Showing posts with label Richard Brooks. Show all posts
Showing posts with label Richard Brooks. Show all posts

Saturday, 5 March 2011

Broken Square - game 2

As mentioned in my first post on Broken Square, we had time on Wednesday night to play a second game.  With things having gone so well for Gow Pasha in the first game, I knew that my luck wouldn't last! 
The square had no sooner set off than the front rank was rushing ahead and being ambushed by Ansar riflemen.
As soon as the square reformed a horde of Fuzzies charged it.
The Gatling crew wisely legged it into the square while the infantry poured a couple of volleys into the Fuzzy ranks.  Unable to cope with this sort of discipline, the Fuzzies soon ran off.
Soon the front ranks were rushing ahead - into another ambush.  The fools!
Inevitably, while the square was broken another Fuzzy horde appeared.  By now Gow Pasha's horse has been shot from under him.
A volley takes out the Fuzzy front rank but things don't look great.
A Gatling gunner's view of the war.
While trying to move to the side, more straggling occurs and more Ansars are there to ambush them.
After fighting off no fewer than seven charges and a lot of sniping the square finally reached the safety of the  river.  Losses were rather higher this time round - half the pack camels and a few infantry - and my horse!

Broken Square - game 1

In the current issue (No.242) of Nugget (the journal of Wargame Developments), Richard Brooks has written an interesting piece about battles where British squares (armed with single shot breech loading rifles) fought Mahdists.  This was followed by rules for a game where the square has to advance across a 15-square long table to reach the safety of a river (and gunboats etc) while subject to harassment and full scale attacks from Mahdist forces.  On Wednesday night Martin Rapier brought his toys along and, wearing his fez, ran the game and the Mahdists.  I took along my pith helmet (and a can of WD40 to un-jam the Gatling...) and commanded the heroic Brits, who as it turned out were mostly Egyptians.  In the event we had time for two games (about 30 minutes each), and this post tells the story of the first of these.

The square ready for the off.  Apart from Gow Pasha on the horse, the most valuable items are the pack camels.

The Gatling operated outside the square, but the crew could take refuge therein if things became particularly unpleasant.

A typical problem - the square is attempting to move through some scrub, but the rear ranks are lagging behind.   It's that Sergeant Mubarak up to no good again...

There was no serious interference until the river was in sight, whereupon it turned out that the village was full of 'em.  A volley and a burst from the Gatling soon reduced the initial 4 stands and a gun to the two survivors seen here.

Needless to say, at this point a horde of Fuzzies with pointy sticks appeared.  A volley of .45 soon saw them off!

The lure of the river was too much for the front ranks to resist, and the square once again loses cohesion.  I might have know that Corporal Nasser would be a troublemaker.

The only casualty suffered during this game was a hit marker on one of the camels.  Down to a single hump then.

Endgame - the Ansar riflemen couldn't prevent the square reforming and safely reaching the river.  Medals all round!
 For more information on Nugget and Wargame Developments, see http://www.wargamedevelopments.org/


Saturday, 3 April 2010

The Battle of Gumbinnen 1914

This game was a try-out of Richard Brooks's 'OP14' rules which he recently sent me.  These are designed to handle operational level battles in WW1.  Richard uses 15mm toys on an offset squared grid but I decided to use my existing 6mm Irregular Miniatures toys on my Hexon terrain. 

The Battle of Gumbinnen took place on 20 August 1914 and involved a German attack on Russian forces advancing into East Prussia.  In OP14, each hex is 2km across and a brigade consists of 4 stands of 6mm toys.  I decided to represent the sector of the front occupied by the German I and XVII Corps and the opposing Russian XX and III Corps.  The photo below has Gumbinnen and the Germans to the bottom (West).  The pale brown lines are roads, the black a railway line.  This photo show the situation in mid-morning as the opposing forces came into contact.

While my Germans are genuine, the 'Russian' infantry are in fact British.  My Russian infantry are as yet unpainted but I only bought them 20 years ago so I don't like to rush them...

Here we see the German I Corps (2 divisions and artillery) wheeling to face the advancing Russians.
This is the German right wing engaging a Russian Brigade.

Seen from the Russian side with Gumbinnen on the road junction.  By now (late morning) the Russian left has stopped the German advance but the Russian attack has stalled.  On the right the German I Corps continues to press the Russians but is itself on the brink of exhaustion.


The Russian left again.  The Germans have lost an entire division.
Seen from behind the German right, the Russians begin to crumble.

I am still far from clear about some aspects of the rules, but I always feel that playing adds more to understanding then reading!  I felt that this game went well and I plan to research additional scenarios.

Friday, 2 April 2010

Terrible Swift Rules - the rules

Further to my recent post about the ACW game Martin and I played with my 2mm toys, I have been in touch with the author of the rules, Richard Brooks. Richard has kindly given me permission to reproduce his rules here, Please respect Richard's intellectual property if you wish to make use of the rules.

I have included some notes in italics to illustrate the modifications I made for use with the 2mm toys.

TERRIBLE SWIFT RULES

by Richard Brooks


SCALE: 6cm square (7.5cm squared grid ) to 1000 yards, i.e. rifle musket range/Divisional front;
Divisional manoeuvre/combat unit (Divn):
2 figures ( 1 x2mm strip ) (on 30mm base) to 1500 men i.e. a Brigade;
1 (or two) gun model and 2 gunners per Artillery Battalion;

TIME: 1 turn to 60 minutes. At start of play dice for:
1) Start time = AD+5 (0700-1000hrs)
2) Dusk = D8: 12=1600; 34=1700; 56=1800; 78=1900hrs
NB: Daylight turns include dusk. After dusk resolve existing Combats, without initiating new ones.

PLAYING AREA:
1) Offset Squared board 10 rows across by 15 deep.
2) Clapboard liquor store 2 or 3 squares from the CSA baseline; the US objective.
3) At least two dozen trees to create areas of forest across the US line of march.
4) Two or three hills at least three squares by four with impassable cork peaks.

ORDERS OF BATTLE:
1) Orbats vary and should be concealed from the enemy:
a) CSA: 2-6 Divns each of 2-5 Brigades.
b) USA: 4-9 Divns each of 2-4 Brigades.
2) Each side has a set of force markers (FMs) to represent actual and possible Divn locations, identifiable as Decoys or Divns only from their rear edges, as follows:
USA(Blue) CSA(Grey) Identification
a) Infantry: 4 3 XXX
b) Infantry with artillery: 5 3 XAX
c) Decoys: 8 10 Blank
NB: Identification underlined when in column: invert FMs to indicate forming line.
3) On contact Divns roll AD for Brigades present: CSA=score; USA 2=2; 5=4; else=3

INITIAL SET-UP: Each side draws 12 FMs blind for the number of actual Divns and Decoys. Place them on the board in two echelons:
a) First 8 FMs drawn: 2 squares from their own baseline.
b) Last 4 FMs drawn along their baseline.
NB: Arty begins the game with a Divn, but may move independently once deployed.

FORMATIONS:
1) Column of March: Initial formation during approach to contact, one Brigade behind another. Never enter enemy adjacent squares in column.
2) Fighting Line: 1-3 lines of 1-2 Brigades each, all in the same square, except large Divns (4-5 Brigades) may spread out to defend 2 adjacent squares. Take a whole turn to regroup in same square.
NB: Change formation before/after movement, not during.

TURN SEQUENCE: Each turn move both sides together as follows:
1) Activation: Place face-up playing card by each Divn/Arty Battn/FM not whupped or currently engaged in Combat.
2) Initiative: Roll AD (+2 after Dusk; CSA -1): Invert all cards=<="">
3) Play each unit in turn, choosing the lowest card still to play:
a) Rally, Move or Conduct Reconnaissance, and replace card in the pack OR:
b) Invert card to show unit standing or entrenching (if in line).
-- Jokers allow play at any point in the turn. Aces count low.
-- Equal face value: move USA before CSA; less significant units before more.
c) Contact: when the unit currently in play moves into a square adjacent to one or more enemy units, stop and remove or deploy undeclared FMs as indicated below: Tim's note: Richard uses a table here which I found rather confusing. Basically use common sense and reveal blinds when a real unit appears in an adjacent square.
4) Return to (3) if cards still unplayed.
5) Conduct Bombardments and Combats between hostile units in adjacent squares.
6) End turn: place Entrenchment Markers, register time, collect cards and reshuffle. Return to (1).

MOVEMENT:
1) Roll D6 per Divn/FM/independent Arty Battn: +2 Columns of March
2) Use 2 points to move 1 square. Modify movement cost per square as follows:
-1 Entering Woods; Crossing contour; Entrenched; Line changing front 45o;
-2 Changing formation/unlimbering Arty; Line changing front 90o
NB: Arty can move and fire, but never enters enemy adjacent squares. Infantry attacking with Arty drops off the guns before moving into contact, so attacking Arty fires at two squares range. Defending Divns deploy their guns in the same square as the infantry, and fire at one square range.
3) Divns may move through Decoys, but not other Divns, except whupped Divns retiring through supports, who lose their next movement.
4) Units turn to face their expected target during Movement, not during Combat

RALLYING SHOOK UP TROOPS: Roll D6 >= 3: -1 in woods; per 1/6 lost.

RECONNAISSANCE: To identify a non-adjacent enemy FM as a Decoy or Divn, a Divn or FM representing a Divn rolls D6 (+1 uphill) >= twice the range in squares.

ENTRENCHMENTS:
1) Units in Line that do not Move or engage in Combat (i.e have a face down card at the turn end) may place a thin twig entrenching marker (EM) across their front.
2) If attacked roll D6=56 to count as entrenched: +1 CSA; 2 EMs; in woods
3) Remove Trenches and EMs when the entrenching unit moves off.

ARTILLERY:
1) Arty engages in normal Combat in self defence, or (during daylight) fires Bombardments in support of friendly units.
2) Bombarding Arty rolls D6 (CSA)/D8(USA) +1 Uphill/enfilade fire: Score >= twice the range in squares to deduct 1 from the target’s Combat die rolls. Do not engage targets beyond wood or hill crest squares.
3) Early rifled guns had a curved trajectory like howitzers, so Arty Battns may engage targets over intervening friendly units on the flat.

COMBAT: occurs between adjacent hostile units as follows:
1) Roll AD per Divn/Arty Battn (not firing bombardments), modified as follows:
+1 Fresh troops; Entrenched (not vs Flank Attack);
Standing Charge (i.e. face down card and enemy entered adjacent square);
-1 Under Bombardment or Oblique Attack; Shook Up; after Dusk;
- 2 Under Flank Attack
2) Multiply modified Combat die roll by number of figures:
x2 Gunners in self defence; x ½ firing at 45o to own front; Column of March.
3) Aggregate scores where several units attack one.
4) Compare totals for each opposing group of units:

Result: Action:
Beaten 3-to-1: Whupped: leave field at 2 squares/turn; Arty overrun
Beaten 3-to-2: Already Shook Up: Whupped as above
Else Shook Up: Beaten side suffers Loss
Else: Exchange Fire: Both sides suffer Loss

LOSS: Divns in Combat lose 1 figure per turn per enemy Divn engaged:
x ½ if entrenched – Roll D6=123 to confirm kills.

GENERAL RETREAT: Declare General Retreat to preserve the army from disaster:
1) Move any/all units 2 squares per turn towards own base line, regardless of initiative, until they have left the field. Once retreating units may not stop.
2) General Retreat cannot be reversed. No friendly forces (figures or FMs) may advance towards the enemy.