by Mark Milke
If you have found any of the Gamers CWB games becoming predictable with your gaming group, or have found it a bother to decide which optional troops to use and which not to, or just want to add some tension and uncertainty to solo gaming, you might find these alternative reinforcement rules a treat. Using them for multi- day scenarios, you will find the advantage swinging back and forth over the game as you cope with the changing likelihood of receiving that extra help we all need. Imagine being the Union player on the first day at Gettysburg. 10am All of H-3 has arrived and is pushing in 1 Corps in its defense of McPherson's Ridge. You are desperate for reinforcements. You are unsure whether to fall back or not, or how far to fall back because of your uncertain reinforcements. A look at your reinforcement track shows that none of 11 Corps have arrived yet, though all should be arriving very soon. 2, 3, and 5 Corps should arrive in the afternoon, but 12 Corps seems to have been detained and is unlikely to arrive today at all. Your hope to have 6 Corps arrive tomorrow has been dashed as it now seems unlikely that it will arrive at all before the third day of battle is over. On the other hand, French's division seems that it might arrive tomorrow. You decide to fall back to the town and the sunken road. 2pm Your new defensive line seems to be holding. Some of Longstreet's Corps have arrived along with more of the enemy's 3 Corps and 2 Corps, but the enemy's reinforcements seem slow to arrive and none of the confederate supply wagons have arrived yet. Most of the enemy's attacks are now artillery barrages and flanking moves. You've had much of 11 Corps arrive in the past two hours and so has part of 5 Corps, much to your relief. 2 Corps seems set to arrive soon along with parts of 3 Corps. 6 Corps might arrive tomorrow after all, but now it seems that the rest of 5 Corps might not arrive at all for the battle. French's division seems closer to arriving and should make it during the night. You decide to go onto the attack in the late afternoon while your position is strong and the enemy weak. Scattered about this article are alternative reinforcement schedules. They all are similar to the variable reinforcement schedules in the David Powell CWB games, but even more turbulent. They also include all of the optional units as possible reinforcements. The alternative reinforcement schedules work this way. There are four stages for reinforcements. The larger the stage number, the less likely they will arrive soon. Reinforcements are rolled for during each side's straggler recovery phase. Roll two 6- sided dice once for each force. The table below tells how the sum of the two dice affects the stage for the reinforcement force.
Stage 1 is meant for forces that were just off map at the scenario start or that historically arrived soon after the start of the scenario. Stage 2 is meant for forces that would be expected to arrive later in the day, while stage 3 is meant for forces that arrive the next day. Stage 4 is reserved for optional units or units that historically arrived 2 days after the start of the battle. Using this table, I estimate the following average times to arrival for forces at each stage:
Pointers A few pointers on playing with these alternative reinforcement could help. First, it would be simpler to ignore any and all VP effects with these rules. If you're playing in a competition or where Victory points are the primary goal, these rules will just cause chaos. Next, these rules only affect the time of arrival of reinforcements: the entry locations remain the same, as do the orders on arrival. In some cases, the early arrival of certain forces seems so crucial to the development of the game that the forces are still given exact times of arrival with these rules. All discussion of arrival times for optional units in the special rules would be ignored. In other alternative scenarios here, the first turn start is different than in the scenario as published. This allows the reinforcements to arrive at a closer time to when they should arrive when using historical arrival. Similarly, in some alternatives, players do not roll for reinforcements for the first few turns. If too many units end up arriving on a given turn, then the player chooses which are to arrive, and the rest sit off-map until the entry area clears enough for them to enter in the next turn. These alternative rules work best with multi-day scenarios. The longer the scenario, the more stage 3 and 4 forces will arrive. For a long enough scenario (like the four-day Gettysburg scenario in TATC or the Seven Days), all optional units will likely arrive. Warning Label These rules should come with a large warning label.
Not only will some optional units start arriving after a day or so of battle, but some Stage 2 forces will never arrive in time, and there is a remote chance that a Stage 1 force won't arrive either. Some corps can arrive without their supply, while other corps might arrive a day or two before their artillery. Anyone who uses these rules will quickly appreciate that tension mounts with the additional uncertainty in your reinforcements. The tension compounds because you are unsure of your opponents' reinforcements. You will find that your plans will change frequently based on the changing progress of reinforcements. If you want to add to the excitement, you and your opponent can agree to hide the staging of reinforcements from each other. For solitaire play, you may find the uncertainty will allow the momentum to shift from one side to the other allowing for multiple plans to be implemented and changed as circumstances do. I would be interested to hear from anyone with suggestions on how to improve these, and to hear about your experiences. You can contact me at staf204@its.canterbury.ac.nz. 1-01b In Their Quiet Fields, 2nd edn. A relatively short game with too few reinforcements to work in this format. 1-02b Thunder at the Crossroads, 2nd edn. Scenario 10: Full Battle
Union Reinforcements
Stage Force
Confederate Reinforcements
Stage Force
1-03 August Fury
Union Reinforcements
Stage Force
Confederate Reinforcements Stage Force
1-04 Barren Victory
Union Reinforcements
Stage Force
Confederate Reinforcements Stage Force
1-05 Bloody Roads South Sorry, I don't own that one. [Ed. note: You can use your own judgments regarding how likely each formation is to arrive at what time to assign a stage to each scheduled group of reinforcements.] 1-06 Perryville
Union Reinforcements Stage Force
Confederate Reinforcements Stage Force
1-07 Embrace An
Angry Wind
Union Reinforcements
Stage Force
Confederate Reinforcements Stage Force
1-08 No Better Place to Die
Union Reinforcements Stage Force
Confederate Reinforcements Stage Force
1-09 April's
Harvest
Union Reinforcements Stage Force
Confederate
Reinforcements
Stage Force
1-10 Champion Hill
Union Reinforcements
Stage Force
Confederate Reinforcements Stage Force
1-11 Gaines Mill
Union Reinforcements Stage Force
Confederate Reinforcements Stage Force
1-12 Seven Pines
Union Reinforcements
Stage Force
Confederate Reinforcements Stage Force
Union Reinforcements Stage Force
Confederate Reinforcements Stage Force
1-13 Malvern Hill
Union Reinforcements Stage Force
Confederate Reinforcements Stage Force
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