by Seth Owen
Organizing and playing a miniatures game in an overseas military environment presents some additional challenges to the already difficult task of gamemastering. TURN 7: PEAK OF THE ACTION AROUND TOWN "A". Wargamers in the military community feature several characteristics. Turnover is very high, even exceeding that found in college wargaming clubs. Few military people spend more than three years at the same duty station with many of the more junior personnel on 18 and 24 month tours. This makes running campaigns very difficult and inhibits the creation of steady wargaming clubs. Making the situation even worse are the demands placed on one's time in the military. Extensive field deployments are common, and even in garrison the average work week in a line unit is 55 to 60 hours long. In spite of these difficulties, people want to play, and find ways to do so. For the last year we have succeeded in gaming fairly regularly here in West Germany. This article will describe a game recently fought, how it was set up given our constraints, and some tips for others in similar circumstances. One of our overriding principles has been concentration of effort. With so little time available we have been forced to concentrate on a fairly limited number of subjects and rules systems. Virtually all our games have been played using one of two sets of rules, EMPIRE 3 and THE COMPLETE BRIGADIER. By concentrating on two sets of rules we have managed to reach a respectable level of expertise in the rules and our later games have featured comfortable play within the rules by the players. Time has shown that THE COMPLETE BRIGADIER has some important advantages for a group such as ours. The rules themselves are not very complex. They are comprehensively cross referenced and indexed allowing the umpire to quickly check up on a rule or procedure. The game procedures are logically laid out and fairly obvious in intent. This makes the game easy to teach to novice gamers. Because the rules are so extensive in scope the group can play widely different periods without the players having to learn a new set of rules for each. We have played a number of games set alternatively in the American Revolution, American Civil War and the Zulu War with increasing sophistication in the level of play which would have been quite impossible if the constantly changing set of players had been forced to learn new sets of rules each time. EMPIRE 3, while having few of these advantages, has been played for the sheer love of the System and the period. It has provided an interesting example, however, in contrast to THE COMPLETE BRIGADIER and so some lessons for those who might consider using a system like in their group. We have found EMPIRE 3 a difficult game to teach, due to the abstract nature of certain procedures, the relative disorganization of the rules and complexity of play. After repeated playings difficulties with the rules and disagreements over their intent still retard play. The main things going for the rules, and which account for its continued use, are two-fold. The game is a good simulation of Napoleonic Warfare, allowing you to field impressive armies. THE COMPLETE BRIGADIER strains when you field a division on one or both sides; EMPIRE 3 fields Army Corps with ease. This is a powerful attraction when you have hundreds of figures you spent many a night painting. EMPIRE 3 lets you use those huge armies. EMPIRE 3 also features a good dramatic element, lots of charges, important morale checks and feats of derring-do by generals and units alike. The lesson for clubs to consider is whether the price paid for, by playing a set of rules such as EMPIRE 3 (a price paid in time more than money) is worth the play value. The more limited the time the more appropriate a set of rules of broad applicability such as WRG ANCIENTS or THE COMPLETE BRIGADIER is to your needs. The preparation for a recently played American Civil War battle was geared to maximizing the playing time and enjoyment for the players without overburdening the game organizer. The selection of a scenario to play is very important to a good game. When inspiration strikes and time permits I like to design my own scenario. In this particular case there was neither time nor inspiration so a scenario from SCENARIOS FOR WARGAMES by Charles Grant was selected with appropriate modifications made for the period and figures available. This saved a lot of time while holding forth the promise of a fairly well balanced game. For this game I selected Scenario #11, POSITIONAL DEFENSE (1). While this was the first scenario in the book, it was not the first scenario from the book we had played, having used Scenarios 3, 12, and 9 on previous occasions. Before the game I prepared 3x5 cards, one for each unit, in a format similar to the heading on the Unit Roster Sheet. During the set up the appropriate card was laid on the table next to the unit. This served to identify for each player each unit without a long explanation. The Unit Rosters were then filled out by each player with an explanation of the various factors and their impact on play as they went. Next each player was walked through the charts, following the sequence of play with particular emphasis on the Command Phase from which all other action flows in THE COMPLETE BRIGADIER. Using this technique the rules of the game are taught within 30 minutes with a decent understanding by even the most novice player. The Confederate force was given the objective of defending the position. A successful defense required holding any two of locations A, B or C. The Confederates were restricted to deploying north of the line A-B-C except for a potential force in the north half of the woods. The Confederates were given two chits which could be deployed in the woods. One of these chits would either be a real unit of their choice or a dummy, the other chit was a dummy. To assist the confederates in their deception they were given a gaudily dressed unit of Louisiana Zouaves to deploy off the board on a nearby table in plain view of the Union. The Confederates elected to have both chits in the woods be dummies. The only other Confederate restriction was that one artillery battery be deployed in each of earthworks 1, 2 and C. The Union players were told that they had 12 turns to seize two of the three key Confederate positions A, B or C.Theyhad to deploy south of the line XY. Theywerefreeto divide up the forces as they wished with one restriction; all the Cavalry had to be brigaded together. ORDER OF BATTLEConfederate States Brigadier General Sharp's Brigade
10th Virginia - 6 stands Elite infantry 61st Georgia - 8 stands Regular infantry (with Caplocks) Quantrill's Irregulars - 4 stands Crack irregular cavalry with shotguns Hartley's Battery - 1 section rifles Stuart's Lt. Art. - 2 sections 12lb smoothhores Colonel Garrett's Brigade
23rd Virginia - 9 stands Regular infantry 21st Virginia Cavalry - 6 stands Elite cavalry with Paper Breechloading Carbines Richmond Howitzers - 1 section howitzers United States Brigadier General Althouse's Brigade
30th U.S. Colored Troops - 9 stands Regular infantry 118th Pennsylvania - 10 stands Regular infantry 161st New York - 12 stands Green infantry A/1st U.S. - 2 sections rifles Brigadier General Barlow's Brigade
7th U.S. Infantry - 8 stands Elite infantry 5th New York - 8 stands Regular infantry 34th Massachusetts - 8 stands Regular infantry C/1st R.I. - 2 sections 12 lb smoothbores 2nd U.S.S.S. - 4 stands Crack infantry with Paper Breechloading Rifles Colonel Sharpe's Brigade
3rd U.S. Cavalry - 4 stands Elite cavalry with Metal Breechloading Carbines 6th Ohio Cavalry - 8 stands Regular cavalry with Metal Breechloading Carbines The prebattle assessment by the Confederates concluded that they did not have the manpower to defend everything at once. They decided to make only a token defense of point C with the irregular cavalry and a section of rifled guns. Town B was defended by one regiment in the buildings with a second just behind. Breastworks 1 and 2 were held by 3 sections of guns, those best suited for short range fire. Town A was held by two regiments. In reserve was the Crack 5th Texas and the Virginia Cavalry. A potential problem was created by the placement of the cavalry in this particular reserve position, due to the fact that it was part of Colonel Garrett's Brigade, yet was separated from the rest of the brigade by a considerable distance. In THE COMPLETE BRIGADIER it is very difficult to issue timely orders to widely separated elements. The Union plan was very simple. Althouse's Brigade would pin the Confederates with a frontal advance while Barlow concentrated his force against Town A with detachments taking the weakly defended point C. The Union Cavalry commander was known to love impetuous cavalry charges, which his colleagues considered suicidal in an ACW battle. Besides verbal persuasion they were careful to block any early impetuous advance with the infantry units. One regiment of cavalry was dismounted and supported the sharpshooters in clearing the woods. The Union assault consisted of a broad frontal attack by six attack forces. Confederate moves were basically reactive and minor, allowing us to treat the fate of each attack force more or less distinctly. The Union left most column consisted of two regiments of Althouse's Brigade. These two regiments advanced through heavy artillery fire. A charge by the Green 161st New York was repulsed, and a counterattack by the infantry of Colonel Garrett's Brigade drove back this column with heavy loss. General Althouse's remaining two regiments attacked theTown A position. The 30th U.S.C.T. failed to use its range advantage vs. the 61st Georgia, closing within 100 yards before stopping to fire. An extended fire fight went against the Colored Troops as the Georgians were behind a stoutstone wall. After the successful assault described below the 20th Maine moved up in support. The Union right flank of sharpshooters and dismounted cavalry cleared the woods. By the time they discovered the woods were empty it was too late to redeploy them to aid in the other fighting. Two regiments from Barlow's Brigade swept forward implacably against the nominal resistance of the one section of guns and few irregulars defending point C, There was a brief scare for the Union as the Union infantry ran out of orders just short of the objective. A hard ride by General Barlow and his personal intervention carried them forward to victory. Sharpe's Cavalry Brigade chafed behind the Union infantry for the first half of the battle. Finally a gap opened and he led his 6th Ohio in a hell for leather charge, followed by the 3rd U.S. Fortunately, Col. Sharpe chose to charge against the Virginia Cavalry, who, for their part, were not averse to crossing sabers. The resultant melee resulted in the defeat of the Virginians and a vigorous pursuit by the 6th Ohio, which captured Col. Garrett! The 3rd U.S. was dismounted and aided in the assault of Town A. Several factors resulted in the fall of the town, as detailed in Map 2.
B) The 30th Colored occupied the attention of the 61st Georgia long enough for the successful charge by the 5th New York. C) The 5th Texas took significant casualties from artillery fire on turns one and two as it moved in column to town A. Becausefo these losses, the 5th Texas lost the firefight with the 5th New York. This close range firefight between 20 Texan figures and 24 New York Zouaves lasted three turns, after which the Zouaves charged, driving back the shaken Texans and overrunning the Georgians in the flank. A follow-up charge in the next turn by the 7th U.S. cleared the rest of the town, capturing the 1Oth Virginia. The critical edge in the firetight, besides the raw numbers fighting, was that the Texans were. no longer confident in morale because of the artillery fire into their flank earlier; therefore they did not have that beneficial fire modifier, but the 5th New York did. The first exchange of fire left 9 Texans down for 7 Zouaves; the second reduced the 5th Texas by 3 more, the 5th New York lost 2. The final exchange of fire killed two more Texans while their shaken fire was ineffectual. This turned out to be the decisive engagement of the battle, leaving the Union in a commanding position at game's end, and with victory. An important factor in the Union victory was better control exercised by their leaders over the troops. The Union leaders generally kept a tighter rein on their commands, enabling quicker response to the changing tactical situation. Chance played a role here as well, with General Sharp, the Confederate CinC, felled by a minie ball at a critical moment in the fight, just as the 5th Texas-5th New York duel got underway. To enhance the visual effect of the game some measures were taken to reduce tabletop clutter and dress up the battlefield. A concerted effort was made by all concerned to minimize leaving charts, rulers and dice on the battlefield. THE COMPLETE BRIGADIER requires no morale markers or casualty rings, so none of these marred the landscape. Units that fired were marked with cotton balls, with one ball per stand/section firing. This gave a nice billowing effect and made it more clear in photographs what was going on. Finally, a liberal number of casualty figures were available, allowing the battlefield to take on a truly Civil War vista of carnage a la Matthew Brady. The attention to the appearance of the battle had a very positive effect on the spectators, who could follow the action much more easily than they would have had the firing and its effects not been apparent. Back to Table of Contents -- Courier Vol. VIII No. 3 To Courier List of Issues To MagWeb Master Magazine List © Copyright 1988 by The Courier Publishing Company. 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 |