Holding the Line

Rearguards and Reinforcements

by Pete English

In many miniature battles that we simulate, holding actions, rear guards and reinforcements play a part in the overall strategy. The question is how successful was the action? Did the Confederate battleline remain on the ridge for an acceptable number of turns? Will the German Battlegroup slow the Soviet juggernaut long enough to consider its fighting retreat successful? Lastly, when will the 7th Cavalry arrive to save the day?

This article will give some ideas on how to vary the results of games using rearguards and reinforcements. I also hope to describe a simple method to add a little uncertainty into the game. This is intended to only be a guide. The procedures listed below can be used on both attacker and defender. Use your imagination to add and remove anything that will make your gaming experience more enjoyable.

HOLDING ACTIONS

I use two methods to simulate a holding action. Each method allows for the determination of success or failure of an engagement. The first is a simple method of a set number of turns.

Example 1:"RED" Force must hold the cross roads till turn 9. Not very difficult and simple to follow. You as Game Master (GM) can tell both sides or only "RED" Force, "BLUE" Force or keep the secret to yourself.

The second method adds a greater variable to the game. The side that is on defense, "RED" force, is assigned a number by the GM, "Z". That number is the threshold value that must be reached by die rolls to indicate the holding action's level of success. At some point during each turn, "RED" force rolls 1D6, "X". The 1D6 numbers rolled are tallied each subsequent turn, "Y", until the threshold value "Z" is met, (X + Y => Z). It is then considered that "RED" force has held the attacker's "BLUE" force for an acceptable amount of time.

Example 2: The GM states that "RED" Force is to hold crossroads till a total of 30 is reached. Each turn "RED" Force rolls 1D6. The results of each turns die rolls are added until the total equals or exceeds "30". The objective of "RED" Force should be achieved on turn 9 with average rolls on a D6 die. "RED" Force could be successful in 5 turns if all 6's are rolled or left out on a limb if all the rolls are 1's and 2's.

REAR GUARDS

I use a series of Holding Actions when I want to simulate a rear guard. This is an attempt to recreate the difficulties of being engaged by an enemy at one location, disengaging from that conflict and establishing a new battleline at another position. The method used is the same as explained in the previous section.

Example 3: (Set Turns)"RED" Force must hold the crossroads for 5 turns. It must then fall back and hold the ridge line for an additional 5 turns or till turn 10. Lastly, it must stand at the bridge for another 5 turns, untill turn 15.

I prefer to use the assigned point system when I run rear guard scenarios. Each location has a value that must be reached before it can be abandoned for the next line of defense. The GM has discretion as to what point each defensive feature is rolled for. It could be each defensive feature is rolled for when occupied in strength, or roll 1 die for each feature and total the results. I prefer to have higher assigned numbers for each feature and have the defense roll only 1 die for simplicity.

Example. 4:"RED" Force must hold crossroads till number "17" is reached. It must then hold the ridge till the number "35" is achieved by combination of die rolls. The last position at the bridge must be held till the total is "52" or greater. Again the average number of turns required for the game is 15. It could be as low as 9 or as long as 52.

I enjoy this system the most, because of the different events that can result. Is it better to hold the crossroads as long as you are able with the possibility of losing the bridge on turn 11? In games with multiple defensive positions you can also grant victory points for holding the position for longer than was expected.

REINFORCEMENTS

The easiest way for extra troops to be added to a game is to state that those forces arrive on a set turn, (ie: the relief force arrives on turn 4). This tried and true method works well, but assumes that everything will go according to plan. As we all know this rarely happens in the real world. Whether it is the cable installer, mail service or any other party you are waiting for, they seldom are exactly on time. To add the factor of bad roads, poor or good guides, gridlock and "short-cuts", I again use an assigned number. During each turn players roll 1D6. When the rolls reach the assigned value, the reinforcements arrive. This prevents the players from knowing how long it will be before friendly's arrive.

Example 5: The reinforcements will arrive on road #1 when the cumulative die rolls are equal to 15.

The game master can also change the assigned numbers to change the entry point of the reinforcements. If a player wishes he can continue to roll for the higher number and the more likely the reinforcements will arrive at a more favorable location.

Example 6: The reinforcements will arrive on road #1 when the total die rolls are 15. If the player chooses to keep rolling till the number reaches 30, then the troops arrive on road #2. Hopefully, this will be on the enemy's flank.

For those truly evil game masters, Rohn Kelley devised the following option to the above system. Each turn the player rolls as normal. The player then use the charts below as a guide to determine what strength the reinforcements/relief force will have. The formations used can be any size is being used for the rules being played (ie: ACW regiments for Johnny Reb and brigades for Fire & Fury) or whatever the game master wants it to be. This can create unique discussions between the overall commander, who wants to hold out for a more powerful force, and the sub-commander, who is screaming for anything because he or she is hanging on by their fingernails.

Another option for reinforcements is to give a player 1D6 roll per turn. The player can save up as many D6 rolls as he or she may like. The more they save, the higher the chance to get a strong force as reinforcements. When I use this method, once a side rolls the saved D6 in a reinforcement attempt, they are gone and can not be saved for another try if results produce no forces. The player must start saving up die rolls again.

Example 7:"RED" Force has waited 5 turns before attempting to receive reinforcements. A total of 5D6 are available to roll on the chart below. The average roll should be 20.5, but "RED" Force might get lucky and have a total of 30. They might also roll all 1 and 2's and receive nothing.

When I run a game, I like to add as much uncertainty to the player's plans as possible. I have found that by using any combination of this system, for both attackers and defenders, you can increase the confusion of the players without altering the game dramatically. This also allows for games with uneven forces to be fought with the underdog having a chance for victory. In a game with an overwhelming attack force, the defenders could win by holding out longer then was expected. I use D6's for rolls for convenience, but any die can be used. I hope this adds to your gaming pleasure and creates a feeling of waiting for the sight of the approaching dust cloud announcing the arrival of the relief column. Good gaming and hope to see you across the table.

Horse & Musket

    Die Roll Total:

    3-7: 1 infantry
    8-11: 1 infantry & 1 artillery
    12-15: 2 infantry
    16-19: 2 infantry & 1 cavalry
    20-23: 2 infantry & 2 artillery
    24-28: 2 infantry, 2 artillery & 1 cavalry
    29+: 3 infantry & 2 artillery

Modern:

    3-7: 1 foot infantry
    8-11: 1 mot/mech infantry
    12-15: 1 armored
    16-19: 2 mot/mech infantry
    20-23: 1 mot/mech infantry & 1armored
    24-28: 2 mot/mech infantry & 1 armored
    29+: 2 mot/mech inf., 2 armored & air/art support.

Horse & Musket

    Die Roll Total:

    1-10: No Troops
    11-14: 1 infantry & 1 artillery
    15-19: 2 infantry
    20-23: 2 infantry & 1 cavalry
    24-27: 2 infantry & 2 artillery
    28-31: 2 infantry, 2 artillery & 1 cavalry
    32+: 3 infantry & 2 artillery

Modern:

    1-10: No Troops
    11-14: 1 mot/mech infantry
    15-19: 1 armored
    20-23: 2 mot/mech infantry
    24-27: 1 mot/mech infantry & 1 armored
    28-31: 2 mot/mech infantry & 1 armored
    32+: 2 mot/mech inf., 2 armored & air/art support.


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