by Thomas Novak
Any application of the oblique line will of course be limited by the boardgames now available. Aside from several S&T test games which seem to be more game situation than history (i.e., good games but bad history), the field of pre-modern tactical warfare at say the battalion-size level has been somewhat neglected. In time this area will probably produce some interesting individual games of specific battles. We do however, have one game where the oblique order can be directly used, Guidon Games Alexander the Great. Also in S&T's Grenadier, the results of an oblique march against an over-extended line are reasonably illustrated in the Battle of Leuthen scenario. Beyond the few other games mentioned at the end of this article where the oblique order can be used, only our imaginations and new games will create the new vehicles for its use. But now to the gameboard. Alexander the Great: Mention has already been made of the Battle of Arbela. As a tribute to its carefully thought out game mechanics, Alexander the Great offers the best vehicle for the oblique line's gameboard duplication. Here position is the key. As the designer's notes suggest, the Macedonian player should try to seek out the weakest spot in the Persian line for an attack. For our purposes let's assume that the Persian left fits this condition (i e. , it would be largely composed of 3-2 infantry units). A good set-up for the Macedonian would be to place the awesome Greek phalanxes (12-2's) on the start line at M-12 and M-13 opposite the Persian left. From here an oblique line of phalanxes can be built back along L-13, K-13, J-13, and I-13. (As a rule of thumb, the line's file of angle should run either toward the Greek baggage camp or one of the adjacent hexes.) Beside the last phalanx, in H-1 2 and H-13 , place four infantry 4-3's. These will be "line extension" units. On the right of the front phalanxes, place the Achian Mercenaries and the Thracian Guards (see Mercenary rule for the benefits of rough terrain to guard against capture). And of course there are missilemen units. Position three behind the front line (L-10, L-11, L-12) and one anywhere near the base. And lastly, there is the cavalry. Keep most of them back at the base of the line as the "refused wing." Either along the front edge of the rough terrain, G-12 to G-16, or just in front is a good position. You may wish to place a few cavalry units up front on the right but the rough terrain seriously handicaps their effectiveness. Now with the commander units positioned wherever your heart is the most content, advance along the chosen diagonal. In this example it would be hex file 13. The Greek right with its light infantry will enter the rough terrain, thus providing solid protection on that flank while the units at the base will be ready to either extend the line along the oblique file, wheel in to protect the rear, or rush up to the front should some fluke of Persian success occur against the phalanxes. Okay. What type of game situation does this create? Is this oblique formation necessarily invicible? Will it assure autornatic victory? Well, perhaps. This will entirely depend on the Persian player and he will be subjected to the ultimate test of battle: nerves. If the Persian player is worth his salt, he will be patient and try to out-manoeuvre the Greeks. He may pull back a little from that advancing and frightening front. He may shift laterally to outflank Alexander and stop the phalanx advance. He may send his cavalry, en masse, charging across the plain to chew off the weaker end of the Greek battle line. Whatever, if he does not move carefully against the obliqued line, history will repeat itselfonthe gameboard. Ill-coordinated attacks will suck the Persian into the vacuum cleaner lure of that extended right and the refused left. Such was the case for poor Darius at Arbela. Although I have only skimmed over the basics of the oblique line's application to this fine game, one playing with this tactic should demonstrate its inherent pluses and more importantly, why Alexander himself used it! Grenadier: In this tactical game of musket-bayonet warfare from S & T, the Battle of Leuthen is represented by the "contact" of Frederick's vanguard with the Austrian left. In other words this all takes placeattheendof the Prussian advance in echelon. In itself it is a fair simulation for it does show the pitfalls of an over-extended position. The most natural set-up for the Austrian is to plug both gaps between the north-east hill and the two sides of the hex sheet. With a reduced movement factor of one less than that of the Prussians, the Austrian forces are simply too far apart to support each other quickly. In the actual battle this was the very mistake which the Austrian command made in their overall army deployment. Again in the situation, because of the victory conditions, the Austrian is virtually compelled to split his forces in order to prevent a quick Prussian dash through inadequately covered exit hexes. The resulting game play well demonstrates the hazards of operating forces too far removed from each other. If you can imagine this mini-tactical situation expanded to army size over several kilometres of front, the true impactof Frederick's blitzkreig-like "schiefeschlachtordnung" (oblique formation) can be readily applied. (As a note of interest, the march itself was a cadence step of 76 paces per minute. Napoleon, who made his armies famous with their quick and long marches, increased the rate to 100 paces per minute but dispensed with the parade-like Prussian goose-step.) Beyond the two previously mentioned games where the oblique line is historically represented, we have only a few games which allow us "to go oblique." Again this is largely a result of what's available and the level of simulation. Nevertheless, naval miniaturists and Jutland players should be familiar with the classic naval manoeuvre "crossing the T" which often began as an oblique advance by a faster ship or body of ships against a much slower line. The results can be quite similar tothe overwhelming contact made by Epaminondas and Frederick against ends of their opponent's lines. The tactic may be applicable to Panzerblitz play, especially against an extended defensive situation. Panzerfaust's Spirit of '76 is a good vehicle to try an "angular" oblique manoeuvre by cavalry when on the tactical board. While the qame prohibits diagonal movement and pretty well limits such rapid advances to the cavalry, the tactic's essence of striking quickly at one end of an opponent's line can be duplicated. This quick move during an infantry advance at another sector of a line can be more beneficial than the simple outflanking ploy which gives the defender additional time to react. Such time should never be offered to a would-be victim. A similar move can be made by German armour in France 1940 should the French begin a fall-back action. This will only work should the French armour not be in a position to cover the rapid German advance towards one end of the line. As wargame design creates newer game concepts, hopefully trending more towards the often neglected historical side of simulation, the tactics of yesterday will move closer to direct application on the tabletop. Up to now most of our efforts have been at the strategic level while the tactical games have been wanting in historical realism. The chance to use specific tactics like the oblique order has thus been limited. Alexander the Great and Grenadier are certainly steps in the right direction. In the meantime, experiment! Go oblique where your opponent will least expect it. Besides adding a few more stars to the epaulets, you will be expanding your fund of gaming knowledge and most importantly, your own play enjoyment. More Oblique Line Back to Table of Contents -- Panzerfaust #56 To Panzerfaust/Campaign List of Issues To MagWeb Master Magazine List © Copyright 1972 by Donald S. Lowry. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |