Posts Tagged ‘piquet’

FoB2: The Battle of Morunnin

August 19, 2013
Battle of Morunnin
Battle of Morunnin, a photo by The Gonk.

We played our randomly generated Field of Battle scenario described here Friday night. It went well for the French, with Marshal Dalé’s plan working perfectly– the Russian hordes did, indeed, crash and break against the French rock.

 

We were a bit short on command stands, which played a bit to the French’s setup advantages. Essentially, the Russians were forced to set up first, and the French responded by setting up entirely on the right half of the table. They placed the imaginary town of Morunnin on their left flank, and the entire left half of their line was able to anchor on a forest edge. On their right, they placed a grand battery-esque concentration of four artillery batteries.

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Field of Battle 2 Random Scenario

August 17, 2013
FOB 2cover
FOB 2cover, a photo by The Gonk on Flickr.

The year is 1807. The Prussians have been humiliated, and the late arriving Russian Army, now under Bennigsen, is trying to surprise the French in a sweeping movement through Prussia.

In the van is Major General Barclay de Tommey (Tom G.), leading his corps on the Prussian town of Morunnin, where Marshal Francois Dalé’s (K. Dale) French corps is assembling to halt the Russian advance.



De Tommey’s plan relied on Flexibility in the face of a wily French foe– he prioritized his ability to Tactically Adjust over all else. Next would be ensuring that he could arrive with more force than his opponent. What few light troops he could spare would be used for Recon, although of course he knew exactly where the French were. And he gave little thought to his Deployment– they were catching the French unawares, and the battle would unfold in his favor no matter how he formed up.

Dalé’s plans were largely the opposite. His Deployment would no doubt be the key to his success, as he hurriedly formed up defensive positions around Morunnin. His Hussars and Chasseurs à Cheval were tasked with shadowing de Tommey and providing information about his troops’ dispositions. No doubt his defensive posture would compensate for the Strength advantage the Russians would have. And there was little thought to Tactical Adjustment once the battle was begun– Dalé would be the rock the Russian wave would crash apart upon.

But, of course, nothing ever goes according to plan.

De Tommey was forced to deploy from march sooner than he had hoped due to French outposts, which hampered his ability to Adjust Tactically. Those outposts then withdrew, leaving him unsatisfied with his Deployment. And he had yet to receive maps from his Prussian allies, and his inadequate Russian maps hampered what Recon he tried.

Dalé had his own problems. His well-intentioned Recon plans were largely thwarted by incompetent planing by his staff, and the suddenness of the Russian arrival. Worse, his outposts had withdrawn in the face of the Russian advance, further disadvantaging his Deployment!

In the end, the Recon and Deployment problems on both forces offset each other. However, the confusion around the disappearing French outposts left one of de Tommey’s brigades in a poor position for the battle. And while the French Recon had been largely unimpressive, the information brought back by the withdrawing outposts providing Dalé and his staff all the information they needed about the Russian deployment!


This is from FoB2’s random scenario generator. Here’s the background of how it was developed.

The setup resolves around four areas of competition between the two forces: Reconnaissance, Strength, Tactical Adjustment and Deployment.

Each force prioritizes those four areas, and gets an appropriate dice based on their C-in-C’s leadership dice. For this, I rated by C-in-C’s as Average, or d10. This gives them a d10, d10, d8 and d6 in each area, based on their priorities.

Tom’s priority order was Tactical Adjustment (d10), Strength (d10), Recon (d8), and Deployment (d6).

I couldn’t get in touch with K. (sorry for the late notice!), so I simply reversed Tom’s priorities: Deployment (d10), Recon (d10), Strength (d8) and Tactical Adjustment (d6).

Next, each side gets three Fate rolls. These are simple one word descriptions of something out of the C-in-C’s hands that modifies the four areas.

For the Russians, I rolled: Deployment -1 due to “Withdraw,” Tactical Adjust -1 due to “Outposts,” and Recon -1 for “Bad Maps.”

For the French, I rolled: Recon -2 for “Enemy in Central Position” and “Poor Staff Planning,” and Deployment -1 for “Withdraw.”

This left the following to roll off and get a result:

Tactical Adjustment: Tom’s d8 vs. K.’s d6, result 3 to 5, since <= 2, no advantage.

Strength: Tom’s d10 vs. K.’s d8, result 4 to 7, 1 level advantage to French

Reconnaissance: Tom’s d6 vs. K.’s d6, 3 to 1, no advantage

Deployment: Tom’s d4 vs. K.’s d8, 1 to 6, 2 level advantage to the French

The end result is that one Russian division will be late to the table, and the French will be able to redeploy two units during set up based on what the Russian deployment looks like.

Throw in a bit of the Battle of Mohrungen, and you got yourself a game, baby!

Historicon 2013: Friday

July 27, 2013
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Towards Devil’s Den

On to Friday! I suppose technically Friday began Thursday night, as I stayed up late drinking Yuengling and just hanging out. I then work up early and hit the ground running again, in a hurry to do nothing. I may not have had any plans, but I can sleep at home! I cruised around, taking in the sites, strolling through the vendor hall, and hit the flea market. And in that flea market, I found…more Russians! For some very great prices, I picked up (if I recall correctly) sixteen stands of guns, two and a half regiments of cavalry, and another twelve battalions of foot!! At this point, I’m thinking this is about three, possibly four, divisions of Russians. That’s more than I was planning on in the first place!


Quick pic of the haul:

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I went back to the hotel, stashed away my wares, ate lunch, then headed back to another event that I was, somewhat surprisingly, targeting:

F-220 The Age of Arthur: An
Introduction to DBA


Dark Ages; 12 PM; Length: 4 hrs; Hosted by: Chris Brantley; Scale:
15mm; Rules: DBA rules, version 2.2+; No. of Players: 0.

It is the Age of Arthur and Vortigern and the fate of Romano-
Celtic Britain hangs in the balance. Take on the role of a British
dux bellorum, Saxon warchief or Pictish toisech. With each
victory and defeat, you can change the map of Britain. This is
a walk-up gaming opportunity designed to introduce players
to the fast-play 2.2+ version of De Bellis Antiquitatis ancient
and medieval rules. Play one game or play a dozen. This is
a walk-up event so c’mon by – no ticket is necessary! DBA
tutors on hand to help introduce you to the game, teach and
answer questions. Experienced players also welcome. Can you
rally the Britains to hold back the barbarian hordes? Or will
the Saxon warbands of Horst and Hengist (and the Picts in
the North) overthrow kings and carve out new lands to rule?
Participants are eligible for raffle prizes including Splintered
Light Miniatures’ Saxon and Sub-Roman DBA army packs.
Unlimited participation over each session. Sit down and play
for just 30 minutes, or try again and again! For NEW players.
Kid friendly.

I have owned DBA for just about as long as I have been into historical miniatures, but never played a game of it. I had 15mm Essex New Kingdom Egyptians and Hittites for many, many years, with a pathetic one stand of archers painted, before finally selling them away and turning my back on DBA forever. Well…until Number One Son started taking a big interest in ancient Rome. There’s no way I’m going to go big into ancients just because my twelve year old son is interested– he’d be out of the house before I ever finished! But…twelve stand armies? A twelve stand army or two, that I could do. And then I found Corvus Belli army packs for Polybian Romans, Later Carthaginians and ancient Britons on Bartertown, dirt cheap…it just seemed the DBA stars were aligning.

What can I say, I enjoyed the demo! No, the rules aren’t much fun to decipher, nor is the game any great spectacle. Yet, it’s easy to get going, fun to play and finishes in an hour or two. I wish there were more miniatures games you could play with so little commitment and cost!!

I thought the campaign aspect of the tutorial games was a great idea– I took a province for the Saxons (white), but the Britons (red) held their own, and we divided Britain between us, at the expense of the Picts (green).

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I didn’t win the door prizes. Ah, well!

I puttered around again until it was time for Vauban’s Wars. It’s quite a different game from the typical miniatures game– it covers a full 18th century(ish) siege, with each turn representing a week’s time.

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Here, you can see us starting the game. The Poles are inside the fortifications, and we Russians are digging zig-zag trenches in from the first parallel. We didn’t see a whole lot of good possibly wasting our powder supplies bombarding from long range, so we held our fire for now, until we could move our guns forward.

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Whoops!! Lucky shot sets off a Polish magazine! The resulting explosion destroyed two supply points of the garrison’s power (they started with five, I believe, so very significant), and also damaged the wall section at that location!

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Now the Russians have their second parallels started, and have moved some guns forward to open up on Praga.

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The Poles sortie out to attack the sappers!

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Nail-biting finish– the Russians are ready for the assault, but it is down to the wire before a relieving army shows up and the siege must be halted! If the Relief card turns up for the Poles before the Russian Assault card, they win– but it doesn’t. The Russians assault, finishing this game with a win. However, ideally, it is now set up for a tactical game. Given time, we could continue with a tabletop game from these positions and actually play out the assault!

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Piquet FAQ

November 21, 2011
Field of Battle WW2

I haven’t mentioned it here, but the Piquet FAQ from Santa Clarita Wargamer deserves to be noticed by those with interest in the rules. He has also posted a lot of Field of Battle WW2 content lately, which I’ve found fairly interested. Along related lines, Brent Oman is currently developing a squad level FoB WW2 set. I’m very interested in that, as I feel more free to improvise scenarios. At this scale, just about anything could have happened. With FoB WW2 at company scale, I feel more contrained to try and follow history.  I mean , not that I actually run that many scenarios as it is…but I do have a Carentan map made up, and most of the figures ready for it.  I should really make the time to run it…

Field of Battle 2

September 19, 2011
Field of Battle 2

I got Piquet‘s Field of Battle 2 last week! I’ve really been sold of FoB for a while. FoB2 doesn’t really bring any big surprises. Blunder on the Danube has all the changes to the system. However, the coolest thing about it is, in my opinion, the scenario generator. It’s a way to build a campaign-style framework around a one-off battle. Both sides have some options based around the quality of the Commander in Chief’s command rating. You choose your focus between Deployment, Reconnaissance, Strength and Tactical Adjustment (once your opponent’s disposition has been noticed). If you have a great C-in-C and he focuses his strength on Recon, you’re likely to get more areas of the table to set up troops in, especially if your opponent has not chosen to emphasize Recon. However, there is still Fate. Each side gets three Fate rolls, which may or may not apply to each area. It’s a simple system– a d4 to choose the area, and a 50/50 roll to determine a positive or negative adjustment. However, these positive and negatives are rolled via a d12, so there are six adjectives for both the positives and negatives. You might get bonus to Recon due to Cavalry Screen, or Maneuver. You might get a negative modifier due to Bad Maps or Poor Staff Planning. It’s enough of a description to give this Fate bonus a little meat to help explain why the scenario set up is what it is. Scenario creation is honestly not one of my favorite things, so anything that helps me come up with a more interesting scenario is a big bonus in my book. Combine this system with a simple “best 2 out of 3” campaign, and it looks to me that you can have some simple, but real, campaign fun.

Historicon 2011

July 20, 2011
Corner Kick!
Corner Kick!, a photo by The Gonk on Flickr.

Historicon 2011 was a lot of fun. The drive was very long, ten hours, but the facilities were nicer than the usual Lancaster Host (usual for me– I missed last year, so this is my first HMGS East con away from the Host in ten years). I played in several great Piquet games, which have been spotlighted on Blunders on the Danube, as well as a game of Fireball Forward, which I’m looking forward to seeing published. I also finally made time to sit down for Bob Wiltrout’s soccer game Corner Kick!. Ed: AND former local Brian met me for a midnight Blood Bowl 1-1 mauling of my Skaven by his Ogres, leaving 3 of my 4 Gutter Runners missing the next game– one of which had to be retired– and killing one of my players! All the games were really fun, and here you see my Number One Son (wearing his Germany jersey) back at home stomping my Argentinians in a game of Corner Kick! with his Subbuteo figures. I had two definite vendor purchases in mind– D-Day bunkers from Armaments in Miniature and more Primaeval Designs prehistorics from Acheson Creations. Neither was there!! Naturally, I didn’t let that stop me from blowing the budget in the vendor hall…

Number One Son at the time was in Germany. My brother-in-law broke out his cowboy figures and played our old copy of The Rules With No Name with Number One Son and his cousin, and Number One Son was pretty excited about it. So, when I saw the nice published version of TRWNN at like 20% at Casemate, I snapped that puppy up.

I picked up the Flames of War North Africa and Dogs and Devils books for my eventual US Airborne vs. Italians, and then grabbed a box of P-47 Thunderbolts since our last game without actual figures caused some confusion. I also grabbed a T28E1/M15 CGMC, which had been difficult for me to find, although on the drive home I realized I actually needed two.

What would Historicon be without a new, previously unplanned period? I had been considering Crusader gladiators for a while, and went ahead and pulled the trigger here, buying an Old Glory Army membership to get their Build a Robot pack. I also picked up some Cowboy Wars figures to paint with the kids. I always liked how they had mounted and unmounted versions of the figures.

I found the last 15mm Landmark Building I needed, the church, and grabbed that. I also got some very nice Mark IV Miniatures/Musket Miniatures buildings.

The best part though was really just hanging around with other gamers and drinking beer and talking shop.

Blood Bowl Norse Painted

May 4, 2011
Blood Bowl Norse
Blood Bowl Norse, a photo by The Gonk on Flickr.

There! It took me longer than I thought it would, as it always does, but I have finished painting the Norse team– nine Linemen, two Throwers, two Catchers, two Blitzers, two Ulfwereners, and one Yhetee. I still have the basing to do, but I want to experiment a little before I start, and then do them all at the same time so they hopefully match well. Despite the basing, they will make their fully painted debut as Björnsson’s Bullies at tomorrow night’s Painsphere meet up. My Field Marshals wouldn’t mind a rematch against them myself…we’ll see…

What’s next? Nothing big for the next few weeks as I prepare for my birthday Blood Bowl bash. I will be proudly (as long as I don’t fudge the basing) playing my Norse.

Blood Bowl Norse

After that, it will be back to 15mm WW2, I think…I’d like to get some Piquet games going. I have enough to run some decent games of either the traditional Point of Attack: Blitzkrieg, or the newer Field of Battle: World War 2. And wouldn’t it be interesting to run some scenarios in Flames of War, POA: Blitzkrieg, and Fireball Forward! (once I get a copy of the rules!)

However, I’d also like to get in some Napoleonic Field of Battle games as a refresher before I go to Historicon. I will be playing the @#$! out of some Piquet at Historicon. Here’s the list of Piquet games posted so far on the Piquet mailing list– if any of you will be there, show up for a game and I’m sure I’ll be able to spare a beer (or four if you’re playing opposite me!!)

THURSDAY

Morning

Convention closed

Afternoon
GM: Open
Era
Rules
Assistant(s)
Notes:

Evening 7PM – 11PM
GM: Peter A
Era Napoleonic Wars – Znaim
Rules Field of Battle
Assistant(s) Barry F
Notes:

FRIDAY

Morning 10 AM – ? 2PM
GM: Eric B
Era Punic Wars
Rules Archon2
Assistant(s) Peter A
Notes: Troops – Peter A

Afternoon
GM: Tim C 1PM – 6 PM
Era American Civil War
Rules Field of Battle
Assistant(s) Dave M, Jeff G
Notes: ? Some Terrain – Peter A

Evening
GM: Barry F 8PM – 12 MN ?
Era Napoleonic Wars
Rules Field of Battle
Assistant(s) Peter A
Notes: PK List Game
Troops – Barry F and Peter A

SATURDAY

Morning
GM: Open
Era
Rules
Assistant(s)
Notes:

Afternoon 12 Noon – 4 PM
GM: Peter A
Era Late Medieval/Renaisance
Rules Band of Brothers2
Assistant(s) Dave M
Notes:

Evening
GM: Open
Era
Rules
Assistant(s)
Notes:

Piquet Cards

January 2, 2011

Santa Clarita Wargamer has recently written an entry on Piquet’s use of cards to simulate command and control problems. It’s worth reading if you’re curious about Piquet.

For Auld Lang Syne

January 1, 2011

Welcome 2011! I can’t believe it’s 2011 already. We violated a few local ordnances this evening with a screeching round of fireworks. For my own references as much as anything, Magic Crystals are a lot of fun for the price. These things shriek LOUDLY and actually fly. On the downside, one came back down on my new car! No damage that I could see. It rained pretty hard most of the night, but fortunately around midnight it lightened up quite a bit. Our midnight finale’ was Sky Quake, which I was a bit underwhelmed by. It was still a 500g power bundle though, and as it started going off, I thought, “Wow, I wonder which neighbors went to bed early tonight…” For a big piece like that, my favorite is still Loud and Rowdy.

Anyway, everybody is doing reflective posts on 2010 and planning for 2011. I have to say, I don’t really find myself the self-reflective type. Nor do I especially take to long range planning. Especially in my hobby, I just kind of take it all in stride.

I’m coming out of 2010 feeling like I accomplished something, which is good. My WW2 Flames of War figures were started in late 2009, but the great majority of them were painted across 2010. They’ve hit the table a few times in some pretty good games. Frankly, that’s head and shoulders above what I typically have done in any year. In fact, the argument could probably be made that this was my “most productive year ever.” I’m not sure I’ve painted more of anything else, and, sadly, helping put on two large multiplayer Flames of War games is probably a record for any system as well.

What does 2011 hold?

More 15mm WW2. Yes, amazingly, despite spending the majority of 2010 painting WW2 figures, I haven’t really gotten over it. I’ve got my first assault section of the 29th ID primed on my painting table, and am just waiting for a painting reference to show up next week before I get going on them. It turns out another group member already has some 29th ID and LCVPs painted up, so once mine are painted up, we ought to be able to run a pretty good-size game of the D-Day landings. I’ll also look at running some Piquet and Field of Battle games now that I have good sized forces painted up. I’ll soon be putting in an order for some 2×3 infantry bases for FoB– I have some 3×4 bases which hold 3-4 FoW infantry stands on them and look nice, but with 1 stand on a base, I can use a FoW company and run almost an entire division in FoB. So, it might be nice to have both, using the smaller bases for larger games. I’ll also be working on terrain– of immediate need would be D-Day bunkers and beach obstacles, and a sea wall.

Beyond 15mm WW2, I’ve been itching for some Napoleonics. I have some 40mm Sash and Saber 40mm Peninsular War figures I’d really like to paint, but I don’t have any terrain for them. Seems like a long term project, but I will probably start painting some to take the occasional break from 15mm WW2. I’d also like to get back on my 15mm 1809 Napoleonics at some point. I grew dissatisfied with my basing, and really needed to paint cavalry which I wasn’t enjoying, so my interest in that waned. I can feel it returning, though.

Tusk! I almost forgot that– my Number One Son and I painted up most of what we needed for Tusk in 2010. That was fun, and I plan to continue into 2011 with that. I need to get another mammoth to have enough for a two player game of Tusk, and I need a few specialty Neatherthal figures and fire markers. Once that is done, Number One Son has expressed interest in “proper” big game hunt miniature games like Tooth and Claw or Adventures in the Lost Land, so I suppose we’ll branch out into that. I have a fair amount of really nice Darkest Africa figures sitting around gathering dust that would make for some smashing Victorian dinosaur hinting games.

Other than that? Really nothing else that is strongly attracting my attention. I’ll probably paint up the occasional fantasy or sci-fi figure for the fun of it, but this, I think, will be my focus in 2011.

Solo Theatre of War Campaign: the Aftermath

November 17, 2010
Map after first battle
Map After First Battle
Originally uploaded by The Gonk

So, what exactly happens to these poor Deutschen Volk after losing this battle? We need to figure out the Battle Points for both the American and the German sides. This is done by a formula using the Army Morale Points (see discussion below) and the Victory Points won during this battle.

Victory Points are only scored for the Objectives held when the battle ended. Obviously, since the poor Germans had NO TROOPS LEFT when the battle ended, they get a big fat goose egg. The Americans, however, held a 10 point hill, a 7 point hill (both on the German right, by American companies that hardly moved from set up), and the hard won 26 point bocage. Left on the table were the 8 point rough hill in the German left flank area, the 8 point crossroads, and the 3 point hill the Shermans left to finish off the last PaK 40 battery.


The Germans started with 18 Army Morale Points, and the Americans with 11. However, I used Piquet’s Field of Battle: WW2. FoB uses a different morale point system than what ToW expects with Point of Attack: Blitzkrieg. ToW and POA:B have been around for ten years, while FoB is relatively new. Some adjustments have to be made. If this were a POA:B game, the traditional Piquet concept of “Morale Chips” would have been generated by draws from the Army Characterization Deck, one draw per three units. So the Americans would have had four draws, and the Germans six. The ACD is basically a poker deck, with the face cards indicating special stratagems in the battle. We’ll ignore that, say the average draw is a 5, and the Americans would have had on the order of 20 chips, and the Germans 30. Looks like the FoB:WW2 AMPs are about half what ToW is expecting, and I will use that rule of thumb.

Giving the Americans an adjusted 22 chips, and the Germans 36 chips, when both ended with 0 chips, that gives us the following:

American Battle Points = (36 – 22) + (0 – 0) + 43 VPs = 56 BPs

German Battle Points = (22 – 36) + (0 – 0) + 0 VPs = -14 BPs

Doesn’t sound very good for the Germans, does it? And they started the campaign with almost half the National Will Points of the Americans. They needed quite a different result.

There are three types of victory in ToW: Marginal, Decisive and Crushing. Since the Americans Battle Points (56) exceed their estimated starting chip count (36), they have won a Crushing Victory. They may 1) move their Battlegroup 1 territory on the campaign map in any direction, 2) 30% of the units in the next battle for this battlegroup will get a unit quality upgrade, and 3) they add the Campaign Point value of the territory (4) to their National Will Points. The American battlegroup stays where they are, since it is a four point territory, and battlegroup I was intended to be their striking force anyway.

The Germans suffer a Crushing Loss. They 1) retreat their battlegroup 2 territories as specified by the Americans, and all other battlegroups one territory of their choice, 2) 30% of the units in this battlegroup will suffer a quality penalty in their next battle, and 3) lose National Will Points according to a table: 30 points for a Crushing Loss + a d10 for having a 3 Strength battlegroup + a d12 for a 4 Value territory– the Germans lose 30 + 6 + 4, or a whopping 40 points! Folks, that leaves the poor Germans with a grand total of 5 National Will Points! Yikes! The Yanks might just be home in time for Independence Day!