Showing posts with label VASSAL. Show all posts
Showing posts with label VASSAL. Show all posts

Thursday, June 7, 2018

GMT's 1914 Offensive a Outrance

Michael, the Good Padre from The Mad Padre's Wargames, and I decided to give this GMT game a try via VASSAL and email.  Our objectives were three-fold: Learn VASSAL as a means for conducting boardgames via PBeM; learn Resch's 1914 series on operational WWI warfare; and play an enjoyable game with a like-minded friend. When did we take on this challenge?  Well, almost exactly one year ago!  I guess one might say we have taken the long, slow road to learning the game.

For a brief overview of the game and its scope, I pulled the following from the GMT's website:
1914, Offensive à outrance, The Initial Campaigns on the Western Front in WWI realistically covers the battles fought in Belgium, France, and Germany during the first months of World War One.
Historically, Germany launched its armies through Belgium and northern France in an attempt to achieve a quick triumph and avoid a long costly two-front war. The first weeks of the war resulted in a series of German victories that took them to the outskirts of Paris. There, in early September, the French counter-attacked at the River Marne and forced the Germans into a short withdrawal. Subsequently, when the Allied counter-offensive stalled at the Aisne River, the belligerents unsuccessfully maneuvered to outflank each other in what is known as the “Race to the Sea.” The campaigning season ended in exhaustion and stalemate at the Battle of Ypres.

1914, Offensive à outrance (translation: Offensive to excess) is a comprehensively researched model that explores this fascinating set of campaigns with an accurate order of battle and detailed game map. The map encompasses the entire theater of war from the English Channel to the Swiss Border. The game system used is a streamlined derivative of the 1914, Twilight in the East system, modified to speed play, with care not to lose focus on those aspects of warfare that made the opening stages of WWI so unique. This game system, in conjunction with the accurate map, allows the German advance to be conducted along historical routes with the eminent “Open Flank” present (instead of units strung out from map edge to map edge). The Allied player has an opportunity to recreate a “Miracle of the Marne” type victory or to stop the Germans earlier. Likewise, the German player has a chance to change history and defeat the Allies’ armies in 1914.

The Grand Campaign scenario covers the period from the fall of Liege on August 16th to exhaustion at Ypres in mid-November. Two shorter scenarios, The Battle for Lorraine (a learning scenario) and From the Marne to Stalemate are also provided.
1914, Offensive à outrance is a playable “Monster Game” designed with the expressed goal that the majority of the game can be completed by four dedicated players in one five-day long Expo. The 24-page rules booklet is concise, well written and organized. The game is exciting and gives wonderful insights into one of the most important campaigns of the twentieth century. The result is that 1914, Offensive à outrance is a game that the "WW1 enthusiast" must have and that a gaming connoisseur will enjoy.

1914, Offensive à outrance is designed by Michael Resch, winner of the 2007 CSR Award for Best pre-WWII Board Game and Best Wargame Graphics for his design 1914, Twilight in the East (GMT 2007).
TIME SCALEEach turn = 2 to 4 days
MAP SCALE8km per hex
UNIT SCALEDivisions with independent Brigades
NUMBER OF PLAYERS1 - 4




This is a monster!

In my younger days, a monster wargame would see me heading straight for the full battle or campaign game and dismissing the introductory scenario.  Being older and hopefully somewhat wiser, Michael and I prudently opted to learn the ropes of 1914, Offensive à outrance (OaO) and VASSAL by means of the Introductory Scenario, The Battle for Lorraine.  This scenario is only four turns in length but provides plenty of action and a splendid introduction to the system.  Yes, four turn scenario and we are still playing one year later.  As described in the Playbook, 
29.0 THE BATTLE FOR LORRAINE – Introductory Scenario This scenario is intended to be a learning scenario. Players are encouraged to familiarize themselves with the Player Aid Cards and to practice with the movement and combat mechanics. Specifically players should concentrate on paying MPs when crossing a hexside (rather than when entering a hex). It is also beneficial to learn the Forced March procedure, Cavalry Reaction procedure and the effects of placing Prepared Attack markers. The combat resolution procedure is unique and can be experimented with until the process is mastered. This scenario has not been designed for winning and losing. The intention is to allow players to take a small bite of the apple. Historical Notes In order to fulfill France’s prewar promise to Russia, General Joffre ordered an offensive into German-held Lorraine when mobilization and deployment were completed. The offensive began on 14 August with the advance of the First and Second Armies in the direction of Saarburg (Sarrebourg) and Morhangin (Morhange) respectively. The advance was methodical but whenever German forces were encountered the French attacked “à outrance” as per their pre-war doctrine. The German forces opposing this advance consisted of the German Sixth Army and a large portion of the Seventh Army. Initially ordered to take a defensive stance, the Germans allowed the French to slowly advance. On 20 August, the Germans launched a counter-offensive that threw the French Armies back across the border. The Germans followed this success with an advance into France. 29.1 Scenario Length and Map The Battle for Lorraine begins on the French Player turn of GT 1 and ends after the completion of the German Player turn of GT 4. The scenario is played using a portion of the South map. The boundaries of the playing are (all hexes listed are in play): NW: 48.49, NE: 64.49, SE: 64.60, SW: 48.60. Players can download a 8-1/2”x11” scenario map from http://www.consimgames.com/docs/1914_Oao_The_Battle of_Lorraine_Scenario_Map.pdf.
At start positions
Using VASSAL and the OaO module provided, everything needed to set up and play the game was included.  After discussing a reasonable process flow, we dove in. 
German counter offensive
The combat engine is nothing like I have experienced in a wargame before.  Despite this being a monster game with a moderately high level of complexity, we have been able to work through the rules with little difficulty.  Some processes had us scratching our heads momentarily but we persevered.  Using VASSAL as our game engine actually simplified play as the designer of the module incorporated much of the required record keeping right onto the counter.  With VASSAL tracking current unit status, we could focus on game mechanisms and strategy rather than bookkeeping.  That is a mark of a good design!
Front line At Game turn 3
OaO is a clever system and models WWI operational conflict distinctly.  With multi-step losses, diminishing combat effectiveness, intrinsic artillery ratings, individual unit proficiency, and an interestingly abstract artillery model, OaO presents an intriguing puzzle.  Sticky ZOCs and an attritional CRT almost guarantee little chance of Blitzkrieg style breakthroughs even at favorable odds.  Participants can choose the level of combat intensity too.  With 550 combat results, a wide variety of results are possible.  Victory in individual combats is never certain and the victor will often sustain as many casualties as the vanquished. 
German Counter attack Game Turn 3
Where we stand at present is the German Move of Game Turn 3.  As seen from the screenshot above, the German player has launched a series of attacks all along the front in the penultimate turn.  Historically, after the French offensive across the border ground to a halt, the Germans launched a counter-offensive.  The German counter-offensive pushed the French back to their borders.  Not likely the situation in this game.  Before the German attacks can be resolved, the French player gets a chance to conduct any counter moves.  Still some play left in this one.

An interesting and challenging game that provides a plausible model for WWI operational combat.  Clearly the best operational WWI game I have seen or played.

Monday, May 26, 2014

Montcalm & Wolfe SEP1755-DEC1755

Following the Battle of Fort Carillon, Rigaud and the remnants of his expedition retreat back into the woods.  In the engagement, one French regular regiment was destroyed. Having prevented the French completion of Fort Carillon, both weary combatants are forced to forage rather than draw supplies from a supply source.  French have two units which forage and both are successfully kept alive.  The British under Shirley, have one of the two militia melt away likely from a combination of battle weariness and lack of supplies.
With winter approaching, the British want to ensure that troops are back on supply sources to minimize attrition and demobilization.  Rolling on the Activation Table, the British roll an '8'.  The French get one activation!  This bonus activation is used to bring Rigaud and force back to Isle aux Noix.  After briefly losing the initiative, the British roll again for activation.  This time, five activations are scored.  The two militia at Albany are placed into reserve as is the one militia at Fort Edwards.  Johnson returns to Albany and Shirley returns to Fort Edward.
All units are currently stationed at supply sources so no normal supply attrition occurs.  In winter, however, attrition is much more severe and having a supply source is no guarantee for survival.  Each non-militia unit must roll on the Forage Table with one unit in settlements and two in fort being exempt.  Militia units must, however, roll for demobilization.  Militia units accompanied by a leader gain a bonus as do militia in a friendly port or fort.  Since Fort William-Henry was not a British fort at the stat of the game, it will not count as a fort for winter demobilization purposes.  That is one reason Shirley returned to Fort Edwards vs Fort William-Henry.  French militia in Quebec receive a double bonus.

All non-militia fall under the limits for forced foraging so only militia demobilization occurs.  One militia at Albany is demobilized and the French lose three militia; one each at Fort Frontenac, Isle aux Noix, and Quebec.  Ouch!
With winter in full swing and content to hunker down, neither side makes any activations for the Winter 2 turn.  With no military operations, supply and winter attrition are checked.  For militia demobilization, all British militia decide to head home with the exception of the militia in Fort Edwards while the French militia stay on post.  Four British militia disband during the harsh winter.  What will be left by Spring?

1755 Strategic Interphase.  Currently, the Political Track stands at '3' in favor of the French.  This level will influence the strategic reinforcements allocated for 1756 to both sides.  French will enjoy a '+1' while the British will suffer a '-1' DRM.

Rolling and placing first, the French receive two militia and Drucour.  Drucour and one militia are sent to Isle aux Noix while the second militia is sent to reinforce the ungarrisoned Fort Frontenac.  The British also receive two militia.  One is sent to Fort Edwards along with Monckton and the other arriving at Albany.
Thus ends the first year of the war.

The winter was brutal on the militia and militia reinforcements were not enough to cover losses to those disbanding.  Both sides appear to be building up for a renewed offensive in the Hudson Valley and the lake region in spring.  Not having built Fort Carillon will significantly hamper French control of Lake Champlain and the Hudson Valley.  All is quiet on the Western Front but will it last?  The French in Fort Duquesne seem quite isolated in their outpost and far removed from significant action.  I suppose the presence of French regulars there does defuse any British attempts on a deep end-around.   

Tuesday, April 22, 2014

Montcalm & Wolfe Campaign SEP1755

September 1755:
In an attempt to stabilize the quickly deteriorating situation, Britain risks rolling on the Activation Table rather than taking the assured, one activation.  The Activation die roll allows the British three activations.  They needed that!

After Braddock's disastrous expedition into the wilds of the Monongahela, he retreats back to the safety of Fort Cumberland with the remnants of his force.  Shirley, with one ranger and two militia strike out for Fort Carillon to deny the French player use of the fort when it becomes available later in September.  Using bateaux, Shirley's force hugs the shore and disembarks on the construction site of Fort Carillon presumably scattering the engineers and halting work.  Johnson finally convinces the Cayuga to ally with the British.  The Cayuga warband sets off to bolster the Fort Stanwix garrison.
With Shirley stealing a march on the French to reach Fort Carillon before it could either be completed or garrisoned, the British gain the strategic upper hand on Lake Champlain.  Since the lake is the main conduit in this theatre, Shirley's ploy may represent a major mistake for the French.  A better play would have been to place Rigaud and his force at Isle aux Noix on Reserve status.  That way, after Shirley moves into the Fort Carillon hex, Rigaud could make his reserve move and slip into the hex before combat.  Rigaud would be considered the defender and receive the woods benefit.  Hopefully, an oversight to which the French will not regret.

A question on the game concerns the status of Forts William-Henry and Carillon.  Both begin the game under construction.  Both forts become active "during the September 1755" turn."  At which point "during" the turn do these become active?  That timing is unclear.  For this campaign, I will rule at the end of the September turn both forts will exist.

The French opt to take only the guaranteed one activation and activate Rigaud.  Rigaud sets off by bateaux with two regulars and one militia to Fort Carillon in an attempt to intercept and thwart Shirley's strike.  Rigaud will be considered the attacker in the first major engagement of the war.   

With three regimental equivalents per side, I plan to resolve this action on the gaming table.  Three maneuver units (MUs) per side may not be enough to make much of a game so my plan is to double (or even triple) the number of MUs.  While the French will have a qualitative advantage, the British will be holding favorable ground.

Wednesday, April 16, 2014

Montcalm & Wolfe Campaign

 The campaign game begins in May 1755 with dispositions as outlined in the initial campaign post.  After bolstering the French by two more irregular regiments, I am ready to step off on campaign.

May 1755: 
Wanting to seize the initiative, the British, under Johnson, strike out with forces to garrison Fort Stanwix.  Johnson brings along two regular regiments in bateaux up the Mohawk River and reaches the fort.  Similarly, Shirley leads the rangers and two militia up the Hudson valley to Fort Edward.  The British attempt to recruit the Cayuga in order to push a garrison into Fort Oswego but fail to coerce the natives.

The French erupt from Fort Niagara with Contrecoeur and two regular regiments in an attempt to steal a march on the British and take the ungarrisoned Fort Oswego.  Traveling by boat, Contrecoeur reaches the fort and after a skirmish, the French take Oswego.  Political Track shifts one in favor of the French.  
May 1755
June 1755:
British roll for activation and get three points.  One more militia marches up to Fort Edwards.  Leaving Fort Stanwix garrisoned, Johnson departs and heads to the Cayuga settlement.  Even with his presence, Johnson cannot persuade the Cayuga to join.  In the west, Braddock marches out of Baltimore to Alexandria with two regulars and one militia.

French roll on the activation table and receive no activations.  Tuscarora join the French and successfully raid Wilkes Barre.  Another Political Track shift for the French.  
June 1755
July 1755:
British choose to automatically activate one force only.  With this one activation, Braddock moves his force to Fort Cumberland.  Johnson still has no luck in convincing the Cayuga.

French roll on the Activation Table and get four activations.  One militia moves by boat from Montreal to Oswegatchie.  A second militia moves from Trois Rivieres to Isle aux Noix.  Rigaud and one militia move down to Isle aux Noix.  The rampaging Tuscarora move on to Easton but fail in successfully raiding the settlement.  Finally, one regular is transported by boat from Quebec to Montreal. 
July 1755
August 1755:
British roll for activations and receive two.  One activation is spent moving Braddock's force into the wilderness towards Fort Duquesne.  The second activation is used to send one militia from Albany to New York City.  Johnson still cannot convince the Cayuga to join the British cause.
August 1755
French roll on the Activation Table receiving three. One point is spent moving the militia in Oswegatchie to Fort Frontenac while a second point is spent sending the Tuscarora natives on a raid to Carlisle.  This the natives do successfully.  One more Political Track shift in favor of the French. Trying to get the Oneida to ally with the French was a bust.
August 1755
With Braddock out in the wilderness, his forces must forage.  One regular and one militia disappear into the wilderness never to be seen again.  Disaster along the Monongahela and history repeats itself.
August 1755
Thus far, no large actions have occurred but the British have definitely been pushed back on their heels.  September will likely see action along the banks of Lake George and Lake Champlain as both forts William-Henry and Carillon become active.

Friday, March 7, 2014

Montcalm & Wolfe Campaign Begins

A few weeks' ago, I began laying down some thoughts on conducting a wargames' campaign (Thoughts on Selecting a Wargame Campaign). Keeping the operational/strategic aspects of the campaign simple was key in selection.  A second key criterion was that the scope of the campaign should remain small.  Finally, I needed to have a majority of the troops required already in hand and battle-ready.

After some time spent in contemplation, my choice for this trial will be the French & Indian War.  To govern the operational activities, the DTP effort, Montcalm & Wolfe will be utilized.  Luckily, there is an excellent VASSAL module available and in many ways provides a much more handsome tool than the original game.  Oh, the module is free as well!

The campaign begins in May 1755 with monthly game turns.  All units begin deployed in set positions with the exception of three French regular regiments.  These variable regiments are placed, one each, in Fort Duquesne, Fort Niagara, and  Isle aux Noix.  With these deployments, Fort Duquesne can be defended from a possible stab north from Braddock, the upper reaches of Lake Champlain can be protected, and allows a possible strike against the British garrison at Fort Oswego at the start of the campaign.  Only the larger engagements will be transferred to the game table for resolution with miniatures.  Hopefully, this exercise will generate a few interesting encounters to play out on the table. 
Situation May 1755
Looking over the OBs for both sides, the number of militia units may outstrip what I have painted.  While I have a number of colonial units that can be pressed into service for the British, only a handful of militia units for the French are service-ready.

To remedy that shortfall, I placed a small order to 1st Corps.  Now, I have not purchased from 1st Corps in several years but I do field several of their British and French units in the FIW collection.  The 1st Corps figures come in at the larger end of model size compared against Old Glory and Dixon.  Painted and deployed on the table, most of these size differences vanish.  

What I ordered were two dozen figures from the Coureur de Bois and French in Campaign Dress SKUs.  The order arrived within two weeks and are primered and ready for the brush.   Painted, these will provide the foundation for two more French militia units wearing a mix of dress.
French militia from 1st Corps