Showing posts with label Over The Hills and Far Away. Show all posts
Showing posts with label Over The Hills and Far Away. Show all posts

Sunday, November 14, 2021

Over the Hills to the Spanish Main

I recently read a Facebook review of Disaster on the Spanish Main by Craig S. Chapman, about the British attempt to capture Cartagena in 1741. I'm reading the ebook now with my Hoopla library account, and it's stoking my interest in the period. Since I haven't yet tried an "expedition" in my solo try of Over the Hills and Far Away (also set in the 1740s) I find it useful inspiration. So instead of rolling for the type of expedition, I'll choose it from the table - West Indies, Raid on an Enemy Island.


A historical point of this campaign is that it was the first large-scale deployment of American troops overseas. Some 3,600 colonials were enlisted for the campaign, and two relations of George Washington were present - his half-brother (an officer in the regiment) and his wife's uncle (captain of a ship). Because the regiment, including officers, was raised in the colonies, this could make for an interesting variant of Over the Hills, with less wealth and position. Other expedition members of future fame included Edward Boscawen and James Murray.

An unusual tactic is mentioned I haven't heard of before - Street Firing. This seems to be a version of move-and-fire tactics designed for 18th-century formations, and was used in close ground like cities. Even for healthy, fully-trained troops it looks a bit impracticable, and the British did not have those:

The night landing assault on the Varadero and Abanicos batteries by sailors and American marines on March 19, 1741 would be interesting fodder for a scenario, perhaps using the jungle-fighting rules in my last post. The rules in Over the Hills, however, replicate the stereotype of period warfare. Another possibility for a scenario, that I think I'll try, is a delaying action:

According to Google Maps, there is now a Burger King at the site.

I randomly decide when during the next six months of my "campaign" the expedition will start, and end up with the first month. That's not good. One month sea voyage each way. Let's make it two, given the actual delay. At least I haven't any improved skills to lose. In the actual campaign there was so much delay that a sizeable fraction of the force died or sickened before they made it to South America - in some cases before they even left port. The enemy is also assumed to be militia, of half to one-and-a-half the force's size, and given the actual events I'm inclined to lean towards the upper end of that range.

All four regiments go to sea. I assume that each (except mine) has improved somewhere - one each in Drill, Musketry and Effectiveness. The Drill is lost when I roll a one for retaining it after a month spent idling aboard ship. Like the original, this is not a well-planned expedition!

I haven't got any Spanish Paperboys yet - at present they're only available for 1809. But the Irish Brigade should work for antagonists in a pinch, as there was a Spanish one. Both sides were weakened by hunger and disease, but the Hispano-Irish might be dug in which should be a significant challenge for my eager rookies.

Left to right: Roth, Dillon and Bulkeley.

Facing them are three British regiments, reduced to three bases (6-7 companies) by disease and detachment to the Navy. In the event, the navy commander, Vernon, seemed to regard the troops as extra sailors and Marines, and refused to land most of them!

12th, 8th and 4th Regiments (4th at the right in the place of honour)

Now, I am assuming that the men have been on land for at least a month, trying to siege the place, which means I can roll for improved Effectiveness even when not in combat. The 4th Regiment (not mine) manages to improve theirs with a roll of 6. I'll also randomize the enemy - each gets to roll 3d6 and on a 6, will improve one of their stats. Everyone, being reduced to three bases by the stress of the campaign, has six or seven companies, randomly selected:

End result: Roth (7 companies, +1 Drill), Dillon (7 companies) and Bulkeley (6 companies, +1 Drill) face off against the 4th (+1 Effectiveness), 8th and 12th (all with 7 companies). My own regiment is the 8th.

Distance and movement are handwaved in these rules; the key to battle is impetus, and even musketry doesn't do much damage - its real effect is against morale. The troops start 18" apart, and I leave out the bombardment phase for this game. 

Left: The eastern approach to Cartagena. Right: A convent overlooking the beach.

The approach phase requires regiments to arrive at the opposing line in good order - their Effectiveness and Drill determine this.

Each regiment first rolls d6+Effectiveness - on all 7s we arrive at the Spanish line simultaneously for a Shock Bonus. Well, that ain't gonna happen because only one regiment even has any Effectiveness! (What were their Lordships thinking...?) Next, we roll D6+(Difference between opposing average Drill). So, D6 - .666, and we need, again, 7s. Guess we don't get a Shock bonus either. On to Close Assault!

The moment of decision.

Close Assault is basically walking through opposing Musketry and cannon fire. You'd think there'd be guns on the hill, but in the actual battle the American troops to the flank carried it, so it's just there.

But the Irish have no Musketry bonuses, so my lads take no serious casualties. Next, work out overall effect of Close Assault:

4th Regiment vs. Bulkeley: D10+1 for Colonel Conspicuously Leading and +1 for difference in Effectiveness, vs. D10 +2 for field defences + 1/2 difference in Drill (.5): 4th gets 7, Dillon 3.5.

8th Regiment vs. Dillon: D10+1 for Colonel leading vs. D10+2 for defences: I get 8, Bulkeley gets 12. (Ulp!)

12th Regiment vs. Roth: D10 (I randomly decided the Colonel doesn't want to get shot today) vs D10+2: totals of 5 vs. 9.

Conspicuous Leaders roll for risk, but I'm not sure what the roll would be. I'll try a D10, with 1 meaning severe injury. Not quite death, because this is an RPG after all...

Crap. I rolled a 1!

With -4 on the Combat Results Table, the 8th and 12th are "driven off," while the 4th forces Dillon out of their entrenchments. All regiments have taken two "TP" (not sure what this stands for, but appears to be a measure of exhaustion) and the 8th and 12th one Kill apiece (half a company in casualties). The Hiberno-Spanish take 2TP apiece.

We could attack again... but would we? Sir Quartus Smith, our Brigadier, has been victorious, but two of his regiments have had a bad morning and one colonel (me!) is down. We have signally failed to take the position.

I think we'll cut our losses and return to camp, thence to catch malaria, yellow jack, and dysentery while we rail at the unsupportive Navy who could have been bombarding those Spanish trenches!

For the heck of it, I'll roll on the Dark Heresy tables for location and nature of wound. I randomly choose Impact Damage to my Head, and roll 1d5 on the Crit table. 5! I am Stunned, Staggered, Fatigued, and have lost 1 point of Intelligence (which, given the typical average and maximum in Dark Heresy, is 2-3%.) Luckily, my officers lead me stumbling away, but I imagine my troops are demoralized by their CO's temporary inability to speak or remember their names. I'll let my Lieutenant-Colonel go ahead next time!

Another month is spent loitering painfully in the swamp, before we take ship and limp home. We've got no guts ('cos we're puking them up), and no glory either.

While it was largely Free-Kriegspiel, I feel this was a fair simulation of a poorly-managed 18th-century expedition. What do you think?

Friday, September 17, 2021

Solo Over the Hills and Far Away

I was browsing the Solo Wargaming Facebook group recently and spotted a post by Ian D. Denyer. He is experimenting with using elements from a Jim Wallman ruleset solo here. That reminded me of Wallman's Over the Hills and Far Away, which I've always wanted to try.

A few generations removed. There are many versions
of the classic song; my favorite is by Connie Dover.

Since I won't have a chance to run it with my own group anytime soon, maybe ever, I'm going to try to run it solo. It's more role-playing game than wargame, so this is tricky, but the "character-building" aspect is one of the things I've always loved about RPGs. There will probably be more focus on the regiment and combat than on the social stuff ... unless commenters want to chime in and make suggestions for the other non-player-character colonels! I feel as though the social element of the game might even work best over play-by-post or play-by-email; only the battles need to be at the table.

There are similarities to Glory:1861 here, though that is less social and delves deeper into the specifics of the regiment's size and training, in ways that Over the Hills glosses over. Over the Hills leans more towards the RPG side of things, while Glory:1861 leans towards the wargame side. Of course this means I should be doing Glory:1861 too (which I intend) and that it would probably be a better solo subject. But we've already seen how much of a hobby butterfly I am. I've effectively promised to try For Whom the Dice Rolls (Spanish Civil War) and Test of Resolve (War of the Roses). Next week then... Toy soldiers, being lead, pewter or bright plastic, are perhaps best suited to the "Ooh, shiny!" meme.

So to start:

  • Colonels are already "persons of note;" in this era, they couldn't otherwise have the influence to be colonels in the first place. So my Colonel is Sir John Stanley, of Bordeaux Hall in the County of Cornwall.
  • Roll for age - 20+D20: 30. Middling.
  • Roll for married status, 5+ on D6: 4. He's a bachelor.
  • Roll for political status, 5+ on D6: 3. He's no MP, yet!
  • Political party - I could choose, but I'll toss for it - 1-3 Whig, 4-6 Tory. 1, so he's a Whig.

  • He starts with a fortune of 1000+(d6x100) pounds. I rolled a 4, so £1,400 in the bank. I can spend up to 1,000 on "Political Influence Points" at 10 pounds a PIP. The catch being that these are mostly used against your fellow players, and I haven't any. I'd choose an average amount, but I don't know what that would be; I'll roll D100 for it. I rolled 52, so I spend £520, leaving me with 880 to spend on ... stuff, and I have 52 PIP. That seems an awful lot, given that there is little to spend PIP on other than screwing over your fellow Colonels, trying to become an MP and getting married. Since I am neither of the latter two, those will probably be my goals for the campaign beyond just going to exotic places and killing people. It costs a surprising lot to build and train a regiment, though, and my fortune has been reduced by more than a third to get this far. Of course, I don't have to be one of those conscientious colonels...

  • Not being able to bid on my regiment number against other players, I'll just dice for it at D20+2: 8. I command the 8th Regiment of Foot, the Wessex Regiment. Just to give myself other regiments to compete against (and use in battle), I'll roll for three more: 16th, 12th, and 4th. Well, the commander of the 4th is senior to me.
My men are paid at the rate of 10 pounds per company per month. My colonel gets 20 pounds a month for his own expenses.

Unless I spend PIP or gain lots of glory overseas, I can't have a Royal regiment, so blue is out for a facing. I'll take white. A full ten companies is represented in-game by four bases:

Took a couple tries; at 18mm scale it's really easy to miss if figures
are facing the wrong way! But they really are beautiful up close.

My brand new regiment begins with the following statistics:

  • Drill - 1
  • Musketry - 1
  • Effectiveness - 1

It is difficult to improve these, but easy for them to get worse, so training (especially drill) is essential. Players must spend turns (months) training a unit in order for it to not deteriorate, and may roll a 6 on a d6 to improve by one point. If the Colonel focuses on one aspect, that aspect may roll a 5+ to improve. Of course, this also costs money (for powder, etc), and at some point Sir John will have to spend turns transacting business in London.

I'll start with six months to test the training mechanism. This will give me £1000 to work with. As for other "social" activities... I'll randomize, like so:

D6 roll: 4. The fourth month will feature a social event. Choosing between generic socializing, ball, racing, or wedding, I toss a D4: 2. Second option, there's a ball. D3: 1, it is given by the Colonel of the 4th Regiment. I shall have to attend.

  • January, 174-: Train in Drill and Musketry (Effectiveness ie Maneuvres costs a lot!), with Colonel Stanley focusing on Drill. Cost: £30. Both rolls failed.
  • February, 174-: Train Drill and Musketry, with Colonel Stanley focusing on Musketry. Cost: £30. Both rolls failed.
  • March, 174-: Train all three attributes, with Colonel Stanley focusing on Effectiveness. Cost: £80. All three rolls failed! That's me out £140, but at least Sir John is keeping his lads in shape. He will, however, visit the nearest gaming den to obtain new dice.
  • April, 174-: I shall attend, of course, as I must ingratiate myself with my potential brigade commander (let's call him Sir Quartus Smith-Masterson). The other two will attend on rolls of 4+. The colonel of the 16th attends, that of the 12th is on his own affairs. At least I rolled higher than a three this time! Smith-Masterson, of course, spends £10 on his ball - the next must cost more, to upstage him. Because the colonel of the 12th is the only one not attending, he loses 10 PIP. I have no idea how many he has to start with, but we'll factor that in later.
    • Remember, I am looking to find a wife. The lady most obviously available would be Sir Quartus' daughter, Quartina, and I'd like to be "in" with my senior in the service. Let's roll her stats:
      • Influence: 1. He must have lots of children.
      • Dowry: 6x100 - £600. Tempting. Given the other stats, her parents must be desperate to marry her off.
      • Housekeeping: 1. This is how many pounds per month she saves through good management. She must not have learned her sums.
      • Star Quality: 2. A multiplier to the PIP earned from any ball she hosts. Speaking of which, I imagine her mother is hosting tonight: 6! A stunning, vivacious lady (surprising, given how many kids she's had) who gains Sir Quartus 30 PIP! I only get five for attending... plus six for Lady Smith-Masterson.
        • Given her daughter's low influence, I can give up four PIP to roll on the rightmost column of the chart. With a 2, she is Mildly Interested. We'll see what happens at the next ball...
I entered "18th century rich young lady"
into an art algorithm, and this is what I got.
It's fun to play with, but not always accurate.

  • May, 174-: Supervising my regiment in Drill and Musketry once more (very enthusiastic soldier, I am), and focusing on Drill: 4 and 4. <sigh>
  • June, 174-: One more go, this time looking over the shoulders of the musketeers and rolling yet another die: 6! And 4. Up to 2 in Drill.
Oh, but I spent one month NOT drilling, so must roll to not have my troops forget what they've learned. And... a one!
After the first six months, my regiment has not improved beyond the start and I have spent two hundred pounds on them. This soldiering lark is expensive! I am at least up to 63 PIP.

Next time, maybe I'll try a small expedition against rebels or rioters.