Saturday, September 4, 2021

From Pike To Bayonet: A Battle Report

Tuesday's remote game was a return to playtesting Graham's late 17th/early 18th  Century rules.  This time, the battle was set in the 1690s Low Countries where an Anglo-Dutch force faced off against a French force.  The objective was to take control of the bridge separating the two armies.  Troop quality is unknown until contact with the enemy.  How good or how reliable will our troops be on the day of battle?  No one knows with certainty.  

Since I would be commanding the French right wing, I switched webcams from the lead camera view (opening game photo) to better see my troops.  The French Army is attacking from top to bottom with the Anglo-Dutch attacking from bottom to top.  The ruined bridge in the foreground is not a meaningful objective.

How did the battle play? 

Both armies advance toward the bridge
French right-wing horse charge across the river
 and receive an unwelcome volley.
Disordered, French horse charge home as armies close...
and are sent packing back to where they came.
It's a race to find the best defensive ground along the river.
The race continues with volleys exchanged across the water.
The French right charges across.
One clash results in the enemy being driven back.
The other ends in a firefight.
The retreat turns to rout as one Anglo-Dutch
 regiment breaks.
And then a second enemy unit breaks for the rear.
The victorious French follow up.
While the French left is becoming hotly engaged at the bridge,
 clashes continue on my end of the battlefield.
French charge across the river and across the bridge
 into the jaws of the enemy.
My two French regiments are driven back from the river
 while the French left wing drives back its opposition.  The
pursuit of the two broken Anglo-Dutch regiments continues.
At this point, the battle was called due to time.  After about four hours of play, two Anglo-Dutch infantry regiments were in flight and a third regiment was being pushed back.  For the French, two cavalry regiments had fled the battlefield and two infantry regiments were being pushed back.  With neither army broken, Graham declared the battle a draw.  With both armies only approaching the halfway mark to becoming broken, a draw seemed a reasonable outcome given the situation, I thought.

The hard-charging French were not as effective as I hoped and the Anglo-Dutch platoon-firing infantry was more effective than I feared.  With rules in flux, just when one sees workable tactics beginning to formulate and gel, the next rules' iteration throws much of that discovery out of the window.  We begin again from Ground Zero.  Well, not quite Ground Zero but you get the impression.

There are a couple of assumptions in the rules requiring more of my thought.  I am sure these curiosities will be addressed in time but for now, they are puzzling.  In the remainder of this post, I tackle one as I work through the problem.

What is the source of one of the puzzlements?  Initiative determination.  The assignment of initiative at the beginning of each turn has the potential to have an outsized influence on the game.  The turn-starting rule on initiative determination drives the sequence of play.  The player winning initiative has a choice of moving and fighting first in the turn or second.  With that choice, a player could choose to activate second in one player turn.  Then if initiative is won in the next turn, that same player could move first.  This result allows one player the opportunity to activate his army twice in a row.  That is, the army activates second in one turn and then activates first in the following turn.  In Tuesday's battle, the Anglo-Dutch army managed to pull this off twice producing back to back activations two times during the game.  Two sequential activations manifests an advantage; sometimes huge.  An advantage that is difficult if not impossible to counter.

The probability of a double activation is actually increased by the nature of the initiative roll.  The player that loses initiative in one turn is more likely to win initiative the next.  The +1DRM to the initiative loser reduces the likelihood that one side can dominate initiative by allowing the initiative loser a better chance to snatch it away next turn.  True.

All things equal, what the game ends up with is a negative serial correlation to the prior turn's initiative holder.  This seems to violate Newton's First Law of Motion.  In physics, a body in motion tends to remain that way unless an outside force acts upon it.  Given that, an army in motion (holding initiative) ought not be less likely to maintain that motion than its opponent.  Better to have theory on your side, I think.  Taking the initiative should be rewarded; not punished.  

Now that this is identified, what are possible solutions to address this +1DRM Initiative bonus to the prior turn's initiative loser?

First, drop the "+1DRM if lost last initiative."

Since the Initiative Roll already modifies the die roll by commander quality, keep that in place since better generals ought to have a better chance of seizing and maintaining the initiative.  If you want to stop there, that is fine and provides a workable, theoretically sound solution.

Let us not stop there, though.  A more interesting solution is to add,

"+1DRM if moved first last turn."

What does this addition accomplish?

Say, Player 1 wins the initiative and decides to move first.  Player 1 moves first and Player 2 moves second.  Since Player 1 moved first, the initiative rests with Player 1 this turn.  Next turn, the probability of Player 1 maintaining the initiative is increased by +1DRM.

What if Player 1 wins initiative and decides to move second?  Now, Player 2 moves first and Player 1 moves second.  Player 1 has relinquished the initiative to Player 2.  Next turn, Player 2 has an advantage in attempting to hold the initiative with a +1DRM.  Player 1 not only gave up initiative this turn by choosing to move second but has allowed his opponent an opportunity to maintain this initiative next turn (and subsequent turns) with increased probability.

Now, there is a reward for maintaining the initiative and a cost for giving it up.  As a bonus, no Newtonian law is violated in the process.  Of course, the opposing player could still out roll the initiative holding player despite the +1DRM and snatch the initiative anyway.  With no modifiers, the player not holding the initiative will win initiative 15/36 times. With a +1DRM, the player without initiative will win the comparison toss, 10/36 times.  Maintaining the initiative once taken is no sure thing.

I welcome comments on the original Initiative determination scheme as well as my suggested amendments.

I end with a few photos of the Spokane skyline, Lower Falls and Upper Falls snapped during Thursday's ride.  Weather remains perfect.


Wednesday, September 1, 2021

French Piemonte Regiment

After a lot of gaming in August (eleven games!), there has not been much in figure count crossing the finish line at the painting desk.  Meaningful painting sessions have been few and far between.  While a number of units are in process at the workbench, few made it to the point of mustering out in August.  Well, that is not quite true.  A couple of Sumerian units mustered out but have not reached the point of getting into the photo booth.   

Off the workbench today is a 23-figure regiment of French musketeers for the SYW project.  Following not too far behind the Normandie regiment off the workbench, today the Piemonte Regiment steps out from the paint desk.  Foot figures are from Blue Moon with a Eureka mounted officer leading on his men.

I mentioned that a couple of units of Sumerians are nearing completion.  Actually, several units for Biblical projects are in work.  On the workbench now are archers, javelinmen, and slingers.  A whole array of lightly armed troops are seeing some activity.  Many of these light-armed, skirmish infantry will be used to bolster skirmisher contingents for some Bronze Age playtesting.  That activity may begin soon.  In addition to the Biblicals, a fourth WotR Battle is about finished.  Battle #4 will be marching out as Jasper Tudor's retinue. 

On the cycling front, weather has improved with less heat and less smoke making cycling much more enjoyable.  August mileage remained consistent to May-July coming very close to 750 miles in the legs.  Had I been able to make it out on the bike Tuesday, that threshold would have been crossed. A few photos from a recent ride follow:



Next time, perhaps another painted unit, a battle report from the weekly Tuesday game, or something entirely unexpected.

Saturday, August 28, 2021

Defense of Shoemaker's Bridge

The action at Shoemaker's Bridge is up for one last replay.  This time the Monday Night UK Group (which plays on Tuesday!) is set for an encore game.  Rather than umpiring three players in the first game (see: Shoemaker's Bridge: Game 1), I had seven players participate in this game.  Quite a fistful of players for a remote game.  No worries since there were seven brigades on the OB.  Each player could command a meaningful and independent brigade.  Still, managing and coordinating seven players in a remote game is a challenge.

How did the battle unfold?  Please continue reading to find out!

General Heard deploys his brigade and the independent units of Rifles and artillery as seen above.  The artillery is deployed in the rear covering the bridge.  The rifles and one militia regiment set up on the American right, likewise, covering the bridge while the two remaining militia regiments position themselves on and around Shoemaker's Hill.  All are given Hold orders enabling them to react to British movements on Turn 1.  
React the Americans do.  As the British begin reaching the battlefield on their approach to the bridge,  Heard snaps into action.  The Rifles quickly cross the stream and let loose a volley into the arriving Redcoats.  Militia situated at the bottom of the hill along the stream climb back onto the heights before contact with the enemy. 
First contact on the British left near the farmhouse
The riflemen are driven off with casualties but their bold move forces the Redcoats to bunch up around the bridge. This concentration of force makes an easy target for both militia and guns. One of Jones' regiments scatters in these opening salvos.  Brushing aside these Rebels may not be so easy as expected.
Or will it?  The Redcoats wade across the stream all along the front with one regiment scaling the heights to contest Shoemaker's Farm almost immediately.  Lord Percy, Matthews, and the two guard regiments swing wide around the Rebel left in an attempt to pressure Shoemaker's Farm from two directions.  American reinforcements can be seen hurrying toward the front. Will they reach the front in time?
The answer to that question is unknown.  The Redcoats, having crossed the stream in strength, are driving the Rebels back on the American right.  Pigott's men advance and fight into the fields deep into the American right.  Percy and Matthews drive deep on the Rebel left.  Smith's Brigade is preparing to assault the heights.  This rapid advance is beginning to show shades of battles' past.

Pigott and Jones are thrown back
But the American defense shows signs of stiffening as reinforcements spin off to the left and right to contest these British probes. On the Rebel right, Jones and Pigott's commands are driven back from the fields as Heard and elements of Nixon's Brigade pushes forward.  The British suffer heavy casualties as they are thrown out of the field.  On the American left, skirmishes erupt as Parsons’ Brigade interrupts Percy and Matthew's thrust.
In the center, Smith prepares to assault the heights in force having gained a foothold on the lower slopes near the bridge.  The American defense appears to be stiffening.
Smith's assault goes in as his command climbs the heights.  The Rebels are driven back swiftly but casualties are high.  Matthews throws in one of the Guard regiments in the assault upon Shoemaker's Farm.  For now, the militia in the farm hold but for how long?
Jones goes in again on the left
The Rebels counterattack!  On the left, Jones' Brigade suffers greatly as his command takes withering casualties as the Rebels press forward.  In the center, Nixon goes on the attack in hopes of stopping the British advance.  Parsons, on the Rebel left, forms up to contest Percy's planned encirclement of the heights.
Smith storms Shoemaker's Farm and the militia are ejected.  Both suffer great loss.  Lead elements of Smith's command descend the heights flushed with success.  Can the Americans hold?  
While Parsons holds the Guards at bay on the left and Heard dispatches the remaining Redcoats on the American right, Nixon turns the tide in the fight for the heights.  
With the situation at the bridge under control, Nixon can turn his attention elsewhere.  In their possibly over-extended positions on the hill, the Redcoats are flanked by elements of Nixon's Brigade.
Softened by artillery and then assaulted from the rear, the Redcoats waver and then break.  In a matter of minutes, Smith's command is in tatters.  Smith must now figure a way out of this vise.  With Parsons pinning the Guard, no relief is in reach.  While Smith still holds the farm, his remaining brigade is either dead on the field or trapped.
The Redcoats are pinned!
With the British left destroyed and only remnants of Smith's Brigade clinging to the Shoemaker Farm, Lord Percy orders the Guard to retire from the field.  The Rebels have held the field and prevented the encirclement of their army outside of Brooklyn.  Hurrah!

Well!  Finally, the Americans taste victory in the fifth replay of this battle.  This was a hard-fought scrap that the Rebels could have lost once again.  A well-played game by the Rebel commanders.  This American victory with provide another interesting piece of evidence to a battle retrospective.

How about the Butcher's Bill and Victory Point totals?
Butcher's Bill
Battle Losses: British lost 8 regiments of infantry and three generals (!) to the American's loss of 7 regiments of infantry and one general.
Victory Points: British 20. Americans 34.

I declare this a decisive tactical American victory.  The Rebels have blunted the planned British flanking maneuver upon Brooklyn.

Ian, Graham, and Phil, you demonstrated how to win an American victory in this scenario and save Fort Brooklyn.  Decisively too!  Well done!  

For the British players of Will, Steve, Chris, and Richard, you fought valiantly and I thought I would witness another in a long string of British victories.  Alas, the Rebels live to fight on.

For a player's perspective of the battle, see Graham's account at,

Great fun in umpiring this very large, player count remote game.  Thanks to all!

Tuesday, August 24, 2021

The British Are Coming!

After umpiring three battles of Shoemaker's Bridge, Matt agreed to replay the battle allowing me to command the American defenders.  Watching the progression of the prior three games, I thought the defenders might have opportunities to spoil the British juggernaut.  Resisting assaults from hardened Redcoats against many untrained militia is a tough task but I figured the Americans were not without options.  This, then, is an account of that battle.

Heard's Brigade opts for a forward deployment to challenge the British crossing.  The Continental Rifles are deployed on the American right with the guns positioned on the hill to the rear.  From their vantage point, the guns should be able to cover the bridge in support. 

All four of Heard's militia line the banks of the stream between the bridge and Shoemaker's Hill. All militia have carefully loaded muskets and are placed on HOLD orders to react to British initial movements.

As lead elements of the British column reach the battlefield, Heard springs into action. The rifles cross the stream and threaten the British left while Heard's brigade wades across the stream. The Americans will take the fight to the British!


The militia unload their muskets into the Redcoats but few casualties are suffered.  Can Heard get more than one volley out of his militiamen before they retire?

With word of Nixon's Brigade on the way, Heard prepares his speed bump at the stream.  The Redcoats are coming on thick.  Dense formations are prepared to brush the rebels away with cold steel.

Give 'em cold steel!

That is exactly what the Redcoats do!  The Rifles are overrun and one militia is scattered.  The long British columns continue their march to the bridge.
"Disperse ye damn rebels!"
As lead elements of American reinforcements reach Shoemaker's Hill, Heard's militia fall back across the stream.  Have the militia bought enough time to establish a defense? 
The Redcoats storm across the stream but not without cost.  One regiment takes heavy casualties and balks at crossing the stream.  No fear!  Two British Guard regiments push their way across in the face of the enemy.
Two more American regiments are scattered as the British charge home.  This engagement may be over before it gets started!  Nixon's Brigade is hurrying to stop the British advance as Parson's Brigade reaches the field.
As the British struggle across the stream and brush, the American defense begins to form upon the heights at Shoemaker's Farm.  Heard's militia continue putting up a good fight at the base of the hill and on covering the American left. 
Action looking from the south
The battle is not completely one-sided, though.  The 1st Guards are destroyed while a second regiment takes heavy casualties while scaling the heights.  The American defense is beginning to stiffen!  Unfortunately, a third militia regiment from Heard's Brigade is scattered.
British advance on the left
With Rebel lines forming up on the heights, British march into a hail of lead.  Two British regiments are destroyed in the advance including the 2nd Guard Regiment.  Lord Percy is killed!
Seeing the carnage to their front, three British regiments linger in the dead ground below the American positions.  The "dead" ground takes on a new meaning.
While the British assault upon the hill has stalled, the Redcoats attack the Rebel right.  Even though reinforced by the timely arrival of support from a regiment of Continentals, can the militia hold the field?
View of battle from south
Redcoats charge into the field
In the field on the American right, the Redcoats charge home and the rebels are evicted from the field.  On The American left, two British regiments assault Shoemaker's Farm and its militia defenders. 
The Redcoats seize the farm!  The Rebels launch a vigorous counterattack.  On the American left, the position has collapsed as militia are streaming toward the rear.  The Rebel guns on the hill, turn to face their new threat. 
Rebels counterattack!
With seemingly little effort, the guns at the farm are overpowered and captured.  The American right has truly been turned and the Rebel line of retreat is in peril.
Fighting hard to retake Shoemaker's Farm proves fruitless.  The stalwart British fail to be evicted as the battle winds down.  In a daring maneuver to retake the bridge, the Rebels are thwarted by the timely return of interlopers.

The battle ends.

Casualties on both sides were very heavy.  Of the four games played, Game 4 definitely witnessed the most bloodshed.  What about the Butcher's Bill?
Butcher's Bill
The British lost six regiments and two officers to the American's eight regiments.  That is a very high body count.  What about Victory Point tally?

For Victory Points, the count was British 28 to American 22.  Another convincing tactical British victory.  Congratulations to Matt for a second win at this battle!  With four games in the books and a final fifth game later today, I plan a retrospective on lessons learned in this battle.

Could the Rebels have pulled out a victory?  It was close, very close.  By holding either the gun hill or Shoemaker's Farm and retaking the bridge, the Americans would have gained a tactical victory by one point.  Close but no cigar.

Thanks again to Matt for a riveting game.  Perhaps I will get him next time?