the same rifle as the infantry. As it happened, the only place the cavalry really got to take on a mobile role was in Palestine.) Artillery were expected to fire over open sights, so most guns were field pieces. Air power was almost unheard of.
By the end of the war, the practice of war had changed. Army organisation had been shifted right down to platoon level - a platoon commander had a variety of weapons under his direct command including light machine guns, mortars, grenades, rifle grenades and more, and could call on support from tanks, aircraft and artillery (if he was lucky). The principles used by British platoon commanders to attack an enemy strong point (suppress with fire base while maneuver element approaches and engages in close combat) was very similar to the techniques that I learned when I was in the Primary Reserves back in the 90s.
Air power was negligible at the beginning of the war. By the war's end, there was a recognition of the importance of controlling airspace and there were a variety of aircraft types, such as fighters (to establish air superiority), ground attack, observation, and heavy bombers, that are still to be found today.
At sea, the highly vaunted but hugely expensive battleships and battlecruisers were found to be, for the most part, not terribly useful. Before and after one major battle (Jutland) the High Seas Fleet and the Grand Fleet spent most of their time in harbour, and the bulk of the war at sea was fought by and against U-boats.
With the centenary of the Great War approaching this summer, it's worth remembering that there was more to the war than the poetry of Wilfred Owen and Siegfried Sassoon. I've only scratched the surface of what there is to learn, and I'll keep on studying (and gaming, if I can find time) the Great War.
In politics, the Great War marks the boundary between a time when Europe was the undisputed master of creation to a time when the world outside of Europe demanded attention. Most noticeably, the USA was a regional player before the war (despite what they wanted the rest of the world to see), but after the war there was no denying the impact of American industrial, military and diplomatic power on the world stage. Additionally, for the British Empire, the Dominions (and to a lesser extent the Colonies) claimed roles for themselves distinct from the Mother Country - the Canadians through the Canadian Corps and its victories at Vimy, Passchendale and the 100 Days, the Australians and New Zealanders at Gallipoli and also during the 100 Days, the Newfoundlanders at the Somme. Japan had emerged as a force to be reckoned with during the Russo-Japanese War of 1904-05, but to me that's close enough to roll in with the Great War.
Also in politics, the Great War saw a change in the way European nations were governed. Prior to the war, the landed aristocracy ruled almost every country in Europe (except France), but by the end of the war, that had changed everywhere (again, except France!). The German, Austro-Hungarian, Russian and Ottoman Empires all collapsed. The exercise of power was moved from a small elite to (theoretically, if not in practice) to a much larger franchise representing (again, in theory) the working and middle classes. Power had been taken away from the hereditary elite that had dominated since mediaeval times, and those wielding power needed to seek the support of the masses in a way not previously seen. (I know, I'm exaggerating a bit here, but I'm talking about a general trend)
The practice of war changed profoundly as well. When the armies of Europe marched to war in 1914 almost every soldier was a rifleman. An infantry battalion would have at most one or two machine guns. Cavalry still carried lances and expected to use them. (The British were an exception - as a result of the South African War, they expected their cavalry to be mounted rifles, and were the only major army to equip cavalry with the same rifle as the infantry. As it happened, the only place the cavalry really got to take on a mobile role was in Palestine.) Artillery were expected to fire over open sights, so most guns were field pieces. Air power was almost unheard of.
By the end of the war, the practice of war had changed. Army organisation had been shifted right down to platoon level - a platoon commander had a variety of weapons under his direct command including light machine guns, mortars, grenades, rifle grenades and more, and could call on support from tanks, aircraft and artillery (if he was lucky). The principles used by British platoon commanders to attack an enemy strong point (suppress with fire base while maneuver element approaches and engages in close combat) was very similar to the techniques that I learned when I was in the Primary Reserves back in the 90s.
Air power was negligible at the beginning of the war. By the war's end, there was a recognition of the importance of controlling airspace and there were a variety of aircraft types, such as fighters (to establish air superiority), ground attack, observation, and heavy bombers, that are still to be found today.
At sea, the highly vaunted but hugely expensive battleships and battlecruisers were found to be, for the most part, not terribly useful. Before and after one major battle (Jutland) the High Seas Fleet and the Grand Fleet spent most of their time in harbour, and the bulk of the war at sea was fought by and against U-boats.
With the centenary of the Great War approaching this summer, it's worth remembering that there was more to the war than the poetry of Wilfred Owen and Siegfried Sassoon. I've only scratched the surface of what there is to learn, and I'll keep on studying (and gaming, if I can find time) the Great War.
Tuesday, 14 January 2014
Flight to the Berezina (draft but feel free to comment!)
Flight to the Berezina
We're planning a winter Napoleonics skirmish scenario this weekend. This is what I've got so far for the game, and comments/suggestions welcome!
November 1812. Napoleon’s Grande Armée is in tatters. Groups of survivors seek to reach the
Berezina River and escape from Russia.
Objective:
reach the bridge over the Berezina River with as many of your comrades
as possible. In addition, each player
will draw two Objectives Cards, which will provide additional victory points.
There will be one victory point for each
survivor, 2 for each sergeant and 5 for each officer (sergeants and officers
being of greater value in rebuilding the Grande Armée). Other victory points will be assigned based
on individual objectives.
Layout:
·
4’x6’ table with white drop
cloth or similar
·
River with bridge (the
Berezina) on one of the long table sides
·
Trees – snow-covered if
available, otherwise whatever is available.
Leave paths between the trees.
Treed areas are difficult terrain.
·
Russian village – Brian B to
provide
·
Other terrain as available
Each player will get one squad as provided
by Malcolm M. Squads should be of
similar strength, and each squad should have at least one leader (NCO or
officer).
Each player will draw a card for lead
character’s motivation:
·
I must be the last Frenchman in
Russia! Bonus points for being the last character to reach the bridge.
·
The Emperor presented this
eagle to the regiment with his own hands! It must not fall into the clutches of
the Russians. Bonus points for getting eagle off the table. Eagle bearer will
be -1 in h-t-h combat, and unable to carry more than 2 rations.
·
That scoundrel d'Hubert
embarrassed me at Mme DuLeon's soirée in Strasbourg. Finally I have my
opportunity to wreak my vengeance upon him. Bonus points if you duel with and
kill the officer leading one of the other parties (determine which one
randomly).
·
A damsel in distress must be
provided all assistance! Escort a civilian lady to the bridge and ensure that
no harm comes to her.
·
This whole operation has been a
disaster from the get-go, but at least we managed to loot that nobleman's
household. Bonus points to transport a cart full of looted goods to the bridge.
Cart will be slow, unable to move in difficult terrain and will prevent the
squad from carrying any extra rations.
·
Bloody French. This whole mess
is their fault, and the worst part is they dragged us honest Germans (or
Italians, or Spaniards, or Dutch or whatever) into it with them. Bonus points
for killing French (but only if out of line of sight from the bridge!).
·
Vive La France: If two or more
other players achieve their objectives, you win (you beat them).
Random
Encounters:
each turn, players will roll a die.
On a ‘6’, the player will have a random encounter. Draw a card:
·
Wild bear attack! If defeated, the bear yields 6 rations.
Bear
S F ST G A W P FA FT
- 6 5 5 2 3 6 0 0
Skills: Heavy Furs, Scout, Dirty Fighter,
Fury, Sidewinder
Abilities: Move 8”
·
Wolf pack! A pack of wolves attack. Wolves will run if they are defeated.
Wolf
S F ST G A W P FA FT
- 5 3 3 1 1 5 0 0
Skills: Scout, Nimble, Dodge,
Stealthy
Abilities: Move 8”
·
Angry peasants. 6 peasants attack with improvised
weapons. If defeated, each will yield
one ration.
·
Marauding Cossacks. 6 cossacks attack.
·
Wandering French or allied civilians. They may be attacked or assisted. If attacked, each will yield one ration.
·
Dead horse: The party finds the remains of a horse. One turn spent butchering
will provide 1d6 rations.
Special
rules or modifications to written rules:
Ammunition. Any time a '1' is rolled for shooting, the shot misses. In
addition, roll again and if the result is another '1', then the figure is out
of ammunition until it manages to get a resupply. This could be from a dead
comrade or enemy - spend one turn and on a 4+ the figure finds a few more
rounds. (NB – replaces ‘jam’ rule from LotoW rulebook)
Running: normal movement for figures on foot is 6". Any figure may
attempt to run during the shooting phase. This will yield an additional
1d6" of movement, but if a 1 is rolled, the figure trips and falls.
Running will increase fatigue level by 1.
Pluck
tests: As
per LotoW rules subject to following modifications:
Head for the Hills test: if a squad of
soldiers fails their ‘Head for the Hills’ test, then the surviving members will
drop heavy loads (including weapons and rations) and either run for shelter or
surrender to the nearest Russians.
Either way, the squad is effectively done.
Good points, Malcolm. LotOW requires
figures to check their pluck to avoid ducking for cover, but the head for the
hills test can be modified to either run for the nearest cover and directly
away from the immediate threat, or surrender if running isn't possible (for
example, if all avenues of retreat cut off).
Fatigue: Any extreme exertion will
increase fatigue level, and running away will be one of those things that
increases fatigue. Runners should also drop muskets or other loads that they
are carrying (like food), so even if they escape the immediate threat, they'll
still be in a bad way.
Ways to increase fatigue level will include
running (voluntary or otherwise), hand-to-hand combat, breaking down doors and
moving in difficult terrain (deep snow, woods, or whatever else we decide on
the day). Fatigue can be reduced by consuming rations. Each figure will start
with two rations. Once the rations are expended, then the figure will be
fatigued. I think it will be too much bother to keep track of different fatigue
levels, so the only distinction will be fatigued or not fatigued. There will be
opportunities to find more rations, either by stealing from other French, from
Russian peasants or soldiers, dead animals and possibly from encounters or stockpiles.
I'm still thinking about the potential effects of fatigue - I'm currently
considering a reduction in attributes (minus one to movement, fighting ability,
courage, strength and toughness), but might consider a -1 penalty on dice rolls
instead.
Profiles
Heroes
In addition to what is shown on the profile
below, each officer and sergeant will get one skill from p. 90 of the LotOW
rulebook (randomly determined, but if an inappropriate skill is generated, then
a re-roll will be allowed at the referee’s discretion).
Officer
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
4+
|
4
|
3
|
3
|
1
|
2
|
4
|
2
|
1
|
Special:
Leader
Sergeant
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
4+
|
3
|
3
|
4
|
1
|
1
|
4
|
0
|
1
|
Special:
Loyal
Village headman
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
6+
|
3
|
4
|
3
|
1
|
1
|
4
|
0
|
1
|
Special:
Leader
Village Priest
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
6+
|
2
|
2
|
3
|
1
|
1
|
5
|
0
|
3
|
Special:
The Holy Bible (per Preacher in LotOW rulebook)
Sappeur
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
5+
|
4
|
4
|
4
|
2
|
2
|
4
|
1
|
1
|
Special:
Female civilian
S
|
F
|
St
|
G
|
A
|
W
|
P
|
Fa
|
Ft
|
4+
|
2
|
2
|
3
|
1
|
1
|
4
|
0
|
1
|
Special:
Hoy poloi
Soldier
S
|
F
|
St
|
G
|
A
|
W
|
P
|
4+
|
3
|
3
|
3
|
1
|
1
|
3
|
Special:
None
Grenadier
S
|
F
|
St
|
G
|
A
|
W
|
P
|
4+
|
4
|
3
|
3
|
1
|
1
|
4
|
Special:
Voltigeur
S
|
F
|
St
|
G
|
A
|
W
|
P
|
4+
|
3
|
3
|
3
|
1
|
1
|
3
|
Special:
Light infantry – ignore movement penalties for difficult terrain.
Cossack
S
|
F
|
St
|
G
|
A
|
W
|
P
|
5+
|
3
|
3
|
3
|
1
|
1
|
2
|
Special:
Life is precious. Cossack life,
that is!
Peasants
S
|
F
|
St
|
G
|
A
|
W
|
P
|
6+
|
2
|
3
|
3
|
1
|
1
|
2
|
Special:
Safety in numbers
Looking
at skills or abilities for hero characters, a brief list could include:
Swordsman
- rerolls 1s when using a sabre
Trick
shooter - ignores penalties for cover
Sharpshooter
- rerolls misses
Deadly
shot - adds 1 to wound rolls
Fury
- gets an extra attack when charging into a fight
Pistolier
- may shoot twice if armed with two pistols (still subject to slow reload,
though!)
Woodsman
- no movement penalty for woods
Nimble
- may reroll failed movement tests (jumping, climbing etc)
Dodge
- gets a save against being wounded by shooting
Born
in the saddle - +1 to riding tests (thrown rider or jump)
Strongman
- no penalty for using two-handed weapons
Pugilist
- counts as armed with a hand weapon even when unarmed
Dash
- may take a second move in the shooting phase instead of shooting
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