Showing posts with label WW1. Show all posts
Showing posts with label WW1. Show all posts

AOE(BTLF) - Game Report 3

The Battles of the Frontier – Vosges Aug 1914

Introduction

As a distraction from our current 1809 Campaign I invited Matthew to play a WW1 game using the “Before the leaves fall” derivative of Age of Eagles.

The game scenario is taken from Karl Deuringer’s history of the Bavarian Army in 1914 “The First Battle of the First World War – Alsace Lorraine” translated by Terence Zuber. There are a range of excellent potential scenarios in this book. The one I chose was loosely based on the covering force actions in August 1914 in the Vosges, for reference it is on page 67 of the book. 

It is interesting because of the ad-hoc organisation of the German forces and the 30 (Res) division. The scenario is loosely based on the action because of the sparsity of information of the French actions. I did manage to cover some good information, but not greatly detailed, in the resources Bill Gray has made available on the Age of Eagles site.

German Briefing

The 7th Army is continuing to defend Alsace-Lorraine. Its mission is to tie down French forces to prevent them redeploying to confront the German right wing sweeping through Belgium. The majority of 7th Army concentration is further to the north around Strasbourg and providing the link to 6th army around Nancy.

In order to protect the vulnerable Rhine Valley a number of Ersatz Brigades and Landwehr formations have been hastily assembled to defend the Vosges frontier. Additionally, a new reserve Division, 3oth Reserve Division has been formed south of Strasbourg to command the area between Strasbourg and Colmar.

Contact so far has been light against enemy forward patrols. However, reports are that the French have crossed the Col de Saale and are advancing NE down the Bruche Valley towards Strasbourg. Other forces are advancing down the other valleys to the Rhine flood plain to threaten Strasbourg from the south.

30 (Res) Division mission is to seize Ville and Triembach to protect the Armies flank, destroying enemy within the zone.

German scenario specific rules

  • All Infantry Regiments or the Ersatz Bde are 8 figs (8/5/3, 8/6/4, or 8/7/5 a dice roll when the unit takes a casualty to determine which of the three factors is used)
  • Landwehr is militia, all the rest of the German troops are Regular
  • Res Infantry Regt MG Coys can be integrated or separate
  • There is no Corps Commander.
  • Command radius of Brigade commanders is reduced to 6”
  • Div Arty is under the command of the Divisional Commander
  • 2 Landwehr Brigade comes under command of 30 (Res) Divisional Commander only once it has come into his command distance.
  • All on table troops less those deployed within 3” of named places must be deployed within 6” of the E table edge.

French Briefing

The Army is continuing its advance into Alsace-Lorraine. In the southern sector the main effort is 21eme Corps advance North East against Strasbourg. At the same time 7eme and 14eme Corps penetrate the Vosges mountains, seize the passes and protect the Armies flank.

Contact so far has been light against enemy patrols and rearguards. However, reports are that the Germans have assembled a reserve division and various Landwehr and secondary troops to protect the Rhine Valley.

14eme Corps Mission is to seize the passes at St Marie, Urbeis, Saales and Charbonniere. Once these have been secured the Corps is to advance down the valleys to threaten the Rhine Valley. 140eme Regt is to advance to the area of Selestat and to destroy railway line and infrastructure running North to Strasbourg. (The yellow square is the battlefield).

French scenario specific rules

  • All Infantry Regiments are 8 figs (8/6/4 or 8/7/5 a dice roll when the unit takes a casualty to determine which of the two factors are used) all are Regular
  • All CA (Chasseurs Alpin) Battalions are 4 figs (4/3/2) and are Elite
  • All artillery Groups are 2 artillery bases
  • All MGs are integrated in the Battalions
  • There are no Divisional or Corps Commanders.
  • Command radius of Brigade commanders is reduced to 6”.
  • 28eme Divisional Artillery can only be placed by either of its Brigade commanders
  • 27eme Divisional artillery can only be placed by 53eme Brigade commander.

Game Map and the Terrain

The battlefield looking from the SE as seen by an aerial observer on the morning of the 18th August 1914.

  • The dotted line is a track. Infantry and Artillery Columns move at normal speed along tracks.
  • All infantry lose 3” movement when going up a level on a hill in woods.
  • Artillery are not allowed to go up a level of a hill in woods.
  • Artillery can prolong in woods, but they cannot do anything else that turn.

The Battle

The battle started at 1200hrs with the fire fight between 27IR in Triembach and the 50eme IR in Ville. The French rapidly gain fire supremacy over the Germans. Meanwhile the German artillery is about to come forward and deploy.

The 78eme IR in Chateau du Frankenbourg supported by their 75mm guns engaged the German troops in Thann.

27IR were driven out of Triembach by the fire and the artillery sent forward to support them was damaged by the French infantry fire.

At around 1430 the German 10th(Res) Brigade commander decided that he needed to take firm action and directed the 66IR to advance and attack the French troops on the high ground of Chateau du Frankenbourg.

Over the next hour the 78eme IR fell back repeatedly and abandoned their position on the high ground. The removal of this threat to the German flank meant that the 10th (Res) Brigade Commander could redeploy the 66IR to support the 27IR in order to respond to the reports of new French troops arriving from the north.

Although the 50eme IR felt sufficiently emboldened to advance now that their reinforcements had arrived, these very same reinforcements were delayed and harassed by very effective long range German artillery fire.

By 1600hrs the French had managed to seize Neuve Eglise, and reoccupied Ville. However, for both sides the cumulative losses were having significant impact on the willingness of the troops on both sides to advance. By 1630hrs both sides were retiring to lick their wounds to regroup.

Outcome

Both Matthew and I called this one as a marginal tactical French victory in that although the French were not able to advance to destroy the railway line, they were able to force the Germans out of the Vosges and back into the Rhine Valley and to retain the battlefield. For the Germans the losses they suffered in stalling the French were also significant and could have had operational impact on 6th and 7th Army future operations.

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.

Bolt Action - Game Report 5

Operation Entoyment July 1946

Introduction

This was the third of three tournament games at Entoyment. This was Bolt Action Scenario 5 - Top Secret.

Situation

1st Bn Duke of Glendon's Light Infantry were on live firing exercise with their armoured and artillery support troops in Northern Norway. 2 days ago into the exercise the CO was contacted by the War Office to ready a small force for a covert operation into Finnish territory to recover a package from a crashed Russian light plane that was in Finland some 10 miles inside the Norwegian/Finnish Border. 

The package contained highly sensitive Soviet planning information that could be instrumental in suppressing Soviet covert operations to take over newly liberated countries in Eastern Europe . 

Enemy Forces

We understand the Finns have been alerted by their Soviet controllers and are moving a mechanized force to recover the package themselves. The commander in the area of the recovery operation is Luutnantti Jason Cossey, with his second in command Ylikersantti Adrianna Cossey.

Friendly Forces

The CO has put together a crack force under OC 9Pl. 9Pl has 3 sections each of 8 men including a LMG and its Piat team, they are supported by a Churchill from C Squadron 147th Regt RAC and a FOO, and a Mortar section from the Bn Mortar Platoon.

Mission

9Pl is to secure the package and extract it to Norway as quickly as possible.

Combat Report

This report was prepared for SIS and the War Office by an unnamed intelligence operative seconded for the operation. It is to be protected under the 50 year rule.

OC 9Pl had a sound plan. He sent 1 and 2 Sections left flanking to approach the package from the cover on the left. Meanwhile the Churchill tank would dominate the centre and protect the package with MG and direct fire. 3 Sect would provide support advancing through the cover on the right centre.

Right from the outset we saw that the Finns were ready and willing to use force to recover the package for the Soviets. 

The FOO was able to bring down highly effective concentrations of fire down on the enemy as they were trying to deploy. It certainly bought 9Pl some valuable time to move to the package to recover it. Unfortunately OC 9Pl was unavoidably detained and missed the start of the engagement; had he been there he might have been able to influence operations for the better

Although it was late in arriving the Finnish armoured support stopped the advance of 1 Section. Although 2 Sect did manage to secure the cover adjacent to the package. However as useful as the Churchill was it proved unable to fully suppress the Finnish artillery piece, or destroy their armour. The fire from this artillery piece destroyed 2 Sect before it could recover the package.

With the loss of 1 Sect a Finnish section managed to secure the package unscathed and started to withdraw with the package. Fortunately the Churchill was alert to this and before they had gone too far they were destroyed by the Churchill's machine guns. The Finns managed to use their two remaining sections to move up and complete the extraction of the package despite the fire being directed at them.

3 Sect tried to intervene, but losses they had already suffered, and the need to destroy a Finnish Infantry section blocking their way, prevented them getting anywhere close to the package. That was despite the best efforts of the Mortar section to provide fire support.

Outcome

It was unfortunate mission that saw the package recovered by the Finns for the Soviets and allowed them to secure Eastern Europe in their expanding hegemony.

For my part I did not come last in the competition, despite my best efforts. I was rewarded by selecting as my prize a fine 28mm Soviet personality sniper for my forthcoming Bolt Action Soviet force.






AOE(BTLF) - Game Report 2

The Battle of Guise 29 Aug 1914

Taken from “Home Before the Leaves Fall” by Ian Senior, pages 139-146

The Actual Battle

This is an interesting battle. In modern cold war doctrinal terms, the French were conducting (even if they didn’t know it or have the intelligence to support it) a counterstroke operation; in other words a counter attack against a moving enemy to destroy the enemy. The British heavy cavalry attack against the flank of D’Erlon’s Corps at Waterloo is also a counterstroke. 

The attack by 35th Div was not conducted with a great deal of urgency. The 69th Res Div attack, however, was far more vigorous, but in the end was beaten back by the power of the German arty. Apparently the Hvy Hows that arrived each fired off over 100 rounds of ammunition! By late morning the 18th(FR) Corps Commander called off the attack, in part to the lack of progress by the Corps on his right flank. The Germans then started to counterattack and in doing so managed to push the French back over to the eastern bank of the River Oise.

Battlefield Design

I thought I would say a few words about the terrain for the battle. I located a BEF 1:100,000 map for the period. This nicely showed the terrain features. I downloaded a segment of the map and printed it and coloured in with highlighter the important contours. This enables one to get a much better picture of the terrain, and especially here the 120m contour line shows the overall flatness of the terrain, but cut with valleys going south and east and north and west.

I then overlaid over this map my available hills to scale to approximate to the ground.


I then added extra layers between the hills to flatten out and join the hills into one main plateau.

 

I then covered it with my olive cloth, and laid out the villages, first, followed by the main roads in grey and the secondary roads in brown.


The Game

The Rules

I used the Age of Eagles 1914 module for the game with my own adaptations. Further adaptations for this game were:

Reducing Infantry Long Range Fire

I reduced the firepower of infantry between 4 and 12 inches (remembering that 12 inches is over 2000m). I do not believe there is any justification for significant long-range fire effect from infantry. The most that could be achieved from such fire would have been harassing area fire I reduced the Germans to a factor of 1, and the French to 0 (but this increases to a 1 because they had integrated machine guns). If the British had been deployed, then they would be on the same factor as the Germans at this range. Given the weight of shells it therefore would not be unreasonable for these batteries to have a good fire effect against French 75mm batterys.

Heavy Howitzers on table

As with my adaptation for indirect fire I gave each battery a factor of six as they were 155mm howitzers. I also gave them a minimum fire range of 15 inches. 

Initial Setup

This was a significant decision. Where would I deploy the French which surprised the Germans. I decided to place them 12 inches away from MESNIL ST LAURENT deployed for battle. The German were deployed partially in open order to represent picquets, and the entire formation disordered because of the traffic congestion in the village. I decided to leave it to fate, and the initiative dice, to see who would move first – The French got lucky and were the first player!

Doctrinally I decided to employ the French very much as they were used in the early battles of 1914. With bayonet charges against German positions.

0800hrs Game Turn 1(FR first player)

The 35e IR make a timid advance in line of battalions towards MESNIL ST LAURENT. FR Arty fire disrupts BG Winterfeldt causing 2 casualties. GE arty deploys in support of BG Winterfeldt to the W of MESNIL ST LAURENT, with the Heavy How Btys in defilade. BG Hochwachter deploys into open order to defend IRANCOURT and provide flank support to BG Winterfeldt.

0830hrs Game Turn 2 (GE first player)

GE Hvy How silences a 75mm battery, and a further battery is silenced by accurate rifle fire from IRANCOURT. BG Winterfeldt open fire on 35e IR causing a casualty and disordering them, and they are forced to retire. Meanwhile in response 49e IR and 12e IR charge en bayonet in column against MESNIL ST LAURENT in a coup de main attack. 49e IR suffers 3 casualties and flinches and retires from the flanking fire from IRANCOURT. Meanwhile 12e IR on their right flank only take a single casualty and close to contact. In the assault they are beaten back by the Germans, and retire to lick their wounds. The FR arty silence BG Winterfeldt’s MG co.

0900hrs Game Turn 3 (GE first player)

49e IR successfully deploy into open order, despite their losses, to protect the div’s left flank. 12e IR continue to retire. Div Comd brings his reserve, 18e IR, forward to continue the attack. 35e IR successfully regroup but are not committed. FR arty fire falls on MESNIL ST LAURENT causing a cas on BG Winterfeldt. GE fire continues to slow and disorder the FR advance. A FR 75mm Group (Bn) suffers damage and has been silenced.

0930hrs Game Turn 4 (GE first player)

The GE arty has achieved fire dominance and silenced more FR 75mm btys; helped by ammo supplies reaching the Hvy How batterys. MESNIL ST LAURENT suffers more artillery and FR rifle fire with BG Winterfeldt suffering a further 2 cas. 18e IR advance in line and are responsible for some of the casualties in MESNIL ST LAURENT. 49e IR take further losses but hold their ground. 69th Res Div fails to arrive and is now late.

1000hrs Game Turn 5 (GE first player)

69th Res Div arrives and starts to advance on URVILLIERS. BG Winterfeldt abandon MESNIL ST LAURENT, but the 36th Div are oblivious despite the apparent slackening of rifle fire and do not follow up. While they halt and wait orders the 18e IR take punishing fire from the Hvy How and flanking fire from IRANCOURT and lose 2 cas.


1030hrs Game Turn 6 (GE first player)

18e IR retire to regroup, but 12e IR seize the mettle and charge through heavy fire to seize MESNIL ST LAURENT suffering a cas. 69th Res Div advance continues despite traffic jams. BG Winterfeldt retires further from MESNIL ST LAURENT.

1100hrs Game Turn 7 (GE first player)

69th Res Div’s 138e Bde has a breakdown in command and control and fails to continue its advance, with the 287e RIR retiring. In MESNIL ST LAURENT 36th Div’s 12e IR receive punishing fire losing 2 cas and retire from the village. 35e IR also retire. BG Winterfeldt continues its retirement. Hvy How are redeployed to support BG Hochwachter in IRANCOURT from the NE of NEUVILLE ST AMAND. BG Winterfeldt’s arty is silenced and damaged.

1130hrs Game Turn 8 (FR first player)

15 Foot Arty Bn arrives with four 155mm btys and deploys to the NE of NEUVILLE ST AMAND alongside the other 2 How Btys. They open fire on the arty of 69th Res Div which has deployed to support their attack. BG Winterfeldt regroups. 36th Div stabilises its position and its regiments regroup. BG Hochwachter receives fire in IRANCOURT and loses a cas. 138e Bde again has command and control problems again with a regiment withdrawing. 137e Bde continues its advance to the right of 138e Bde.

1200hrs Game Turn 9 (GE first player)

Hvy How fire punishes 69th Res Div arty, damaging two batteries and silencing another. Fire diminishes against IRANCOURT. 69th Res Div’s lead regiments recoil from their attack and fall back. 287e RIR disengages and withdraws from the battle. The 36th Div’s 12e IR are destroyed by fire., with the 49e IR taking a further cas. BG Winterfeldt moves forward to reoccupy MESNIL ST LAURENT.

1230hrs Game Turn 10 (GE first player)

All French forces start falling back. No forward movement from the FR. BG Hochwachter retires from IRANCOURT due to arty fire. BG Winterfeldt reoccupies MESNIL ST LAURENT.


Outcome and Analysis

It is firstly very interesting that the overall outcome was as with the actual battle. Albeit that the Germans lacked the strength to counterattack in any great strength.

The rules once again played well. I think the Age of Eagles use of cohesion levels is very effective at constraining correctly the operations of both sides to the end of the game. This is done through the cumulative effect of losses that gives a negative factor to manoeuvre command dice rolls.

I also think this was balanced by the reduction in infantry firepower I applied at ranges beyond 4 inches. This meant that the longer-range fire combat was solely down to the impact of artillery fire, which again is entirely reasonable and correct.

I have to confess that I rather like these rules and they are starting to give me the flavour of 1914 combat.

French 75mm Group

German 155mm Bty

Home Brew - Before the Leaves Fall

 

Home Brew changes to “Before the Leaves Fall”

I like Colonel Wilbur Gray's adaptations of Fire and Fury. However, his adaptation for WW1 doesn't distinguish the period as much as I would like from the Franco Prussian War. I have been reading some of the very good books on tactical level actions on the early stages of WW1 and I have come up with a number of further refinements that i think make the basic rules more representative of the early part of WW1

Figure scale

The proposed figure scale is 360 men per element. For a four Battalion British Brigade at 1000 men per battalion the current rules give this a strength of 12 elements per Brigade. However, at this ratio (4000 ÷ 12 = 333) per Brigade. The same applies to a German Regiment with 1080 men per battalion and 99 men in the MG Company (3339 ÷ 10 = 333). I have therefore decided to round this scale to 330 men per element.

Figure Basing

My 15mm figures are based on 2 figures on 25mm frontage. A fundamental assumption and decision is that I don’t really want to rebase all my figures. I would rather use them to fight battles with!

Ground Scale

Given my element basing I have opted for a reduced ground scale by making 20mm the new inch. I use a pace stick marked of in “inches” (at 20mm per inch) to measure movement and weapon ranges. For a 48in (120cm) square table this approximates to 10km grid square. Ample size for most WW1 battles.

Recalculating Figure Scale

Using this ground scale means that each of my elements is 1.25 wider than BTLF elements than they should be at this ground scale. Hence the figure scale increases to 400 men per element at my figure basing scale and ground scale, and comparable increases for cavalry and Light Infantry to 200 men per element.

With Artillery, given the cost of models and time in painting and being a cheapskate, I have changed the artillery scale to 9 guns per model, or 2 models per artillery battalion (or equivalent irrespective of nationality).

The consequences of this on the fire chart are that, keeping a baseline of the infantry firing as the norm, this means that:

  • The MG company firepower is downrated by 0.825 (330 ÷ 400 = 0.825)
  • The artillery firepower is uprated by 1.2375 ((330 ÷ 400) × (9 ÷ 6) = 1.2375)

The alternative to changing the artillery to 9 guns per model is to keep it as the current scale, but then reduce the firepower by 0.825, the same rationale as applied to the MG company.

Line Formations

When not in March column or field column there are no restrictions on how many elements should be in the first line or second line of a line formation. However, to count as being supported in charge combat there must be approximately equal elements in the first and second line (plus or minus one element) and these second line elements must be within 1in of the front line they are supporting.

Previous restrictions and movement penalties on moving obliquely, or to the flank etc no longer apply as infantry companies and cavalry squadrons are considered to move independently once deployed in line formations. These restrictions and penalties still apply for all column formations

Introduced a new formation - Open Order

A careful examination of reports and maps from WW1, it seems that brigades covered a greater frontage than the normal line formation caters for under the rules. In fact, a brigade/regiment should almost take up double the width of its line frontage in elements.

I have therefore introduced Open Order as a valid formation of line infantry and dismounted cavalry:

  • Open Order is where the elements are up to one element apart from the adjacent element to front/rear or to the side. To be classed as being in open order at least half the elements must be separated by more than half the width of an element.
  • To move whilst within Open Order each element moves independently its maximum permitted movement distance for that March Phase.
  •  A unit in open order that gets a “STALLED” result in the March Phase can still advance depth elements up to the front line of the formation, but no closer than that to the enemy
  •  A unit not in open order that has a “CAUTIOUS” result in the March Phase may move out into open order.
  • Units may enter open order by moving each element independently as described.
  • To reform, an element is nominated as the guide and each element moves independently to the new formation. It takes at minimum of a move to reform, in some cases it may take 2 moves to reform, until the unit reforms fully in a column or line it is classed as being in open order.
  • Each element in open order has a firing arc of 45 degrees.
  • If in more than one rank, the rear rank can fire through the gaps in the front-line elements at targets within its arc of fire.
  • There is a -1 factor for the March table. Given the wider dispersion it is more challenging to pass new orders to all the companies or squadrons in the Brigade.
  • There is a -1 factor on the firing table for targets in open order
  • There is a -1 factor for any unit charging in open order
  • There is no negative factor to defend in open order because at point of contact the open order formation is likely to be outnumbered; especially if the attacker is in a standard formation.
  • Units in open order cannot benefit from the Shock Infantry bonus in melee

Overhead Fire

In this period the artillery is much more capable of firing over own troops. If there are intervening friends who are not dug-in or within hard cover of the within 4” of the firer or target the artillery may not fire.

The normal overhead rules apply to German MG batteries

Indirect Fire

This is redefined as being solely off-table fire from supporting howitzer batteries or heavier corps support artillery.

  • There must be an observer on the table who can direct any supporting artillery fire he has been allocated. Each observer can control up to 4 batterys.
  • The observer is moved and deployed by a commander, in a similar manner to the way that a commander moves an artillery battery
  • The observer can carry out two of four possible tasks a game-turn: emplace (Set up the equipment and comms), observe, displace (pack-up all the equipment), move.
  • If a friend unit within 2” of the observer receives fire and a dice roll of 10 then the observer may be a casualty; resolved using the fallen Generals table. If he is a casualty then the off-table indirect fire missions under his control cease for the game.
  • Each battery in support off-table has the following fire points at any range up to 30in from the observer:
    • Light field howitzers less than or equal to 105mm - 4
    • Medium Howitzers and guns Greater than 1055mm and less than or equal to 155m – 6
    • Heavy howitzers or guns greater than 155mm – 8

Artillery Movement Modes

Medium or heavy artillery can only perform one artillery action per turn, and they cannot prolong.

Defilade Fire

This is only possible for on-board howitzers and mortars. It assumes that there is an integral observer, deployed away from the battery observing and directing fire.

  • The artillery element can be placed up to 2” behind intervening terrain or a crest of a hill.
  • The minimum range for the artillery is 12”
  • The indirect fire tables are used to calculate fire points.

The notional observer is vulnerable to fire. If any unit within 2” of the artillery elements comes under fire, then with a dice roll of 10 the observer may be a casualty; this is resolved using the fallen Generals table. If he is a casualty then the artillery cannot fire until the observer is replaced (Replaced in the replacing fallen generals’ phase).

Alternatively, the battery can deploy an observer element as with indirect fire described above, that can move independently from its battery on table. This observer can only control the battery he belongs to.

Counter Battery Fire

Even if a battery is in defilade it may be subject to counter-battery fire as the enemy may spot gun flashes. If an artillery battery or observer has a line of sight to the terrain that is protecting the defilade battery it can engage in counter battery fire. This fire has a modifier of a ½

Digging In

Infantry and cavalry dismounts can attempt to dig in during the March Phase. The maximum cover that can be obtained by digging in during a game turn is 1 point of cover. To successfully dig in and achieve this the following conditions must be met:

  • The unit must first pass a test on the March Table that with a result that is better than or equal to “Stalled” to start digging. If digging in, in any form of cover, then subtract 1 from the dice score when the unit rolls on the March Table.
  • Digging ceases for the game turn in which the unit moves or fires, is fired upon and is disordered from the result, or receives a charge. Unit’s ceasing digging unit can try again in a following turn by re-rolling during the March Phase.
  • If a unit digging does not, fire, move, is fired upon and disordered, or charged it occupies its field defences at the start of its March Phase if it rolls a result better than or equal to “Stalled”. If digging in, in any form of cover, then subtract 1 from the dice score when the unit rolls on the March Table.

 

AOE(BTLF) - Game 1 Report

 WW1 Wargame - A test of "Before the Leaves Fall"

I have been trying to find a relevant set of wargame rules for the early part of WW1 for about 22 years! I wanted to play at the Divisional and Corps level using 15mm figures as I rather like the Peter Pig range. As an aside I might have gone for 10mm if they had been available when I started.

I am a fan of Brigade level ACW Fire and Fury (using 10mm). I also like the variants that Colonel (Retd) Wilbur Gray has produced for 7YW, Napoleonic’s, 1870 through to now WW1. They seem to support the level I like to play at. Rather than worry about the nuances of a battalion or cavalry regiment one commands brigades or regiments. I am more comfortable dealing with the Brigade and regimental level where the battalion level detail is somewhat abstracted.

Consequently I have been playing around with the variant for WW1 – Before the Leaves fall (BTLF). I was not initially in favour as I didn't think the rules were sufficiently different from 1870. I have, however, introduced a number of refinements that I think help give a better flavour of WW1. These include an open order formation for infantry and dismounted cavalry. The ability to dig-in during the game – shell scrape level, not full stage 2 entrenchments with overhead cover! Changing the figure scale to suit my basing. Some off-board refinements for indirect fire support from Corps level assets.

All of this is wrapped up in my computer moderated solution that provides some measure of solo play ability by making command decisions for the commanders.

I had a test game and I thought I would share my findings and the photos. 

The overall game seemed to play out in a Mons-like way. The Brits defended the river line with three brigades up and a cavalry Brigade in reserve, with artillery distributed along the front. The German Corps committed a brigade of 2 regiments against each bridge with most artillery support concentrated on the centre bridge. The game lasted 13 game turns from 1000 to 1530, and was a narrow tactical victory for the Brits who only vacated their defences towards the 12th turn around 1500.

It might have been very different. The German Brigade on the left had real problems. It managed to advance to the first hill in open order, and there it stayed or retired from it for the next 9 turns! Rolling usually a 1 or 2 on the March Table every turn! By the time it started to move it charged across the bridge in open border, overran an artillery battery in the village and then proceeded to abandon all of its gains and retire twice northwards away from the bridge. Meanwhile the Brigade’s reserve regiment came on and then dillied and dallied around on the hill on the German side of the river exactly as the lead Brigade had done!

Looking from the German left flank. The Regiment in open order are the ones who were dillying and dallying around!

Overall, the game, less scenery which I did in haste, was a reasonable success and I am now more confident that the rules with the refinements might well be a working solution for the period.

The map is autogenerated randomly for me by a little application I wrote in Powerpoint.

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