Fanion

Conventions and AWI Campaign

by David Bonk



Cold Wars, '96

Cold War's 1996 was held on March 7-9 in chilly Lancaster, PA. Our usual group of suspects traveled north hoping for the best but expecting the worst from the weather. We were not entirely disappointed, in that the weather was somewhat frightful, but not enough to diminish what seemed to be a normal attendance for Cold Wars. At the convention we learned more about HMGS's plans to organize a fall convention to compliment Historicon and Cold Wars. Unfortunately, the dates that HMGS have identified for the proposed fall convention are the same dates over which the Triangle Simulation Society holds its convention. We are very concerned about the affect on our efforts to build up an active wargaming network in North and South Carolina. We need to get far more information about the HMGS plans for this convention, which they don't plan on initiating until the fall of 1997 at the earliest.

I put on two games using the Carnage and Glory system.In each of my games, American Revolution and Napoleonic, I included a strong point. In the Napoleonic game it was a small village, while in the American Revolution game it was a walled enclosure similar to a small cemetery. Neither of these positions were part of the overall objective for the British players. In the case of the Napoleonic game the British objective as located beyond the village. In the American Revolution game the cemetery was on the British left flank, while their objective was on their right flank. In both situations the British became obsessed with taking those strong points no matter how long it took. In the Napoleonic game the British and French traded possession of the village for over two hours of game time. In the end the British wasted the better part of two brigades against the village.

In the American Revolution game instead of ignoring the cemetery, as soon as a regiment of American light infantry occupied it, the British player spent the rest of the game trying to coordinate an attack on it to dislodge the Americans. While the main British attack on their objective faltered the British wasted at least 3 regiments on their futile attacks. In the end the Americans kept the cemetery and the British brigade contributed very little towards capturing the real objective.

Another interesting tactical miscue by the British was to focus their artillery fire on counter battery fire rather than against formed troops. By contrast the American player ignored the British batteries and kept whacking away at the British infantry bearing down on him. Although both American batteries were eventually overrun, they inflicted significantly to the American victory by crippling several British regiments, disordering them and affecting their morale.

The Napoleonic game saw some interesting results. At one stage in the battle the British Light Dragoons charged a French square which Ney had taken refuge in. The British cavalry regiment broke on the square and brigade commander, who was accompanying the regiment was captured. This was the first time I'd ever had a commander captured in a melee. The internal sequence of the rules, which when checking for command casualties, has a result in which the officer is dismounted but unhurt. If it occurs due to fire nothing further occurs, but if it occurs during melee and that officers unit is defeated, he is captured.

In another situation a French brigade commander received a minor wound, incapacitating him for one turn. Upon his return he rallied a square, which was being subjected to devastating British cannon fire. He was then wounded again, this time for two turns. He returned to once again rally the square and was promptly mortally wounded. The Carnage and Glory rules automatically increases the command rating of any commander upon their return after being wounded and incapacitated while having his wounds attended to. The program assumes that the men will be greatly inspired by an officer with lots of blood on this uniform, especially if its his own blood. Legions of honor all around.

Great Northern War

As I reported in a previous column Lyle Bickley and I planned on playing in a Poltava campaign to see how their rules worked. The game was in 15mm so we had to squint alot to see our troops. The scenario was based on a battle which preceded Poltava by six months. The battle involved a Swedish supply-artillery column marching to join the main army. In reality the Swedes were defeated by the Russians and abandoned their cannon and wagons, crippling Charles XII at the battle of Poltava. Lyle commanded a Swedish infantry brigade and I a Swedish cavalry brigade on the Swedish right flank. While our compatriots held Russians in place in the center and left Lyle and I crushed the Russian left and rolled up the Russian line, destroying several Russian guard and grenadier regiments and rescuing the Swedish baggage train and artillery which had been temporarily lost to the Russians. In the Battle of Poltava, played the next day Charles XII had this artillery and beat Peter the Great. The rules that were used, Festung Krieg, were acceptable and gave us some ideas for developing our own.

Guilford Court House

On March 16, 1996 festivities were held commemorating the 215th anniversary of the battle of Guilford Court House in Greensboro, N.C. As in past years the City of Greensboro organized a large reenactment of at a city park adjacent to the national Guilford Court House battlefield. As a result of work I have done for the City of Greensboro run facility at Tannenbaum park I arranged to run a wargame simulating the climatic British assault on the 3rd American line. Using the standard figures and terrain that Chris Hughes and I have been using for our own wargames I scheduled three games on Saturday. I also used the Carnage and Glory computer assisted American Revolutionary rules.

I think my experience on that Saturday provides some very interesting insights into the potential of the hobby and how we can expand our base. The first lessons I drew from that Saturday have to do with the visual appeal of what we do. I have railed in this column before about how little effort most wargamers put into their terrain, particularly at conventions. My experience at Cold Wars 1996 was similar to previous years ... examples of primitive terrain and/or no terrain were the rule. My frustration is that this is not hard stuff guys ... if I can master it then it's got to be easy.

The basic elements are readily available. If you are willing to spend alot of money buying miniatures, whether you paint them yourselves or already painted, you should also see the wisdom in spending some money on a large piece of felt that is the correct color, some Geo-hex or waste styrofoam cut to resemble hills, railroad modeling trees and railroad flocking for character. We've found that the best way to use Geo-hex or styrofoam is to put it under the felt and then flock it with the scenic material. Don't worry about clean up, just fold up the felt and leave the flocking on the felt. It will work its way into the fibers of the felt and become a semi-permanent feature, looking more and more like real groundcover all the time. Some nice buildings and maybe a couple of fences would help but are not necessary.

How does this relate to my games at Guilford Court House? Well, I set up my table, with all the troops in their starting positions in the visitor center before it opened. I was set up in the main lobby, so everyone coming into the visitors center saw the table. I was told that over 2,000 people came through the center on that Saturday and I would guess that everyone of them saw the table and 90% stopped to look. Most of those people stayed for several minutes, looking at the field and I overheard several people explaining to others the tactical situation that was represented by the tabletop. The following lesson is directed more at the establishment museum curators and directors who, I have been told, have largely abandoned the idea of diorama's and other physical representations of battle as a way to visually represent history. Instead, they are now obsessed with electronic mapboards and other hightech methods of confusing museum patrons. I'm the last person to be accused of resisting the infiltration of computer technology, but I recognize its limitations.

I respond to the physical stimulus of the painted figures and I believe that many people respond to that same physical stimulus. I believe even more strongly after my experience at Guilford Court House that the best way to showcase our hobby and to attract new members is to provide the public with high quality demonstrations of the miniatures we us. I think we should recognize that it is the miniatures that really bind us together as a hobby. If we were just interested in military history we'd read books or go to museums. If we were just competitive and liked to play games, we'd spend our time playing golf or playing boardgames or computer games. The common element that links all of us in this hobby is our attraction to the miniatures. I realize that some are more attracted than others, but as I think back to my own experience, it was the miniatures that got me hooked.

What about the wargames? I ran it three times and as I anticipated 95% of the players were children, both male and female. They all seemed to enjoy themselves, their parents stood around and watched and even the British players, who went 0-3 for the afternoon had fun. I answered plenty of questions from parents and children about wargaming, something very few of them had known anything about.

More about Guilford Court House in future columns.

1777 Philadelphia Campaign

The American Revolution campaign is getting interesting. When we left the campaign, Washington had moved south from Philadelphia as Howe dispatched the British army north from Head of Elk in three separate columns.

Game Day 8

Washington is convinced that the British will try and capture the American supply base at Westchester. He resolved to defend Westchester and ordered the main American Army, made up of Greene's, Wayne's, Stephen's and Stirling's divisions to march towards the British. Greene and Wayne's divisions march first thing in the morning towards the British, while Stephen's doesn't get his orders during the 8:00 am turn. His division and Sterling's division under Washington's direct command begin their 15 mile march to Westchester at 12:00. Meanwhile, Howe, located at Head of Elk, still not sure of the American intentions and needing supplies, ordered Grey to take Westchester and capture the American supply base. He ordered Cornwallis to support Grey and Knyphausen to move to cover the British right flank. Because Howe is 30 miles from Grey and Cornwallis the orders take some time to arrive. Grey's orders arrived late in the morning and he finally began his march at 12:00.

The Battle of Westchester began at 2:00 p.m. as Greene and Wayne's troops rushed through the town and slammed headlong into Grey's brigade. The American's totaled, 4,785 men, 4,314 infantry, 171 cavalry and 12 guns. The British total 3,759, made up of 3,565 infantry and 8 guns. Although outnumbered, the quality of the British troops more than evens the balance. Because we could not get the British and American players together to fight the game on the tabletop we used the combat resolution system within the Carnage and Glory software to resolve this battle. The American total tactical points were 3,370, compared to 3,228 for the British, reflecting the superior quality of the British troops and uneven quality of the Americans. Grey's command pummels the Americans, inflicting 681 casualties, while suffering only 146 killed, wounded and missing.

The first phase of the battle was over at 4:00 p.m. Coming upon the retiring elements of his army General Washington rallied Greene and Wayne's commands and threw Sterling and Stephen's divisions against the British in an effort to retake Westchester. Grey's brigade was reinforced by Cornwallis, whose orders finally arrived. Although Cornwallis did not have orders to march to Westchester, I assumed his personality would respond to Grey's engagement by marching to the sound of the guns.

At 5:00 p.m. Washington led 7,768 men against 9,149 British. Although they were outnumbered, the Americans brought 22 guns into action, compared to only 12 for the British. The British had 5,260 tactical points, while the Americans entered the battle with 4,451. Despite the lower tactical points the Americans were able to battle the British to a standstill, inflicting 691 casualties, while suffering only 677. The program gave the British a minor victory and the post battle calculator assigned a total of 998 American casualties and 697 British. The day ended with the Americans abandoning Westchester and retiring to the north. Total casualties for the Battle of Westchester were 1,679 men and 8 guns for the Americans and 844 men and 2 guns for the British. Several American officers, including George Washington were wounded, while only one British officer suffered a wound.

Due to the exhausted condition of the British troops and a lack of cavalry they have lost contact with the Americans. One added benefit for the British was the capture of a large stock of American food and ammunition at Westchester. This should relieve most of Howe's supply problems for the foreseeable future.

In other developments the third British column under Knyphausen moved cautiously forward, but did not hear the battle at Westchester and remained over 15 miles away. The British will continue to be hampered by the fact that Howe is not with the main army but still at Head of Elk. His orders must travel 30 miles or more, while Washington is with his main body and can react more quickly. Nash's brigade has moved south at Washington's orders and is within five miles of the main American Army. Sullivan's brigade remains at Philadelphia.

Washington also ordered two of his cavalry regiments to move towards Head of Elk and determine what is there. Howe must have anticipated this because he ordered two Hessian regiments away from Knyphausen to reinforce the base at Head of Elk. Howe himself hoped to march with a portion of his cavalry to join Cornwallis, but had to wait until the Hessians arrived. Washington's orders to one cavalry regiment were captured, while the other set arrived and an American cavalry regiment is located within 5 miles of Head of Elk. Howe's paranoia about Head of Elk will only be increased by the captured message. Howe and any orders he may issue risk capture by the American cavalry just outside Head of Elk.

Game Day 9

As I finish this column I have just received the British orders for game day 9. Instead of following up their victory at Westchester, they are attempting to change their base of operations from Head of Elk to Wilmington on the Delaware River. Howe has ordered his three columns to rest for two days while he moves his base. This pause in their advance will allow the Americans to retreat unmolested and allow Nash's and Sullivan's brigades to join the main army. American cavalry might give Howe some problems as he marches his supply columns between Head of Elk and Wilmington. American orders have not yet been received.


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© Copyright 1996 Hal Thinglum
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