Monday, 13 April 2020

After Vier Arme: and a rules summary

Following-on from the action of Vier Arme, let's have a little post-battle analysis, a summary of my  'Portable Seven Years War' variations on Bob Cordery's 'The Portable Napoleonic Wargame' rules, and brief  thoughts on where to go next.

First of all, I hope everyone reading is keeping well, staying home and getting through the current 'lockdown' as best we can. One of the few upsides is the increase in frequency of postings from many bloggers - thanks everyone!

Vier Arme turn 3 : in the thick of it
Post-match punditry :  I had a great time with 'Vier Arme'  ( or rather 'One-Hour Wargames' Scenario 11, Surprise Attack by Neil Thomas ). It was all  action right from the start, such that by turn 3 the defenders had been attacked from front and rear simultaneously, only for the attackers to be immediately hit from behind themselves!  The advantage kept on swinging from one to another, and despite what looked like a very precarious position for the Austrians, in terms of rank and file  casualties it was exactly even.  But of course, the decisive factor was the death of the Prussian commander, poor old Eric Von Kleist. Disaster for the Prussians!
  
It's also worth point out that not for the first time, the dash and impetuosity of the cavalry was a problem - the Prussian Horse Grenadiers' last charge at the depleted Austrian cavalry led to a tangle with two Austrian infantry units, resulting in the near-destruction of the Horse Grenadiers,  and pushing their army past its Exhaustion Point. If the Prussian cavalry had been content to hover menacingly on the flank, and allow their comrades in four  battalions of infantry to pour musketry at the Austrians, things might have been very different.

Sources close to Pundit von Lineker's post-action intelligence report tell us that once again, the Austrian 'Grenzer' foot unit was their outstanding performer, having taken no less than 8 Strength Points off the Prussians - and in only 3 rounds of shooting - it was of course their firing that killed Von Kliest! On the Prussian side the 1st Battalion 44th Fusiliers put up a good show, their musketry scored 6 hits in 6 volleys. Only 1 SP loss to the Austrians as a result, but no less than 5 forced retreats. Just a pity that Von Kleist, while with them, stopped two of the bullets coming back the other way. That was a lovely example of a complete change of narrative, utterly unexpected but entirely plausible, dealt out by Fortune in the shape of 2D6.  Just like life, really..


Portable Seven Years War rules modifications : a quick reminder

I've tried to make only a few changes to Bob's Napoleonic 'Brigade Level' rules, but catch something of the spirit of 18th Century warfare. So, in summary, here's the current version:

(i) Infantry  Square formation  is not allowed.

(ii) Infantry in  column may not move into contact with enemy units. Column is for marching, not attacking.

(iii) Horse Artillery  is not allowed.

(iv) I removed the modifier ( +1 or +2 ) for cavalry initiating  close combat against infantry in Line - and did  not use the 'infantry in line vs. Cavalry' hit resolution table.  Infantry in line should be able to repel cavalry with their disciplined volleys of musketry.

(v) BUT Infantry in line,  in their second round of close combat against cavalry, where the infantry suffered a hit in the first round and the cavalry did not suffer a hit : decrease the D6 die roll score by 2 . The infantry formation is assumed to have been 'broken into' and disordered by the cavalry.

(vi) Musket-armed infantry firing at long range (3 grid areas):  decrease the D6 die roll score by 2

(vii) Musket or rifle-armed infantry firing their first volley in the game:  increase the D6 die roll score by 1.

And that's it. Having only actually played two games so far, the rule about cavalry breaking into an infantry formation has not been used yet, but it seems fairly sensible - cavalry get no initial advantage in attacking infantry in line, as the disciplined musketry of line infantry is assumed to be capable of giving the cavalry pause for thought, but if the horse manage to make contact and get lucky in the first close combat round, they should then gain some advantage. I'm hoping this encourages cavalry to try for flank or rear attacks on infantry, rather than risking frontal attack in the teeth of that musketry.

Turn 8: Prussian High Tide,  Horse Grenadiers try for the kill..
I had a couple of moments of uncertainty with the rules in the Vier Arme battle which are worth noting :

(a) When a unit found itself in close combat with multiple enemy units, should there be any disadvantage to that unit?
I couldn't find anything in Bob's rules , and wondered about that.

I wasn't sure if an attacking unit contacting two enemy units had to fight them both - but I had not spotted footnote 20 on page 17 of Bob's book, which specifies that when a unit enters a grid area adjacent to two or more enemy units, it can choose which enemy unit it must turn and face.  So the attacking unit can choose which enemy to attack. Luckily I had made that assumption during my game.

For a unit which is attacked by multiple enemy units, I thought 'shouldn't they have  a 'minus' on the die roll in close combat?'  But of course, as Bob pointed out, just by being forced to fight two close combat rounds in succession, they run more risk of suffering hits, so there is already a built-in disadvantage - and the attacker gets to choose which of his units attacks first.  I think that's a really nice, elegant example of keeping things simple.

(b) When the Prussian Horse Grenadiers charged the Austrian Gunners from behind, I thought 'those gunners will take a beating now',and noted that the cavalry added 'plus 2'  to their close combat die roll. But I was slightly puzzled that the  artillery unit only suffered a 'minus 1' on their die roll, for being attacked from flank or rear. So the cavalry were very unlikely to take a hit, but the artillery only slightly more likely to suffer. They needed a 4,5 or 6 to survive unscathed, and duly rolled a 4.  I was intrigued by that, and couldn't resist querying with Bob - should the gunners have had more of a disadvantage in that melee?  His answer was very interesting, and I will quote it here:

"Cavalry attacking guns is a problem on the battlefield (think of the Charge of the Light Brigade, for example) … and something that they would only do in extremis. That said, when it did happen, the gunners usually waited until the last minute, and then either ran or hid under their guns where the cavalry could not get to them. This is what happened when the French cavalry charged the British artillery at Waterloo, with many gunners literally throwing themselves under the muskets of nearby infantry squares to get away from the French cavalry". 

I'm happy to admit, I hadn't thought of that!  Very interesting, and perfectly explains why Bob's close combat die roll modifiers are set up that way. Thanks Bob!

Lastly on the rules, as a result of Von Kleist's sufferings,  I did wonder if a wounded or dead commander should result in a reduction in the die roll for Initiative?  Well at first glance, maybe yes.. And then again?  Think of turn 3 - the Prussians won initiative and their cavalry thundered into the attack from the Austrians rear.. but then the Austrians, moving second, received their reinforcements and were able to turn the tables completely with an attack on the rear of the Prussian cavalry! Is it always advantageous to take the initiative and move first?  Maybe I'm not so sure. 

The End: von Keist is down,  his troops withdraw
Finally, where next?  With one drawn battle and one outright defeat which cost them their commander, the Prussians incursion into Austrian territory has pretty much failed, and they are keen to extricate themselves,  slink back to their bases, and give old Eric 'full military honours' . But will General Dachs let them get away?  I think some sort of pursuit or rearguard action is in order.

And R.I.P. Eric von Kliest.  I had fondly imagined a long relationhip between Dachs and von Kleist, as they  took on distinct personas in the course of many battles - only for old Eric to 'bite the dust' second time out!  But that's part of the fun, you never know what the dice will serve up.   One thing for sure, the Prussians need a new commander, someone has to step up and take charge. In honour of their original recruiter, I think the name 'Eric' needs to live on.

One suggestion is for the acting Prussian leader to be the one and only Eric Diehalbebiene...  

We'll see, next time!  Keep well and safe, everyone.




9 comments:

  1. Nice post match analysis. Will von Scherer or Johan von Recht be analysing the next one?

    Kleist’s replacement could always be another from that family. I can’t remember where I read it (and I can’t find the reference now) but I think something like 22 members of the Kleist clan served in the SYW. A brother or cousin might be keen to get revenge.

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    1. von Scherer or von Recht - very good! ( I know they don't have any football to watch now, but let's not hold our breath..) I know nothing of football, but am finding on-line German/English translation tools very handy. Probably committing multiple crimes against good grammar, though.
      Yes, loads of von Kleists, it seems!

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  2. An interesting postmortem, David. On the matter of Cavalry vs Infantry, I am always a bit concerned about prescriptive rules - e.g. infantry can't form square. Now, the thing WAS occasionally practised, but, from what I can gather, only when the unit in question was isolated (and therefore its flanks otherwise unprotected). You are right that the infantry could see off a frontal attack. A flank attack could be disastrous (Kolin). I gather that the standard of musketry overall - even by Prussia's opponents - was far higher during the 7YW than it generally became during the Revolutionary and Napoleonic Wars. A possible approach MIGHT be to beef up musketry in a 7YW rule set, for infantry in line, or else penalise it for units in square. Well... maybe.

    Columns might be employed to storm defiles or fortified places, but I'm not sure how that can be made to work in a rule set having the virtue of simplicity and quick play! That's even supposing it's worth troubling about.

    On the family Kleist, 23 are said to have died in the service of Prussia, out of 58(!) who served. Big family. Here are five of them: Frederick William (Friedrichs Wilhelm) von Kleist; Ewald Cristian; Henning Alexander (x2, one who survived the war), and Franz Casimir.

    Cheers,
    Ion



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    1. Ah it was even bigger than I remembered. Thanks Ion.

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    2. Thank you, Ion. I suspect a good approach is to perhaps have 'special rules' in scenarios where a defile might be attacked, etc, and thus keep the main rules simple. I'm a bit intrigued as to when the square actually came into use, as a common tactic for which troops would 'know the drill'. I suspect Mr Nosworthy's books might help. But I'm happy to not use it here, it just 'feels' too much like a Napoleonic tactic.
      On the von Kleists, indeed a large number! Having bought the figures, I think I had better read and learn more about them, it will no doubt be interesting. By pure chance and impulse buying I think I have wandered into a nice little side-shoot of the standard 7YW narrative.
      With naming commanders - please forgive the whimsy, but I think I want to keep 'Eric' in the frame somehow, in honour of the late Mr. Knowles, who sounds an interesting ( and formidable ) chap!

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    3. I read of a couple of instances of (I think) Prussian infantry forming square. But, if memory serves, neither was on a major battlefield. Rather, they were cases of isolated infantry units caught unsupported by enemy cavalry - possibly lights. Of the two combats, it was a case of Square 1 - Cavalry 1.

      Again this might be a case for 'scenario specific' rules, for an infantry unit far from friendly support (say, so distant that enemy cavalry could pass between the isolated unit and friends without entering a zone of control). But it does seem that the rarity of the practice is such that it may be ignored.


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  3. Really interesting post and great to read how your rules are evolving. I had a similar crisis regarding one unit in close combat with two enemies but Bob put me back on the right track! I like that you have a record of the Grenzer's successful actions; it gives a unit more depth and is something I'd like to do in future. Looking forward to reading the next report.

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    1. Thank you Maudlin Jack! Yes, Bob was very helpful with explanations. I very much like the way the rules keep things very simple, but do cover most eventualities. Of course we can add more 'chrome' if we like, but maybe go easy.
      Thanks to early exposure to Charles Grant especially, I think the 'story' element is big part of the fun - and with small actions at least, it's easy to take notes as the game progresses. Whether I can keep that up, we shall see..

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