Tuesday, October 16, 2018

Zorndorf: Russian Right Attacked!

Manteuffel's grenadiers march off toward Russian lines 
Having reset the starting positions following the Zorndorf game in August, the troops have been awaiting patiently for a second battle since then.  With no Zorndorf replay in September and October half past, I tried a solo replay of a portion of the battle on Sunday.  This replay will focus on the first Prussian attack against the Russian right between Zabern-Grunde and Stein Busche.  See Zorndorf: A Tale of Two Battles for a recollection from that first battle fought on the 260th anniversary date).  Rules in use are Honours of War (HoW)

In the first battle, Russian artillery on the Russian right could not take the counter battery pounding from the massed, Prussian guns.  Before Manteuffel's Prussian Advance Guard got close to the Russian line in its advance, the Russian guns were forced to withdraw.  The Prussian guns, greater in number, eventually overpowered the fewer, opposing Russian batteries as massed artillery fire was concentrated upon one Russian gun at a time.  After the Russian guns withdrew from the battle line, Prussian artillery could be directed towards the infantry.

While the Prussian gunners seemed to have the Russian batteries dialed-in during the first battle, perhaps an adjustment was in order despite the Prussian luck.  Looking at the HIT TABLE, the Prussians must have rolled a high proportion of '5's to cause the Russian guns to withdraw so quickly and effortlessly.  Even if die roll results were more moderate, four guns, massed could produce a similar result.  It would be more difficult to achieve, however.

To mitigate some of this carnage, two changes were implemented in my solo attempt.  Well, one change and one re-reading and interpretation of the rules.  With the historical terrain undulating with many a dip and dead zone, the first change was to provide Light Cover (-1 DRM) to all targets fired from Effective or Long Range.

The second mitigating factor was brought about by a careful study of the TARGET PRIORITIES section.  Having four guns fire on one target allowed enough hits to accrue during one fire phase to either destroy or force back an unfortunate target before any hit could be rallied off.  The TARGET PRIORITIES section states that,
if enemy units within the firing zone are close together, fire may have to be split between them...Distribute hits evenly.  
There are other restrictions on this but this passage suggests incoming fire is not so precise as to allow picking only one target from two that are in close proximity.  Putting this rule into effect limits the amount of damage one unit can take since a nearby unit must absorb half of the hits.  Actually, absorb every other hit with the primary target receiving the first hit in a multi-hit cannonade.  Is my reading and interpretation correct?  Even if not, I like the result and intuitively, I can buy into this notion.  Taken together, these two modifications may reduce the impact of artillery fire at greater than Canister Range in uneven terrain.

Will these changes make a significant difference to the outcome?  Time will tell but I think these changes are a step in the right direction to reducing the long range effects of artillery fire when artillery is distributed disproportionately along the battle line.  Could the same result still materialize as witnessed in the first game?  Of course!  It may not be quite so predestined or likely, though.

As mentioned up front, this scenario focuses only on the initial Prussian assault against the Russian right.  Manteuffel, Von Kanitz, and Marchall will be assigned the task of assaulting elements of Saltykov's 1st Line with elements of the Russian 2nd Line in support.  The action is documented in the series of captioned game photos below. 
At start positions
After preparatory bombardment, Manteuffel passes
 through the Prussian gun line with a double move.
Von Kanitz follows in support.
Long range artillery causes a few casualties
The Russians await
Artillery fire continues as the Prussians
 advance toward the Russian lines
Prussians close to battalion gun range as Marchall's
 cavalry move up to support the right.
Enemies face-off 
Casualties mount but exchanges are not decisive
Rather than facing a first fire from the Prussians,
 Saltykov's grenadiers charge into Manteuffel.
Few of the Prussians successfully countercharge.
Marchall countercharges into support.
Galytsin's 2nd line fails to move up in
support of Saltykov.  Grenadiers go in alone.
The clash!
Saltykov's grenadiers suffer from volley fire
 but shrug off the losses and go in.
Four melees see fierce fighting with heavy casualties.
In the four melee clash, three Prussian regiments
 are Done For against two Russian regiments lost.
A fourth Prussian regiment retreats.
Supports on both sides step up entering into the fray.
Prussian grenadiers on the left retreat
with heavy casualties
while a third Russian grenadier regiment is Done For.
Frederick calls off the attack.
With two Prussian regiments trying to reform, the lead grenadier regiment wavering, and Russian guns still threatening his assault, Frederick calls off the attack.  The Russian right held but only just.  While Saltykov lost all three Russian grenadier regiments, Galytsin's 2nd Line stepped up to plug the gap.  Manteuffel lost half of his brigade.  Had the fight continued, his remaining two regiments would have likely been spent too.

One of Marchall's dragoon regiments sacrificed itself with a frontal charge against a Russian musketeer regiment in order to prevent that regiment from lending support to another melee.  In those two clashes, all four participants were Done For.  Was the destruction of a Russian musketeer regiment in exchange for a Prussian dragoon regiment worth the sacrifice?  Ask the widows and orphans.  

Melees in HoW are decisive with exchanges continuing until one of the combatants is either forced back or destroyed.  Musketry and artillery fire can be decisive too especially if multiple fires can draw a bead on a single, unsupported target.  

What about the end result of a Prussian repulse?  The result seems plausible.  With Manteuffel stepping off before the Prussian bombardment could bear fruit, the Russian line was not suitably softened before the attack.  Even then, the Prussians nearly broke the Russian right.

What about Saltykov's taking the initiative and assaulting Manteuffel as the Prussians came up within battalion gun range?  That was a gamble.  Since Manteuffel's brigade was advancing, it would suffer a fire penalty during the Russian Charge Phase.  With the distance between the two formations close, Saltykov gambled that some of the Prussians would fail to countercharge (50% change to succeed).  Those Prussians failing to respond would suffer in the ensuing hand-to-hand combat.  In that first clash, Saltykov's bet paid off as few of the Prussians responded.

What about the rule modifications?  Decreasing lethality of artillery at long range when the ground is lumpy seemed reasonable.  This is a rule that I will likely maintain when the terrain warrants.  As for the targeting priorities, I like that interpretation a lot as it effectively spreads out the damage allowing units an increased chance of survivability.

Manteuffel's attack on the Russian right was a fun exercise and a perfect size and situation for a solo replay.  With a full battle refight set for this weekend, we will see if these changes affect the outcome.

38 comments:

  1. Lovely toy soldier battle! Your changes make sense to me, especially as the Prussians still almost broke the Russians so all possibilities can still happen, lovely spectacle!
    Best Iain

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    1. Glad you enjoyed my small action on the fields of Zorndorf, Iain!

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  2. Great game, I really like the idea of taking n a slice of the action (flank attack) which gives greater focus on the localised action, these sort of things always makes one care more about what happens to individual units, as you only have this part of the field to be successful. In a big game, you canconsole yourself to a degree by winning on the right even if you are losing on the left.

    I like the mod for unulating ground, though being Devil’s advocate, the reason why the matter was considered fell out of the Russian artillery getting better than average die rolls in the previous games and so in exactly the same game, they could have instead have rolled a bunch of low dice and that would leave a sense that the artillery ‘failed’ and might need help in game terms - The mod in that situation would suppress a trend of poor Russian die rolls even further, so that the ‘just rolled high enough’ would also fail. It is a delicate balancing act. I am not sure which way `I would have jumped, but regardless, I like the notion that undulating ground even across a flat table is something that is brought into being - though the normal hit / miss process of the dice is often doing this anyway, I know you are a fellow believer in the dice telling their own story.

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    1. Thank you, Norm!

      While some will disagree about the relative power of artillery in HoW (the author, for one), my perception is that artillery tends to have a big influence on the game. As in the first battle, the Prussian artillery was very effective. Was that due strictly to the rules or the hand of fate? Some of it was certainly due to the luck of the die but massed batteries have the potential to sow great destruction. Perhaps, a more analytical study should be undertaken to record actual vs expected die results in games to assess my perceptions? That sounds too much like work.

      You are correct in that it is hazardous to pursue rule chances willy-nilly without considering the situation. I try to avoid that.

      As you surmise, I do enjoy allowing the dice to build the narrative.

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  3. I used to use Honours of War in my SYW games and initially I was very pleased with the way the games played out. However as I played more games I became increasingly disenchanted with the rules and in particular artillery. The final straw was a refight of Leuthen where the Prussians due to losses had 'only' 24pdr brummer guns. MY Opponent simply massed these guns in the centre. You will understand what the outcome was as my Austrians simply disintegrated under the barrage from four separate heavy guns who were firing at short range right from the start. The battle was over very quickly as the Prussians simply took all their infantry from the centre where these guns controlled everything and used them to take Leuthen with ease.I hated the game and not just because I lost. I hated the feel of the game and sadly Mr Flint has never tweaked the artillery rules which makes them a battle winner in their own right, which isnt how I understand the tactics of the SYW. A case in point was that when we refought Zorndorf we had a similar result and the Russians were simply overwhelmed by firepower.Still your refight looked a great game.

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    1. Robbie, I am still mostly satisfied with the way in which HoW plays out. It has an elegance that I find very appealing. Massed guns and artillery are buggers but the following the Target Priorities (in this small action) seemed to address most of my discomfiture. We will see how these amendments and re-interpretations work in the full battle soon. Perhaps reducing the number of batteries is a workable solution such that each gun model represents more guns than the rules suggest?

      I feel your pain.

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  4. Excellent table and figures, cool battle. The Russians are tenacious if nothing else.

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    1. Thank you, Dave! Yes, the Russians are tenacious as they should be I think.

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  5. Cracking looking game Jonathan and I'm sure the weekend will prove just as fun!I admit I haven't tried Honors of War as I'm perfectly happy with Maurice and Black Powder/ Field of Battle II when I need a change up.

    Christopher

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    1. Thanks, Christopher! Win or lose, getting together with the guys is always fun.

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  6. Nice report and interesting analysis. I like the idea of a simple rule that causes fire to be distributed realistically. The idea that multiple sources of fire from units arrayed abreast in a line can be focused like light from a magnifying glass on a single point is a gamer's technique, but hardly fits into how fire was actually controlled, even when it was massed. I look forward to seeing how this interpretation plays out in the wider battle.

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    1. Glad you found the battle report and analysis interesting. Even if my interpretation of Target Priorities is incorrect, I like the result and plan to keep it.

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  7. I like the rule about undulating terrain to limit the effectiveness of artillery at range.

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    1. I like too since it mitigates some of the power of artillery at long range especially when the batteries are concentrated against one target.

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  8. A lovely looking game and interesting analysis. In our HoW games we've never really had massed batteries to contend with and as such, they have all been very enjoyable. We did play one game where we massed our batteries, which allowed us to dominate the Prussian artillery.

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    1. Much appreciated, Steve! Once you fight a battle with concentrated artillery, you will quickly discover the power of massed guns. Do you typically fight historical battles?

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  9. Excellent game Jonathan, really impressive!

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  10. Great AAR and lovely photos Jonathon. I think that your mods worked well. Zorndorf should be a sausage grinder and looks like that what you got.
    Cheers, Peter

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    1. Thank you, Peter! Sausage grinder it was. Casualty rate was very high but seemed appropriate for the battle density.

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  11. Nice looking game and reporting. I enjoy a solo game occasionally myself.
    Artillery in black powder games can be kinda tricky. They need to be powerful but not super powerful. My fav ACW rules (RFF) have a rule that batteries can’t coordinate fire to gang up together to eliminate the mass effect; so I agree that in the SYW the cannons likely need to be toned down and the spreading out of hits seems like a good fix. šŸ˜€

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    1. Thank you, Stew! I enjoy solo gaming as it allows better capturing of the action for a battle report.

      RFF is a favorite of mine as well although it has not seen the gaming table in a long time.

      Spreading of hits may go a long way to correcting the overbearing artillery in HoW. We will see!

      Thanks for your comments.

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  12. Great looking game Jonathan! Thank You for a report!

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  13. Great looking game Jonathan. Wonderful to see good sized battle formations.

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    1. Thanks, Mark! Infantry units are 23 figure. That is a good size for BMU.

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  14. An excellent looking game Jonathan! Two opposing lines of brightly clad close order, exactly as it should be! :)

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    1. Thank you, Mark, and I agree; exactly as it should be!

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  15. I hope you enjoyed the solo rerun Jonathan - and thanks for an entertaining report

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    1. Glad you enjoyed the replay and, yes, I enjoyed it too!

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  16. Looks great Jonathan, fantastic and evocatve pictures/explanations with Russians, courageous Russians...

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  17. Interesting outcome. I think the artillery modification definitely helped. Isolating the attack also worked well. I tried a similar bypass of the guns in my solo play. However, the Prussian Cavalry on the left proved decisive in locking down the Russian Second line to allow the Prussians to maintain pressure. I will be interested to see how your next full play turns out.

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    1. Yes, the artillery changes helped boost both sides' regiments survivability against artillery. I have also considered swapping the Russian 1st and 2nd lines so that the grenadiers in the 1st line are not pounded by artillery from a distance before the Prussian infantry can close. Also under consideration is redeploying the Russian 1st and 2nd lines from a tandem deployment to an abreast deployment. I will be interested to see if any of these ideas are attempted and successful.

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  18. Great looking battle, Jonathan. You certainly "own" this period! :)

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    1. Glad to like the look of Zorndorf, Dean! You will likely get at least one more look at it...

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