Monday, August 30, 2021

Rules tinkering, rambling, and game-space tinkering too. Also rambling...

 I experimented yesterday, all too briefly, with a "solo ECW" article from a volume of Wally Simon's essays. Unfortunately, it was a bit rambling; it reminds me distinctly of Donald Featherstone, in fact. Like Featherstone, Simon was a charming, friendly sort of writer, but also like Featherstone, he tended to ramble. The articles, while they are mostly about rules mechanisms and their modifications, are also  reminisces of who knows how many decades of play and camaraderie. Featherstone doesn't write much about his opponents, but in Simon's writing you can hear the banter across the table. And like Featherstone, the rules are often spread across a chapter, and missing important elements. 

I'm not saying he's a bad writer, but it's not always easy to follow the rulesets he writes. Mostly because he often focuses on specific elements, often of someone else's rulesets. Or an entire article will be on different methods of counting initiative (I'll come back to this one when I get around to my Picacho Peak game). Or a pleasant, but rules-lite recounting of crewing an X-class submarine made out of a batch of chairs in Paddy Griffith's living room, which reminds me of Jim Wallman's equally cramped Tank Duel. In that one, players sit or crouch together in the relative positions of a tank crew, and have to stay there while operating a tabletop tank. I intend to run it for my own group the moment the pandemic's over and I don't have to worry about infecting a bunch of gamers old enough to be my father. I think kids would get a real kick out of it too.

Like Simon and Featherstone, I ramble...

In this case the missing element was morale. The ruleset in question is for a relatively small game, with units represented by a single base. For my quick test run-through, I took two bases of pike, two of muskets, and one of cavalry a side, on a new 2x4 foot folding table I picked up to be able to isolate in the bedroom. I am considering further remote games, you see, and when one must wait for the players to send in their moves, leaving a table set with minis and terrain for days on end, one cannot leave the table vulnerable to pouncing cats.

This was all very well, except for the lighting. Something I hadn't realized about my play in the living room is that I have an overhead light there; I don't in the bedroom. This is not so bad, except that I want to be able to take pictures, or maybe even video (she said, envious of certain youtube channels. Seriously, check out the overhead camera in this guy's battle reports). And the lighting in the bedroom is poor, even in daylight with a window open - and I will be rarely playing in daytime as I'm a night owl.

Rambling again. Back to the playtest. So I ran through the rules. There are six elements to a turn, and more than a few interesting mechanisms in them:

- Active player tosses a D10. When cycle-upon-cycle throws add up to 15, the turn is over, and Victory Points are toted up.

- Active player moves both infantry and cavalry up to ten inches. No mention of terrain modifiers here, though the battle report is set among hills and manors.

- Non-active player fires, but draws a variable number of cards from a "fire deck" first, looking for pairs of Fire and Load cards - each pair allows a single unit to fire. There are also Misfire cards. I tossed a D12, but could have used, perhaps, three suits of cards (or two plus the Jokers). units with casualties roll for morale - losers retreat to a "Rally Zone." Interestingly, pike elements may also fire, on the assumption that they are typical regiments of the period with a 1:2 ratio of pikes to muskets, so the muskets are "concealed" among the pikes and actually fire with near the same chance of hitting as the musketeer elements.

- Active player chooses two units, which fire. (For some reason, he doesn't draw cards.) Confusion was attained by the fact this was also a battle report between the Active player, the Earl of Cratchett, and the non-Active player, Lord Flocke, and at this point the Earl is named as the non-Active player.

- Non-Active cavalry move ten inches. I like this, incidentally - it gives the non-active player another thing to do (something that Wally seems to approve in his other articles) at the same time that it enables the cavalry to move faster than infantry like it should. The entire turn cycle is intriguingly "semi-simultaneous."

- Melees are fought. Losing stands again retreat to the Rally Zone. At this point, all such units roll to see if they return to the field. This feels akin to the rallying mechanism in the Perrys' TravelBattle - losing units retreat to their baseline, then either fail to rally or are retrieved by a command figure. While Heavy and Light Cavalry are listed in the army writeups, as well as a unit armed with swords and bucklers, there is no comment on their impact in close combat - do cavalry roll higher, or get extra dice?

Now here's the problem. The morale-check mechanism for casualties from fire is not there.

And of course I didn't notice this until I needed to roll a morale check. This is, also of course, the reason I ran a hasty small game in the first place - to catch things like that. Or so I reassure myself.

The morale check mechanism for melees is there, but I'm not sure it would apply to the firing phase. Sides add up stands in combat and casualties inflicted (so one stand that inflicts one casualty on its opponent makes two) and multiply this number by a D10. Again akin to Featherstone, where survivors (not casualties) are multiplied by a D6, and the side with a lower number retreats.

In most rulesets, the side that takes casualties by fire rolls alone, against a set number. It didn't occur to me at the time to roll off between units in the same way as melee; at the time I think I felt the fired-on unit would be much likelier to lose (since the firer hasn't taken casualties yet), and this didn't seem realistic. In hindsight, though, I could see it, in part because the Active player gets to fire back, possibly with units that took casualties in the immediate-prior phase, thus enabling the opponent to roll higher. (Is this making any sense?)

See if you can figure out morale from fire-casualties from this!

An earlier article in the book, Encounter at Lennard Manor: Loss Threshold, describes a similar ruleset and melee-morale mechanic, but still does not describe how morale works when units are not in melee.

I may try again, using the same mechanic for firing-morale as for CC-morale. On a 2x4foot table with five bases a side, it goes quickly enough. There are the bones of an interesting and light system here, but as with Featherstone's, I'll have to build on them. Of course that's half the fun!


13 comments:

  1. Interesting and post. Discovery, development, testing, and evaluation ARE half of the fun. Have you tried remote gaming yet? For me, the introduction to remote gaming during the pandemic has been enlightening and a real game-changer.

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    1. I described a free Kriegspiel-ish Discord game in this post:
      https://librariangamer.blogspot.com/2021/08/free-kriegspiel-revolution-on-remote.html

      ... and am looking to try again if I can get players. I notice you've run some games of your own, and if any of them are on weekends I'd love to get in on one?

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    2. When not hosting for Graham’s UK group, I typically host remote games on weekends. In which time zone are you? You can send an email to the address in my Blog profile.

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    3. EST. Thanks, I'll certainly get in touch!

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  2. He does state that the fired-on units took morale tests - one passed, one failed. But not how to adjudicate this test...

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  3. I have one of Wally Simon's other books, and it doesn't really contain sets of rules. Rather the articles describe an interesting game that was played, and maybe include one or two rules that shaped the character of the game.
    Like someone said about Borges mentioning other stories within his stories, but he never wrote them in full.

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    1. Having read a couple others of his so far, I agree that he is more interested in interesting *aspects* of games - a lot of the articles are review-playtests of other writers' games. Very interesting and useful nonetheless.

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  4. For the specific morale check, you could try counting the firing shot units on each side + markers on the other side x die roll. All shot on the losing side retreat.
    Or maybe only shot units with markers should retreat?

    That would work for a small battle like yours, but in a larger game it would be useful to apply the process to a single wing of the army at a time (e.g. Royalist Left vs Parliamentarian Right)

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    1. The ruleset is stated to be for small solo games - he had a maximum of fifteen bases a side in the playtests described. Which is fine. Your mechanism might work, as the rules are semi-simultaneous - just shift the roll to after all units have fired.

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  5. Rules tinkering and rambling; two of my favourite things!

    As 'StuRat' noted, perhaps firing itself did not cause units to fall-back, retreat, break or some other 'morale' consequence. Such stuff has become wargames lore, but from where? I was at first astounded at the lack of it in Kriegsspiel 1824, but then thought about it. Actually, how many instances of 'the xx regiment, having been shot at by other infantry from afar, suddenly broke and ran'? von Reisswitz put it in there for units under fire from artillery: 'one cannot expect them to stand there constantly under artillery fire' (to para-phrase)—with the exception of the 'infernal brigade' being 'taught a lesson' by Lasalle, perhaps?!! Morale-like effects are in Kriegsspiel as a result of closer combat ('assaults'), as you know and as is in these rules.
    I find the concpet of morale more and more interesting. In 'Twilight of the Sun King', Nicholas Dorrell has wrapped everything into morale. His is a quite wonderful system and I commend the rules to you if you have not seen them. Another, truly novel approach is the far earlier 'Wargames Handbook' by Zimmermann. He used a moving morale. Units begin with a value set by the roll of a die (but this could be done with more historic reference) and then adjusted (up or down) for action in mêlée, enemy on flank, loss of flag/commander. When morale reaches 0, the unit retreats and, if not rallied, is done for the day. Such a brilliant approach, to my mind and certainly far better than the fixed morale level and constant morale tests.

    Enough rambling from me. Regards, James

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    1. There are a number of "old-school" games that focus on morale. What gets me is that the article specifically states a morale test was taken for casualties from fire, but being a "how rules are made" article and not an actual ruleset, the specifics are left out.

      Two games that I've tried and will probably discuss in future posts are the later Featherstone rulesets where casualties are not removed and each unit simply has hit points, something like a forerunner of Black Powder. The other is a ruleset by Stephen Simpson I found in two issues of Wargames Illustrated, in which there are no rolls for shooting or fighting as such, just roll-offs for morale. In both sets, there are just a handful of variables (flanked, short-range fire, Highland charge, etc), and I like their simplicity.

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    2. The Stephen Simpson rules have been developed into the interesting Twilight of the Sun-King rules (and its derivatives, one of which covers the ECW. Essentially a side moves and then the other side takes morale tests from the result of that movement, which will include contacts and/or moving into firing range. After morale tests the side moves and forces morale tests back.

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    3. I've heard good things about Twilight of the Sun King; may check it out one of these days.

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