Thursday, 26 January 2023

Seven Years War action at Kolin

John treated us to a bout of Seven Years War tricornes: Frederick the Great's Prussians attacking Field Marshal von Daun's Austrians at Kolin, near Prague, in 1757. Historically this was a Prussian defeat: FtG's attempt at outflanking the Austrian position failed as the Austrians detected it in time to simply shift to their right. The Prussians ended up assaulting a solid line of Austrians with formidable batteries on high ground, protected by villages and crops teeming with Grenzer light infantry in front of the main line.

The ruleset was our friend Keith Flint's Honours of War (not Die Kriegskunst as I wrongly advertised in my previous post). Last time I tried HoW was in 2018 and I think that may have been the last time John ran a game too: Spittelwitz. Consequently there was a certain amount of fumbling through rulebook and charts, plus John had set the armies up a bit far apart, so it was a while before we even got to grips. Also, HoW uses a system of alternating brigade activation. As there were six of us and we'd had a slow start, we soon binned that and just went by alternate sides, which worked perfectly well and was three times as fast.

On the Austrian right, our horse got the worst of a cavalry melee but usefully delayed the Prussian left's advance. My Grenzers also fought a successful delaying action, diverting the Prussian centre, which never came fully into action. On the Prussian right, Dave finally got impatient and marched into the teeth of the Austrian guns just to demonstrate the combat rules, which he did, with predictable result.

Part of my Austrian command. General Wied surveys his grenadiers, backed up by some line infantry and a cannon. 10mm Pendraken figures from John's collection, I believe, but I could be wrong.

And here's what happens when 10mm figures fight on a 28mm battlefield - they're very spread out and have to march a long way before the fighting starts! Dave's Prussian brigade marches towards Nick's Austrians comfortably ensconced on defensible heights in superior numbers. What do we think's going to happen?

Reflections

Well, this was just a bit of fun and variety, really. Even though we didn't exactly know what we were doing, we all had a good time and it was nice to do something different. I don't have anything more profound than that to say this week.


Monday, 23 January 2023

A wargaming buffet

Readers of this blog and other fora where I post regularly could be forgiven for thinking I only ever play BBB. Actually that's not the case at all, I regularly sample different wargames across different periods and scales. January has been particularly rich in this respect. In the course of a four-day holiday gaming weekend I got to play:

As a rules author myself, I try to steer clear of commenting on others' rulesets, so let me limit myself here to saying that all the games were good fun and justified their inclusion in the weekend's agenda.

No profound reflections this time, just a selection of photos to give a taste of the range of games and a look at my friends' nice figures.

Classic wargamer fare: d'Erlon's attack on the Allied left at Waterloo, played with General d'Armee. The British line waits as the French I Corps rolls forward past La Haye Sainte. Old Nosey himself right of pic close to his elm tree (out of shot).
 
The Dutchmen of Bylandt's brigade about to take their customary pounding before our French right hook inside Papelotte rolled up the Allied line. 15mm figures from Rob's collection.

Wars of the Roses action using Test of Resolve. Mark F's 28s. I took the role of the Duke of Somerset at the battle of Hexham, with his stirring warcry of "orroight moy luverr" (with apologies to our West Country readers).

The two destroyers I commanded in scenario 1 of Mark's 2-scenario Narvik mini-campaign using Fire at Sea. Our British team managed to change history - oops. Maybe I should stick to land battles.

Our O Group game was an in-person edition of the Tai'erzhuang remote game I reported on a year ago. This gave me the chance to admire CB's beautiful armies up close. Here we see some of his Chinese with their eclectic assortment of equipment from various obliging arms dealers ...

... and their foes, the sons of Nippon.

Had to dedicate a pic to this exotic beast, the Japanese SS-Ki flamethrower tank, behind its more conventional friend, the Type 89 I-Go.

Not to be outdone, the Chinese fielded these gorgeous little amphibious tanks. $50 a model, CB said. For some reason he was not impressed by my suggestion that he should get duplicates and cut them down for when the tanks are swimming.

A splendid red line of British regulars at Saratoga. Scott's 28s.

Upstart rebels preparing to live free or die.

The battle of Freeman's Farm (Saratoga) kicks off.

Professor Murray's map game used two maps covering the two theatres of operations in Italy and Germany. He uses this to train US staff officers. It highlights problems such as cooperation with allies, the importance of the changing political context, logistics, sieges, weather, and other aspects that don't often make it onto wargames tables. Here we see matters come to a head in the Po valley as the massed French field armies give the Austrians a bloody nose, while a small French force upper right menaces allied supply lines, dragging big Allied stacks away from the main action. BBB players may guess at the genesis of the combat results table at bottom left.

And this is the Germany map. The green stripe down the left part is the Rhine valley; the white patch along the bottom of it is the mountains of northern Switzerland. Little discs are fortress garrisons, big stacks are field armies (blue = French, grey = Austrian, green = Russian.) Not sure what happened here as I was fighting in Italy, but I think the French have repelled an aggressive Austrian incursion and wiped out an Austrian army.

Tonight's entertainment will be something different again: Seven Years War, the battle of Kolin, using the Kriegskunst rules. More on that in due course, no doubt.

 




Saturday, 21 January 2023

Newly published: "Hungary 1849: The Summer Campaign"

I am delighted to report that my latest book was published this week. "Hungary 1849: The Summer Campaign" is the sequel to "Hungary 1848: The Winter Campaign". Together, these two volumes provide a complete and very detailed military history of this epic year-long struggle.


The previous volume has had some very kind reviews, e.g.:

- by "Balkan Dave" Watson

- by Colin "Carryings on up the dale" Ashton

- by Mike Huston on "Hamsterwrangler"

and others. I hope "Hungary 1849" will be equally well received.

As this blog is mainly aimed at wargamers, let me remind you that, if you want to wargame the battles described in these books, scenarios for 16 of the most important ones are to be found in my BBB campaign supplement for this war, "Bloody Big Hungary '48 Battles!".


Thursday, 19 January 2023

Bigger than Gettysburg: Chancellorsville (1863)

Gettysburg receives plenty of attention from us wargamers - deservedly so, as it was such a large battle and a turning point in the American Civil War. But an even bigger ACW battle took place just a couple of months earlier at Chancellorsville and is relatively neglected. Let's compare them.

Gettysburg: ~180,000 men (105k US vs 75k CSA) fought for three days on about 5 miles of front.

Chancellorsville: ~195,000 men (134k US vs 60k CSA) fought for four days on about 15 miles of front.

Perhaps the sheer scale of Chancellorsville is the reason why we so rarely see it on wargamers' tables. This makes it an obvious challenge for "Bloody Big BATTLES!" to take on. Consequently I wrote a scenario for it in December (the only one I'd written all year) and we got to fight it twice last weekend.

Chancellorsville was remarkable for its repeated dramatic manoeuvre by both sides: Hooker on the US side taking advantage of the screen provided by the Rappahannock and Rapidan rivers, while Lee's Confederates exploited their interior lines. To provide space for these manoeuvres, I therefore had to break my usual rule of fitting everything onto 6'x4' and go for an extended 8'x4' table - still achievable for most gamers, I imagine. I also had to add a scenario special rule for strategic redeployment during the night intervals. I limited the scenario to three days for playability, as historically the fourth was just minor skirmishing after the issue had been decided.

The number of units is not huge, so the scenario would be perfectly playable with just two to four players. We were blessed with eight, which meant each side could have the luxury of a C-in-C player directing operations. It also meant frequent noisy command conferences - the sweeping manoeuvres created lots of dramatic changes of situation, which generated heated debates by one side or the other every couple of turns as the players argued about how to un-FUBAR a FUBARed position ... (see my essay on "Changing situations mid-game".)

The Chancellorsville game was scheduled as the Saturday night game for a four-day holiday weekend of gaming. It went down so well that we changed the agenda so we could refight it on Sunday morning, with some orbat tweaks from the previous day. The first game saw the US try to replicate Hooker's heavily weighted right hook; this was stymied by vigorous CSA response aided by some very effective work by JEB Stuart's cavalry in the Union rear, while the US left smashed itself against the CSA entrenchments above Fredericksburg. Result: an emphatic Confederate victory.

Game 2 was very different. Both sides chose to emphasise the eastern end of the battlefield more: the CSA electing to attempt a pre-emptive push across Banks's Ford and US Ford, where the US had also kept more of their troops. This time JEB's dice let him down badly so the US was able to force him eastwards, while taking advantage of the CSA's eastern push to form a solid line east of Chancellorsville itself. The CSA's initial attack never really got started before they realised they had to counter-attack the US right. Bad dice cost them two precious turns in launching that, by which time it was too late. Thus the Union claimed victory and revenge.

This was a terrific game in all sorts of ways and I am sure this scenario will be rolled out again regularly.

A few annotated photos show the battlefield and some of the action. Scroll past these if you just want to read my reflections.


View of the whole battlefield, looking south across the Rappahannock. Fredericksburg on the left with Marye's Heights behind it. Two US observation balloons lower left at Falmouth and above Banks's Ford. Confederate forces clustered around Tabernacle Church in the centre, while Hooker's right hook has arrived around Chancellorsville right of pic. This shot shows how heavily wooded the battlefield is, which makes the road network vitally important. 15mm figures from Scott's collection.

Close-up of the Union left in front of Fredericksburg. In game 1, the two US corps here destroyed themselves in poorly coordinated frontal attacks on the Confederate entrenchments.

Banks's Ford, left/centre. The half-strength Confederate artillery unit withstood all attacks in game 1 but was outflanked and overwhelmed in game 2.

The US right around Chancellorsville. Stuart's cavalry (top right) made a serious nuisance of themselves in game 1, badly damaging the righthand US corps and threatening the Union line of communications. Game 2 was a different story as the Confederates chose not to contest this half of the field while they attacked in the east.

Reflections

Battlemats: we didn't have one for this game, but it is definitely worth making one. The terrain is pretty complex, lots of woods and an extensive and important road network, so it took an hour or so to set it up. A roll-out battlemat would save a lot of time, and the scenario has so much replay value that it would be a good investment.

Contrasting armies: the blue and the grey have a lot in common (similar uniforms, the same limited variety of weapons, fighting from the same drill book) which can make lower-level tactical ACW games a bit dull. But at the army level, this Chancellorsville game really brought out the differences between US (hamstrung by command and control problems, full of raw and fragile units of near-mutinous short-timers or unhappy Germans) and Confederate (agile and audacious command, confident and aggressive troops).

Multi-player games can be tremendous fun. This scenario was ideal for our large group. Nobody was stuck in a corner with nothing to do; nobody had to wait half the game for their command to enter the table; there was action everywhere from Turn 1 and decisions to make in every sector.

The virtue of space: the large table and low troop density allowed for lots of movement. The strategic redeployment in the night turns made this even more dramatic. The resulting changes in the game situation each turn made for a really exciting game. 

Strategic options add replay value. The extensive front line and the ability to shift pressure to different points along it allow multiple plans for both sides, so there are multiple ways to win (or to lose).

"Benny Hill-ery". Mark wasn't happy with how Stuart's cavalry acted as a combat unit that could dance around and required a whole US division to chase and fend it off, rather than just a brigade parked to protect the fords in the US rear. He described this chase as a "Benny Hill" moment that spoiled the narrative of the game for him. In the revised scenario I'll make the cavalry less potent in combat but I'll still keep them as a unit rather than an area effect.

Balloons! The US had two observation balloons operating near Fredericksburg. These didn't have any game effect (they were as much a hindrance as a help, as the Confederates gave them plenty of fake campfires and fake campsites to observe) but made for a nice table ornament.

Bourbon: the essential ingredient for any ACW game!

Tuesday, 3 January 2023

Borodino = majestic

What Napoleonic wargamer worth his salt doesn't aspire to refight Borodino? The emblematic battle of Napoleon's doomed invasion of Russia is as grand and glorious as Napoleonics gets. (And as grim and horrible: some 70,000 of the 250,000 on the field were killed or wounded in this sanguinary contest.)

We last tried it in 2018. After that playtest, Mark revised his scenario. As if his Tyrol game were not enough fun for one Christmas holiday, he then rolled out Borodino for us last week. (Having also played it with Colin in the interim, per Colin's blog post here.) "Us" was just 2.5 players: Mark as the Russians, me as the French, with Crispin commanding the French left for the first half of the game. Despite being short-handed, we rattled through and finished in about four hours of play - and most excellent play it was.

The short summary is this. We started with a big right hook around the fleches and a pinning attack on the Raevsky redoubt. We shifted pressure to the centre to distract Russian reserves, then stormed the fleches from the south. Poniatowski and Murat got far enough round on the right to threaten the Russian line of communications, but endless Russian reserves eventually stalled them, while more Russians menaced our own LOC on our left. The climax saw the Garde Impériale committed to counter that and attempt to storm Borodino for the one more objective needed for a French win. They came within a moustache whisker of getting in, but Russian artillery made the difference. Result: an epic, tense, gripping, see-sawing, honourable draw.

The following photos give a bit more detail. Skip past them if you want to get straight to my reflections at the end.

La Grande Armée: Davout's corps contemplates the Rajevski redoubt and the fleches.
Figures are 6mm Baccus from Mark's collection.

The battlefield is dominated by the high ground crowned by the Raevsky redoubt (left centre) and fleches (right centre), flanked by the villages of Borodino (across the river to the left) and Utitsa (in front of the woods to the right). Russian opolchenie militia hold the woods, while massed reserves are on the high ground to the rear and lining the river top left. French in the lower half of pic, L to R: Eugene, Ney, Davout, Poniatowski, backed up by Murat's cavalry and with Junot about to arrive. From these starting positions, we broadly advanced everything at 45 degrees to the right, leaving just one division facing Borodino, so that we could weight our right hook through the woods on the south.

Attacker's view of the fleches. That gun on the left looks worryingly like an 1870 Krupp, manned by Bavarians! (This big game stretched Mark's collection a bit.)

The garrison of the Raevsky redoubt. We had three or four goes but never managed to take this.

Opening clash on the right. We clattered unceremoniously into the Russians, ejected them from Utitsa, and smashed the militia back. This set us up nicely to wheel left and outflank the fleches.

Less success in front of the Raevsky redoubt, where Crispin's pinning attacks took painful casualties from murderous Russian cannon fire.

Our right hook progresses. On the far right, the militia are being pursued through the woods. Top right of picture, the two units nearest the road are Poniatowski's and Murat's men taking the line of communications objective (white counter on the road). Left of pic, that big solid line on the hill is Davout's and Junot's corps, about to storm the fleches. Top left corner, the units with yellow cubes are French as well, in post-assault disorder having punched into the Russian centre. Looking good for Napoleon!

Same turn as the previous pic: Eugene and Ney balked in front of the Raevvsky redoubt. Top left are the first waves of Russian reserves approaching to spoil our fun. By the stream confluence lower right: Napoleon himself overseeing our punch in the centre.

And now we skip forward a few turns to see the climactic assault by the Imperial Guard. The division on the left has been repelled with loss; that on the right, supported by the guard cavalry, has fought its way across the stream but not quite had enough impetus to get into Borodino (top right).

Reflections:

Majestic! This was a larger game than normal. Our typical BBB scenarios have maybe 15 units a side. This was more like 25 a side (plus artillery). That meant the whole game felt grander. When you need to shift a corps from the centre to the flank, moving two units rather than one somehow makes it a more momentous decision. Similarly when multiple Russian reserve units were released, it was more daunting than if it had just been one or two. The ebb and flow of the battle happened in great waves of units. It really captured the magnificent, epic, majestic feel you want for such a major battle. I wrote a brief essay on granularity in wargames. Borodino is evidently a case where extra granularity enhances the flavour. Hard to believe that 6mm figures on 6'x4' could provide such a sense of grandeur, but just ... wow.

Reserves. This is something I covered in a recent "Reflections on Wargaming" essay. They were an important feature in this game. Half the Russian force was not allowed to move for the first few turns, representing Russian uncertainty over where the hammer was going to fall, while the French received reinforcements most turns as troops arrived on the battlefield, culminating with the Old Guard. This helped to give the battle a definite shape and ebb and flow and tell a story.

Have a plan! Crispin and I conferred at the start, formulated a plan and stuck to it. Having a clear concept of operations made the decisions each turn easier. It worked well enough to give us a shot at victory on the last turn.

Lulls in the battle. In real C19 battles, it was very rare for every formation to be moving at once. Either because of fatigue considerations, or because of limited information, or command focus and command and control issues, in C19 'impulse warfare' some formations would sit passively while others were attacking, etc. Some rulesets try to represent this with mechanisms such as command points, initiative systems, cards, etc. By comparison, you could criticise BBB in this respect, in that theoretically you could move every unit every turn. However, in this Borodino game at least, it was notable that a major lull arose entirely naturally. There was a point in the second half of the battle where the French right had extended as far as it could, had taken some objectives, and had established itself in a line along high ground. The Russians there had been driven back behind a stream, where they too established a line, brought up reserves, and recovered lost bases. Although each side could have attacked to gain or regain further objectives on that flank, neither was inclined to do so. This felt very real (and looked good on the table).

Shot And Shield Supercast OK, I just had to smuggle this in. Scott Van Roekel, Grand Duke of Florida and creator of the Shot And Shield podcast on imperial-era wargaming, kindly invited me back, this time to talk about BBB and how it makes epic games like our Borodino one feasible and enjoyable. Scott is a great host and I like the style of his show, so I encourage you to have a listen yourselves and tell your friends if you enjoy it.


Before you ask: no, the scenario isn't in the BBB group files, but you might be able to get it soon. Mark has compiled a set of all Napoleon's biggest battles, which we plan to publish as another BBB scenario book. 



Friday, 23 December 2022

Xmas special: The Innsbruck Incident (1809)

Mark's Christmas games are a much-loved fixture in the OWS calendar. As they are so popular, and as our group has grown significantly this year, he had to accommodate ten of us around a 12' table and create personal briefings for all of us, each with distinct and not necessarily compatible objectives. He excelled himself and choreographed it perfectly.

The setting was the Tyrolean Rebellion of 1809: specifically, the Second Battle of Bergisel (near Innsbruck) on 29 May. Briefly, Napoleon gave the Tyrol to Bavaria after defeating Austria in 1806. The Tyrolese were not happy and when the Fifth Coalition resumed war in 1809, they revolted.

I found myself in the role of Generallieutenant Graf Bernhard Erasmus von Deroy, commanding 3rd Bavarian Division, charged with repelling the rebel attack on Innsbruck with the aid of my loyal lieutenants Vincenti (Mike), Seydewitz (Bruce) and Siebein (John). The hills were alive with rebel Landsturm, Schützen and irregulars, backed up by a few Austrian regulars. Mike covered our eastern flank against Crispin's Schützen; John had to fend off Luke and Ben's irregulars arriving from the west; Bruce and I were confronted by the enemy main body approaching from the south over the Bergisel (Dave T, Phil and Nick with a bit of everything, including artillery and even some cavalry).

It was non-stop fighting on all fronts from the off and rocked along so fast that I can't really tell you what was going on outside my central sector. There was more fog of war than in our regular BBB games: we didn't know how many game turns we had to hold on for, the ref sprung surprises on us all (ammunition shortages, armistice proposals, etc), and it was punctuated with Xmas crackers being pulled to decide such things as Tyrolese falling log traps or Bavarian cavalry rallying. Four photos briefly tell the story:

Looking west along the valley of the Inn! Bavarian main body clustered around Innsbruck in the centre; flank guards top right and bottom of pic; rebels about to swarm over the mountains from the south (left).

How things looked from where I was sitting on Turn 1. My three small triangular Bavarian units in echelon above Husslhof, backed up by Seydewitz's cavalry, are all that stands between the rebel masses on the mountaintops and Innsbruck (off bottom of pic), not to mention our precious ammo wagons.

A closer look at the foe. White-coated Austrian regulars top left; Schuetzen lower left; and 1000s of irregulars clustered in prayer around Father Haspinger's cross. 6mm figures by Baccus. The scythemen with the Tyrolese flags are a mix of WEC13 Armed Peasants and YG1 Yodelling Goatherds.

Endex. Hard to tell, but the only Bavarians left on this central sector are two of my infantry units holed up in Husslhof and Wilten and a lonely battery by the wagons, which have just been overrun by Tyrolese Landsturm. The mob at bottom centre are more rebels who snuck round into our rear, probably to the dismay of the good burghers of Innsbruck. Not sure how this added up to a Bavarian victory - credit to Mike on our left (out of pic), methinks.

At game end, Mark totted up victory points for us according to our individual objectives. I think I got a respectable 3VP, but our most successful Bavarian was Mike with 4VP, and our Bavarian players' combined total was enough for a Bavarian win. However, the winning individual player was Phil, who I think was the Capuchin priest, Father Joachim Haspinger, and who earned 5 VPs for repeated charges by his zealous congregation. But who cares who won? It was splendid good fun and a perfect way to round off what has been a really good year wargames-wise, not only in terms of quantity and quality of games, but also - most importantly - because our happy band is growing and thriving. Merry Christmas and a Happy New Year to you all, and here's to more of the same in 2023!

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Previous Christmas specials: 

Jaithak (Gurkha War, 1814)
Khoosh-Ab (1857)
Amoaful (1874)
Java (1811)
Caucasus (1845)
The first one Mark ran was Magdala (1868) but sadly I don't have a record of that.

Thursday, 15 December 2022

On rules for committing reserves

I am fresh from an epic game in which commitment of reserves was crucial. Maintaining a reserve is a rather fundamental principle (even if it doesn't make it into the UK military's list of 10 principles of war these days). Any real-life general will keep troops in reserve: to exploit success in the attack; to plug holes and counter-attack if defending; and generally to respond to unexpected or adverse events. This is mainly because of fog of war, something which our tabletop games don't do very well. We wargamers with our helicopter view usually know how many troops our opponent has, where they are and what they are trying to do. It is hard to achieve deception and surprise, so there is not as much incentive as in the real world to hold troops back just in case.

Some rulesets make an effort to address this by various means. Units that are formally designated as reserves may enjoy certain advantages in exchange for initial restrictions. Units beyond a certain distance from the enemy might qualify. Command point systems or card-driven mechanisms might reward players who keep a reserve.

"Bloody Big Battles!" (BBB) makes no special provision for reserves in the rules as such. However, BBB relies on historical scenarios, and a number of the published scenarios do specifically deal with reserves in different ways. I list a few of these below, but first let me talk about the game that provided this talking point.

The Chernaya (1855) was the biggest battle of the Crimean War. In November the guys played it while I was away - see their composite report here. They had such a good time that Crispin decided to run it again (plus he'd put a lot of effort into making the custom terrain). He and I got to be the Russians against Dave and Mark as the Allies. Victory or defeat hinges on how long it takes the Russians to commit their reserves - more than half their army. The scenario stipulates that the reserves are not released until a Russian unit has crossed the Aqueduct (the line the Allies are defending) and held off any Allied counterattack in the following turn.

We had to fight this one and a half times on Monday evening. Our first attempt was abortive: every Russian attempt at crossing the Aqueduct was either repelled by deadly Allied fire or driven back again before it could establish a foothold. After four turns of failure we accepted defeat, reset, and tried again with a slightly different plan. It was still touch and go, but by the skin of its teeth one Russian brigade clung on on the far side and the Russian hordes were unleashed. After that there was still plenty of furious fighting to be done, but we were eventually able to report a victory to the Tsar, albeit with a horrendous casualty list.

Looking south from behind the formidable Russian reserves (infantry lower left, artillery lower right). The substantial Russian cavalry reserve is out of shot to the left. The River Chernaya and the Aqueduct snake across the middle of the table. The infantry columns of the Russian advance guard are pushing across into the teeth of intense fire from the French line at the foot of the Fedoukine heights (four white objective markers indicate N, S, E and W Fedoukine). French reserves mostly came down from the Sapoune Ridge (top right). Sardinians out of shot guard the French right flank.

It is hard to overstate just how tense and dramatic those turns 2-4 were, while we were desperately trying to cross the Aqueduct and the French were trying equally desperately to thwart us. This 'trigger condition' for releasing reserves lent real urgency to the early moves and made every assault seem crucial and exciting.

Added spice was provided by the Allies' decisions over their own reserves. They have several French divisions available, including the Imperial Guard, as well as the British cavalry division. They may commit as many of these as they wish, at any time - but the more they commit, the greater the risk that this will cost them victory points (representing bad press back home about how serious the Russian attack was and/or how nervous the Allied generals were). This alone meant they had important decisions to make virtually every turn.

This game was truly epic and memorable, and the way the scenario handles reserves had a lot to do with it. This one scenario offers two different approaches. I have surveyed the available BBB scenarios and identified a few other possible ones. We might categorise the various options as follows. I have tried to group them into related types ('Take what you're given', 'Earning it', 'Preventing it', 'Paying for it'):

Take what you're given (simple basic approaches, no choices for players to make)

1. No restrictions. All troops on table, players may commit any and all as soon as they like.

2. Scheduled reinforcements. Frequently, BBB scenarios provide for troops to arrive during the course of a battle at around the time and place where they did historically. The players typically have some latitude over the arrival points for their reinforcements, but no influence over when they arrive, e.g.: 'Arrive Turn 3 within 12" of SW corner".

3. Scheduled release. Commonly a scenario states that certain units may not move on the initial few turns and specifies a turn when they will be released for use. This is a simple way to reflect the fog of war and limited information that usually prevents a real general from going 'all in' on Turn 1. Published BBB examples include the French at Gravelotte (1870), Beaumont (1870), or Sedan (1870); likewise the Italians at Custoza (1866) or the Russians at Metschka-Tristenik (1877), among many others.

Earning it (players' success or otherwise during the game affects what reserves they receive)

4. Triggered release. Similar to the Russians at the Chernaya, in the BBB scenarios for the Second and Third Battles of Plevna (1877) Russian reinforcements are triggered by the Russians capturing certain Turkish redoubts. This represents the decision to reinforce success. Pered (1849) also has such a 'triggering condition'. The Hungarians need to capture at least 3 objectives on Day 1 to be able to commit a reserve corps on Day 2, otherwise it has to wait until Day 3. In a draft scenario for Antietam (1862) I tried a trigger condition for releasing Porter's V Corps. 

5. Wrestling for advantage. Nagy-Salló (1849) is effectively an encounter battle in which the majority of both sides' troops arrive as reinforcements, subject to die rolls. The trick is that whichever side holds the central objective (the village of Nagy-Salló itself) is deemed to be accordingly more confident, so gets a +1 on its dice for committing reserves. This is the only scenario in which I have used this device, but it works so well I think it deserves to be used again.

Preventing it (players' success can stop enemy reserves being released)

6.  Deterrence. Montebello (1859) takes the choice out of the owning player's hands but lets his opponent influence it. The outnumbered French are trying to make themselves look bigger than they are by acting aggressively. An Austrian reinforcement unit arrives every turn unless a French charged on the previous turn. This represents the Austrian commander's caution in the face of French counter-attacks. It's a rather specific situation, but this is certainly a successful way of recreating it.

Paying for it (players can choose to commit reserves but risk paying a price of some kind if they do)

7. Victory point gamble. This includes the Allies at the Chernaya, trying to calculate whether the chance of retaking a lost objective is worth the risk of losing a victory point by committing the reserves to do so. Balaclava (1854) is similar to The Chernaya in that both sides risk sacrificing victory points if they choose to commit reserves. Sepsi-Szent-György (1849) offers another variation on this: the Hungarians have the option mid-game of committing additional forces - but if they do, their victory conditions also get harder. The fact that they have that option obliges their Austrian opponents to keep back some reserves themselves to guard against that possible additional force.

8. Schwechat (1848) is an interesting one. The Austrians are defending against a Hungarian army that is marching to aid the besieged revolutionaries. Turn by turn, the Austrians may commit reserves from their besieging force to help to fend off the Hungarians. However, the Hungarians have a one-time die roll to see if the Viennese will sortie against the Austrian rear - and the more Austrian reserves have been committed, the higher the chance of a sortie.


This is by no means an exhaustive list. There are undoubtedly many other ways of representing reserves: formal orders statuses, card activation systems, command point systems ... rather than try to list them myself, let me invite you, my loyal readers, to comment on what approaches you have seen used in wargames rules, and which you like and why.


This short essay is one of a series of 'Reflections on Wargaming'. If you'd like to read more such pontifications, see the full list here.

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Update added 18 December 2022

 

This essay was deliberately only half-written originally. I expected lots of feedback and I was not disappointed: dozens of you wrote thoughtful and considered responses on TMP, Pendraken and TWW. These deserve some review and commentary from me in return.

The responses I received fell into these broad categories:


What do you mean?

It was pointed out that I blurred the distinction between ‘reserves’ and ‘reinforcements’. Of course reinforcements may arrive and then be held in reserve, while reserves may be used to reinforce an attack or a defensive position. I hope that clarifies things.

 

I don’t see the problem

A number of respondents took the view that players should be entirely free to order all their troops around as they saw fit. I can see the case for that – in fact, my Chernaya scenario that prompted this post provides exactly that as a scenario option.

 

But let’s consider an obvious example I should have included to start with, namely Napoleon’s Imperial Guard. Napoleon usually saved these up until late in a battle, yet any wargamer worth his salt is likely to try to get maximum use out of his best troops. Do we think Napoleon was always doing it wrong? The BBB Waterloo scenario awards the Allies a victory point if the Guard infantry are spent or destroyed. That leaves the player the freedom to commit the Guard, but with a penalty if he loses them. Is that still too restrictive?

 

Also I will maintain that sometimes tying players’ hands a little initially is a suitable way to compensate for their perfect information and the absence of the uncertainty or ignorance or even deception that the generals suffered from on the day. I don’t want to straitjacket players and force them to repeat their historical counterparts’ plans and mistakes, but I do want them to face similar historical constraints so they can appreciate the historical problem.

 

Greater freedom of movement for reserves

I quite like Andy O’Neill’s simple summary: ‘Committed troops – you already gave them a mission. Wave goodbye. They’re out of your control. Reserves. You may give them a mission. Until you commit them to some action. Then, see above.’ It’s not entirely applicable to games of the scope of BBB that can encompass several days of battle, but it’s a fair point that reserves may be easier to move around the battlefield than troops that are already engaged. Readers offered various mechanisms to reflect this: shorter time to activate orders changes, double moves or longer movement distances, a +1 on activation rolls … ‘Daft interpenetration rules’ were mentioned as a problem deterring players from holding units in reserve. ‘Order, counter-order, disorder’ was given as a factor that doesn’t get enough weight in a lot of games.

 

Morale benefit of reserves

It was suggested that the presence of nearby reserves could/should help units to pass morale checks.

 

Fast-moving games encourage appropriate use of reserves

Readers noted that games that do not last enough turns and/or have large enough movement distances for troops to move far across the table encourage players to put everything in the front line early. By contrast, games with room for maneuver and with movement distances large enough to significantly change the situation quickly allow more unpredictability (necessitating reserves) and the opportunity to react (making reserves appropriately worthwhile). Steve Holmes used the phrase ‘zooming out’, i.e., the advantage of starting the game not when two battlelines are about to clash, but before they are formed, thus allowing for more approach maneuver, which also brings reserves, flank marches etc more into play. Phil Dutré rightly raised troop density – wall-to-wall troops don’t leave much room for maneuver, nor for unpredictability (though I suppose they might force creation of a second line aka reserve if there isn’t room for everyone in the first line!).

 

Similar but different, the game dynamics need to make it possible for a series of attacks and counter-attacks to happen during the course of a game, contra Murvihill’s complaint: ‘Most games I’ve played only have time for one attack before the game is over’.

 

I would say BBB meets these criteria – as Vincent Tsao’s review here reports, ‘Movement is generous […] A unit can cover a lot of ground if it is unopposed’. Activation rolls mean reaction is not guaranteed, so a prudent player needs to anticipate as well. Scenarios are often ‘zoomed out’ deliberately so as to allow time and space for maneuver. And as anyone who follows this blog will have seen, a typical BBB game will rarely be a simple story of a single attack. Instead, there is ebb and flow, thrust and counter-thrust, the tale will twist and turn a few times before it reaches its end.

 

Army break points militate against retaining reserves

Some noted that certain rule systems that use ‘army break point’ to determine victory reward players who put everything up front rather than retaining a reserve.

 

Who should have control?

There was discussion about whether it is both more realistic and more fun to have arrival/availability of reinforcements/reserves essentially random – at the whim of fate (aka higher command) rather than the player having any say.

 

Do game mechanics adequately reflect fatigue etc?

It was noted that rules need to give sufficient advantage to fresh troops vs spent ones, and to reflect gradual exhaustion and increasing disorder and attrition. Even if casualties are negligible, or even if not directly under fire most of the time, simply standing to for hours in sight of the enemy is physically and mentally draining.

 

One of Clausewitz’s most interesting quotes, in my view, is this: ‘Delayed commitment of reserves – or outflanking through time, to put it another way – is always a very effective principle in modern warfare.’ (Carl von Clausewitz, ed & transl Murray & Pringle, ‘Napoleon Absent,Coalition Ascendant: The 1799 Campaign in Italy and Switzerland, Vol.1’, p177.)

 

Time spent in reconnaissance is seldom wasted

John Salt observed how rarely this venerable military maxim figures on the wargames table. This brings us back to the fog of war aspect I raised at the start of this post. Rules or scenarios where reconnaissance to identify enemy strengths, locations and intentions plays a significant part are also more likely to see players husbanding reserves until they have a clear enough picture to commit them.

 

Rules that represent reserves well

The Blücher, Rommel, Chain of Command, and Sharp Practice rules got honourable mentions for how they treated the ‘greater freedom of movement’ or ‘fatigue and attrition’ respects.

 

  

Let me summarise, then. First, let me state that my games, and I assume yours too, are trying to achieve at least two relevant goals:

- To present players with a challenge in the form of either a historical situation as faced by a historical general, or at least a plausible one with some foundation in history;

- To provide an entertaining game.

 

Uncertainty and unpredictability are key elements for both goals. Historical generals always had to deal with unknowns, and good wargames also need to provide us with surprises.

 

Surprises can be generated by game mechanisms that have some random element and whose time-space relationships make it possible for dramatic maneuver to change the situation significantly in a turn or two. Such game mechanisms encourage appropriate use of reserves. There are many ways to do this. I believe BBB does a good job in this department.

 

Historical surprises or uncertainties can be represented by scenario-specific rules that put suitable constraints on players. It is by no means always necessary, but BBB scenarios demonstrate that there are many different ways to do this if required. The Chernaya scenario as reported above is a prime example of how this can generate a uniquely exciting game.

 

Let’s finish with another quote: “There are known knowns, things we know that we know; and there are known unknowns, things that we know we don't know. But there are also unknown unknowns, things we do not know we don't know.” ― Donald Rumsfeld, Known and Unknown