by Brian R. Scherzer
In my almost-at-sleep phase late at night, my brain seems to be bent on cooking up better ways to simulate what the real generals experienced when trying to decipher how best to fight a battle that many times they couldn't even see. Having already written several articles on the "fog of war" approach to gaming, I still found myself feeling that I had somehow missed the boat that there was some better way to achieve the experience of fighting "blind" to all but that which was in my immediate vicinity or had been reported to me by my subordinates. Did General "A" exaggerate the numbers of the enemy advancing towards him? Would General "B", known for his lust of glory, obey my instructions? Generals "C" and "D" are both shouting for reinforcements do I dare thin myself out here to send more troops there? These must have been the kinds of questions facing division, corps, and army commanders during the Civil War. Yet, as much as we try to simulate the feel of a real battle on the game table, the commanders for each side still know far more than they should about battle events. Last night an idea hit me. I may be one of the few people willing to go to this kind of trouble to throw myself into a fog of war situation, but my guess is that there are many others who share the rush of adrenaline when uncertain about the way the fight is going. I am presenting several ideas within this article to offer our readers a chance to fight a truly blind battle, limiting themselves to know only that which is in their immediate vision and that which is reported to them by staff couriers. Admittedly, the ideas are geared for larger groups of players (preferably 4 or more per side). However, even small groups of players can perhaps find something to help them out in creating a realistic source of battlefield confusion. One player for each side must be selected to be the commanding general. While this person will be the one to experience the real doubts and joys of the fog of war, he will also share no part in actually leading troops on the table, somewhat of a penalty for most garners. The commanders (C-in-C's) for each side must be shielded as much as possible from the game table. This can be effected by sitting far off to the side where they cannot see events on the table or, if necessary, having them sit in a different room. Players at the gaming table may not make any form of conversation that would tip off the C-in-C as to what may or may not be happening in the battle. THE GAME TABLE Each player, as much as is practical should also be left in the dark as to what is happening outside of his range of vision. The ideal way of accomplishing this would be to actually have several tables in different rooms, such being portions of the battlefield. Since this may be impossible to do for most clubs, the next best thing is to use dividing screens that extend across the table, effectively breaking the table up into three sections (right flank, left flank and center). Such screens can be sheets hanging from the ceiling, wooden partitions, or any other material that would prevent all players from seeing anything other than what is directly in their table section. When our club games at my house, we have used a ping-pong table (9'x5') with Geo-Hex terrain. That table is in the den. I also have a dining room table that can be used as an "extended" part of the field. and, if necessary, the floor in a third room can be outfitted with terrain to give even more space and separation to the combatants. If this can be done within your club, I suggest giving it a try. With so large an area to fight a battle, it must be assumed that the table ends that constitute the severe flanks have totally impassable terrain. THE FORCESNo matter how you organize the table(s) this will need to be a large scale battle to get the feel of a real engagement. If using rules sets such as Johnny Reb, Stars 'N Bars, or Rally Round The Flag, that utilize the regiment as the basic unit, each side should field the equivalent of about a corps per side as the minimum force. If using On To Richmond or some other grand tactical rules, an entire army can be represented. In this case, the more troops used, the greater the chance for serious decision making. Whichever way you choose to go. I suggest that you either use historical orders of battle or do some random generation of units. Having written several articles on random generation of troops, I will give only the basic concepts in this issue. If using a regimental level rules set (JR, SNB3, or RRTF), simply roll a six sided die (D6) to see how many divisions will be in the corps as follows: 1 = 2 Divisions; 2,3,4 = 3 Divisions; 5,6 = 4 Divisions. Following this, roll a D6 for each Division to see how many brigades it will contain, using the same numbers as above, but substituting brigades for divisions. Finally, roll a D6 for each brigade to determine its total strength as follows: I = 1000 men; 2 = 1200 men; 3 = 14.00 men; 4 = 1600 men; 5 = 1800 men; 6 = 2000 men. Brigades can be divided into regiments with 200 men being the smallest normal regiment allowed, and 600 being the largest. Each brigade can elect to have a special unit of 100 skirmishers out of the allotted troops. Each Division can add a unit of 100 sharpshooters, which do not count against the total number of troops rolled for. If using On To Richmond as your rules set, the following die rolls would apply as to number of men in each brigade: 1,2 = 1200 men; 3,4 = 1600 men; 5 = 2000 men; 6= 2400 men. The number of artillery sections (2 guns per section) is determined by each player totaling the number of troops in his division and dividing this number by 30 (fractions of .5 or greater are rounded up). As much as is possible, Union batteries should be comprised of 75% = 3 sections and 25% being 2 sections. For the Confederate players the numbers are reversed. Finally, the type of guns in each battery is rolled for in the following manner with a D6: 1 = 6 pdr. Smoothbores; 2,3 = 3" Rifles; 4 = 10 pdr. Parrotts; 5,6 = 12 pdr. Napoleons. If playing a scenario that would have taken place later in the war, players may alter the above numbers by eliminating the 6 pdr. Smoothbores and adding one more die roll chance at getting Napoleons. Cavalry can be used according to the number of figures available. Assuming that there are enough castings, the C-in-C for each side should roll a D6, with a I ,2, or 3 equaling one brigade, and any other number allowing for two brigades of horsemen. Each brigade is allowed a four gun 3" Rifle battery. In the case of On To Richmond or other grand tactical rules sets, allow for reasonable numbers of cavalry based on the number of infantry used. Finally, for the sake of simplicity, I suggest that all infantry be armed with rifled muskets, and that all cavalry be armed with regular carbines. Sharpshooters would be armed with breechloading rifles. Certainly, if all players agree, small arms may be broken into smoothbore muskets etc.. but this will add to bookkeeping headaches and may best be avoided. The status of general's skill ranking can be randomly rolled for, but in this kind of battle, it is my suggestion that all generals be considered equal so that the skill of the players is made more important. This is a point that may gamer much argument. My view is that the scenario is meant to test the mettle of the players without artificial bonuses. COMMUNICATION AND ORDERSThis is one of the strictest areas of the game to have under control if players are to get the feel of a real battle. Players must be extremely careful to keep their conversations from tipping off the commanding generals as to what is going on in their area of the table. In essence, no "codes", off-hand remarks, or even exclamations of surprise are allowed. The spirit of the encounter is for subordinate generals to be blind to all but what is in their area, and to keep the C-in-C in the dark except with messages sent by courier. The C-in-C for each side must be represented by a casting and can be moved around the table according to the player's wishes within the boundaries of the rules set being used. However, the C-in-C can never take actual command of any troops, leaving this to his subordinates. The player acting as C-in-C may not sit at the game table, nor can he attempt in any way to see what is happening on any area of the table. This is due to the historical role of a commanding general being towards the rear, where he could be found to have messages delivered and where he could send reinforcements to the front quickly. In order to send or receive orders and reports, the C-in-C will have a staff of six officers, all mounted, and the subordinate generals will have two staff officers each, also mounted. Orders and messages are sent and received via these staff officers. To clearly illustrate how the communications are done, let's assume that you are using a single table divided into three parts. The C-in-C casting is in the rear of the middle section of the table and the subordinate general on the right flank wishes to make a report of seeing enemy activity to his front. Using Johnny Reb rules as an example, each game turn represents 15 minute. On Turn 3, the right flank general notices enemy approaching his front in undetermined numbers (at this point the enemy would be represented by counters). He uses that turn to write a report to the C-in-C, hands it to a staff officer, who then moves the full allowable distance towards the C-in-C's headquarters. It might take two turns for the officer to reach the C-in-C (depending on distance and terrain), who then is allowed to read the report and make any orders or reply. On the following turn, the staff officer begins his trek back to the subordinate general. As you can see, it will take time for messages and orders to be sent back and forth, with the possibility that things will have changed on the field fairly quickly, perhaps making moot the report filed by the subordinate general. The C-in-C is likely to get swamped by reports and will have to keep track of when the reports were written, from whom they were received, and what his orders to subordinates were. It is highly possible that all of this will lead to confusion and some mistakes, all part of the problems facing real commanders during the Civil War. Reports and orders must be written clearly by all concerned to try to avoid misinterpretations and mistakes. Since no conversation is allowed between players of the same side, all that is known is what is written on paper. GAME RULESTo assist in making the game interesting to all concerned, the game begins at 7:00 a.m. and continues until darkness sets in at 8 in the evening. A dense fog covers the field, limiting vision to 200 yards and cutting movement by 1/3rd. The fog lifts at 9 in the morning, allowing full visibility as per the rules set being used. Players will use counters to represent each unit, including artillery, with one dummy counter allowed for each real counter being used by the entire force. These dummy counters can be divided among the subordinate generals in any way the C-in-C wishes, perhaps causing one area of the table to appear to have a larger force approaching than the others. Obviously, counters must be identified when visibility is established, with dummy counters being removed and real counters being replaced by the actual castings. Finally, to prevent a stagnant or defensive battle, each side should receive some form of battle "points" for every turn that each unit is across the midway point of the table and on the enemy's side of same. If 3 units belonging on the right flank are on the enemy side for 2 turns, this would give your side 6 points. Enjoy the confusion of a real general - it's harder to be one than you thought! Back to The Zouave Vol IV No. 3 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1990 The American Civil War Society 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 |