Showing posts with label Fire and Fury. Show all posts
Showing posts with label Fire and Fury. Show all posts

Fire & Fury - Game Report 6

The Battle of Brandywine Halt June 1862

Introduction

As a break from the "routine" wargames I decided to invite Kevin over for a game of Fire & Fury. I should say for the aficionados of the rule set. by way of Fire & Fury I do mean version 1 of the Brigade scale rules - which I purchased in 1994 and are still going strong. He had not played the game system before, however he is a very experienced wargamer and Fire & Fury are a very simple set of rules with which one cane become rapidly familiar with. The biggest challenge for him was to scale down from 28mm to 10mm figures!!

Scenario

The scenario I set up used a previous battlefield with some additional features. 

The black route on the terrain is the Virginia Central Railroad running from Richmond to the Shenandoah Valley. The railroad route, in this scenario, generally runs much East to West much further south than Brandywine. However, a few miles East it loops North and then runs East to West through Brandywine (as shown here) before dipping south again a few miles East to run Eastwards to Richmond. It is vital railroad to the Confederate cause as it brings supplies from the Valley and provides a means to send troops to the defence of the Valley.

General Kevin "Stonewall" Parry has been campaigning in the Valley and is aware of the vital significance of Brandywine, and he has gained intelligence form his spy, Theobold Aventure, that a Union Corps is advancing from the North East to seize and destroy the railroad at Brandywine. His mission is to seize Brandywine and destroy the Union Corps and to prevent it joining with General George B. McClellan outside Richmond.

The Union IX Corps General Colin "Ironside" Whittaker has been detached from the Army of Washington to seize Brandywine Junction, to destroy the railroad and any rebel supplies there, and then to reinforce General George B. McClellan.

The orbats were randomly generated. A vey nice and neat spreadsheet I downloaded as a resource in 1994 from the interweb, and which has stood the test of time to generate some really fun games. 

The Battle

The early movement saw both forces trying their best to move at speed to secure Brandywine. The Union were closer, but the Rebels had the advantage of the road. The Union's 1st Division is moving Willich's Bde into Brandywine, While Emory moves around the church on the right. Robinson has been deployed to protect the left flank. On the Right the 2nd Division is moving 2 Bdes forward, Marston on the left, Brandon on the right, to extend the line North. Parker's Bde remains in Divisional Reserve.

From the IX Corps Commander's position, looking down the road running westwards, he can see the dust as the Rebels advance. Specific targets are hidden by the low hill west of Brandywine. Ewell moved two his brigades to the North of the road aimed on the church and the woods to the North, meanwhile he sent two other brigades around the south side of Brandywine.

The threat to the left flank caused the 1st Division commander to send Robinson's Bde out to the left to block it, and he also called for another battery to deploy to provide fire support to Robinson.

Meanwhile Lidell's Bde manoeuvred to come into Brandywine from the South, and to try and outflank Willich's Bde which was in the process of deploying into Brandywine. Gibson's Bde has secured the stone wall in front of the church, while Jackson's Bde were delayed in deploying in support to their left. 

The Union's 2nd Division have almost completed their deployment to protect the right flank. While Jackson's Division have advanced through the woods and are readying themselves to attack.

Emory's Bde launched an attack against the stone wall but were thrown back. Both Jackson's Division and the Union 2nd Division, unleashed fearsome volleys and rapidly depleted ammunition stocks (the blue markers). One of Jackson's artillery batterys was forced to displace to the rear because of the fire it suffered from the Union artillery. One of Ewell's batterys was also forced to displace to the rear due to fire from Willich's Bde.

Robinson's Bde has successfully deployed to the flank and was now engaged in a firefight with Leventhorpe's Bde. 

Eventually Leventhorpe's Bde achieved fire dominance over Robinson inflicting severe casualties. Although Robinson's Bde depleted their fire in the firefight they came of very much second best!

The Union's 2nd Division at this stage seemed well placed and capable of holding its own. Marston's Bde is in the woods flanked on the left by Brandon, with Parker's Bde in depth in field column ready to provide support. However, Jackson's Division despite its profligacy in expending its ammunition is continuing its advance and trying to move around the Union right.

The battle over the Brandywine Church stone wall was fierce at one stage Emory threw the Rebels back to the top of the hill. However a fierce counterattack by Gibson's Bde forced Emory's Bde out off the churchyard. Meanwhile, on Emory's right in the wood, Marston's Bde has been overran and destroyed by Jackson's Bde fierce attack, which has almost taken them into contact with the retreating Emory.

While Marston was unsuccessfully trying to hold the wood the Union 2nd Division Commander ordered Parker's Bde column forward to counterattack. They failed and were eventually driven back. At this stage the Union commander decided that it was in his best interests to start withdrawing his line.

On the left Leventhorpe seized the opportunity of the reduced fire from Robinson's Bde to attack. Robinson's green troops fled to the rear in despair from the attack. This exposed the artillery battery which was overran and captured by Leventhorpe's equally green troops. This attack drove the Union left back and exposed their left flank to attack. The Union Corps Commander at this stage passed the orders for the Corps to retire. 

Outcome

A great game with a decisive Confederate victory.

Losses:






age of eagles computer assisted

Age of Eagles (et al) Computer Assisted

Introduction

In the past few years I spent a lot of time solo-gaming. I found that one of the biggest challenges was sticking to the game sequence. The more complicated the rules the greater the challenge. As a (relatively) competent programmer I wanted to see how I could automate the sequence and take some of the trudge of calculating combat etc. 

The major breakthrough I had was that I, like many other wargamers, allow our fingers to do the walking over the quick reference sheets. Making sure we point to a factor on the sheet to count them. My epiphany is why not do the same on the touchscreen of a computer and then let the computer roll the bones for you.

It is also interesting that using this solution has helped me introduce the game systems to new players. It liberates them from the mechanics of combat calculations and instead seems to place them in the command seat making battlefield decisions on moving and committing their forces to action.

I have tried this a number of times with different rule sets now with varying degrees of success. I think one of the better solutions I have come up with is for Fire and Fury and Col Bill Gray's Age of Eagles rules and the derivatives.

Age of Eagles Solution


This set of pictures are from the Age of Eagles variant, but I have adopted for all of the games on this welcome screen. It helps if you are familiar with the rule system, but I think you will appreciate the effect I am trying to achieve even if you are unfamiliar with the specifics of these rules. 




This is the initial screen where one can set the game scenario features. One can save and load scenarios. I have also added some features to play solo. Basically these allow the player to generate different courses of action, weight them and then computer chooses the plan the commander follows.

 There are a couple of additional features as well to do with doctrine etc but I can cover those in more detail in a later post if people are interested. There are two other features. The first displays the die rolls - a confidence building measure! The second allows the program to manage events such as the arrival of reinforcements etc. I will cover the "Adjust Casualties" button later.

The convention is that for those options, such as combat modifiers, the option is selected when it goes gold as per the display dice rolls selected here.

The Event manager has a number of options for handling random time of arrival, decrementing dice rolls etc. This is all set up before the game starts.

On to the game. I have programmed the application to follow exactly the sequence of play. As with most games the first thing every thing to do is to determine who has the initiative.

Next up in Age of Eagles et al is the First Player's Tactical March Phase

Starting with Reserve Movement. In this case I have selected modifiers for conducting Reserve Movement last time and being disordered. (Other factors might apply but this is just to show the principles!)

By pressing "Check" the computer goes away, rolls the bones, and calculates the answer. Remember that in selecting the modifiers and pressing "Check" it is your finger on the touchscreen that is doing all the work. 

We aren't using a  mouse here! the tablet is as easy to hold and use as a Quick Reference Sheet!

Let's move on the Tactical Movement. In this case I have chosen a number of other options for this unit. A slight difference here is that in order to get the +1 for detached leader one merely has to press the Detached Leader button, or similarly for Attached Leaders or Cover etc. 

And the results are here. Perhaps I should explain the dice rolls showing as [4 + 4] in this example. The first 4 is the D10 die roll, and the +4 are the positive modifiers. 

In Age of Eagles et al it is important to capture the fact that someone is disordered, not because it is a factor but because one looks up the result on a different table. Hence it allows the computer to give you the correct and expected answer.

So onto the Defensive Firing. I won't bother showing the Attackers fire phase as this is identical, so pay attention! 

If you play these rules the form looks very much like the quick reference sheet. It has the range bands across the top, with the weapons down the left and the fire factors for each category weapon where the two intersect. For the artillery the factors are Heavy on the left medium and light on the right.

One then simply calculates the total fire factor at the target and then one uses the slider to register the fire points. Choose the factors and then press "Fire". The Artillery modifier is not really a modifier, it rather ensures that the result relates to artillery and not infantry.

The other wrinkle I have added to help those who need to take of their socks to count to twenty is that I have added a calculator. 

All one has to do is to press a fire factor and the calculator pops up. Simply select the number of elements/models firing at that factor. Use the multiplier if relevant from a half to two times, and then press "Add" and this cumulatively adds the calculator total to the Fire factor.

As suggested the results are very straightforward after pressing "Fire". In this case the computer rolled a 7 and the modifiers were +1. As you can see because we selected firing at Artillery it only shows the effect on artillery.

On to Charge Combat, and where casualties mount; if you get your charge going in correctly and in numbers. So this works in a similar way to the other screens. 

A minor note is that where there is a button and an associated text box such as "Troop Rating", and "Outnumbered", one selects the text and it cycles through in the box to its right the options available. I think the selections are fairly predictable. 

At the bottom it shows the cumulative modifiers for the attacker and defender; another confidence building measure to reassure the players that all is in order and the computer knows as much as they can calculate in their heads. The nice thing is doing it this way it is very difficult to miss factors.

And finally after one has pressed the "Fight the Melee" one gets first the Attacker result.

And then the Defender result. Didn't the Austrians do well!

A final word on the "Adjust Cas" button you have seen throughout. One of the nice features in the game is that once a side has reached 30% losses it starts to suffer a -1 modifier on tactical march for each 5% after that. This means that at 35% losses one suffers an immediate -2 modifier. That means in my experience that as the losses mount it becomes increasingly difficult to maintain the momentum going forward and Brigades start going backwards rather than forwards! In this solution losses are tracked and this figure is calculated by the computer. However, given that losses in the Melee can mount and when their is one element or stand left in a Brigade it departs the field means that one needs a means to adjust the casualties recorded to align with the dead pile next to the table. This table allows for that correlation and adjustment. 

Conclusion

So far I have had good reaction for this tool. It is surprising how intuitive it is given we all stab our fingers through paper quick reference sheets from time to time. In point of fact my Fire and Fury quick reference sheet is now over 30 years old and quite tatty!

If you have any thoughts or questions on this tool then please just let me know. It is only one of a number of these tools I have created for a wide variety of rules.

ACW Armies

American Civil War

My figures for this period are all 10mm. I can field about 2 Corps for each side. 

I use Fire and Fury Brigade level rules. They are simplest and most playable set of wargame rules I have ever played. They give great games. I have also created a computer assisted play assistant for the Fire and Fury rules (and all the other derivatives developed by Col Bill Gray Retd). 

The pictures are from the Battle of Jennings Gap. This is a battle from my first ACW Solo Campaign, based on the 1862 Campaign in the Valley with Jackson.








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