With no game this week, I thought I would take a closer look at one of those battles which tends to capture the imagination, Minden. One particular incident, the charge of the French cavalry against the British infantry was of interest. This is because, in the Konig Kreig rules, which Steve and I use, the French cavalry units only field 6 figures and so are vulnerable to failing morale tests when they start to take casualties. In addition, the rules make the British musketry fire more effective (a 50% chance of inflicting a casualty with each die rolled). So,to see if the charge could work using these rules I carried out a paper exercise, running through the charge procedure 20 times. All dice were d6.
I began by checking the morale of the participants. The French (rated 6) could not fail, the British rated 5,could fail on a 6. On 4 occasions the British failed the test and retreated. When the British stood, they fired a volley. Six dice were rolled, requiring 4 - 6 to hit. On average you would expect to inflict three casualties on the French cavalry with each volley. In the event a total of 41 hits were obtained for 16 volleys, a rate of c2.5. The casualties on their own would not stop the charge as you only check morale once per phase, but they could effect the melee value of the cavalry, as increments are gained for ranks and numbers of figures.
However, before the melee takes place the cavalry have to 'break the bayonets' and close on the infantry. Again this is a 50% chance if the infantry are in line; so you would expect a melee in 8 of the remaining 16 charges. In the event only 6 melees took place and of these 3 were won by the cavalry and 3 by the infantry.
In total, of the 20 charges only 7, ( 4 in which the infantry failed their morale check and 3 victorious melees) could be counted as a success. Bearing in mind that I discounted the effect of the supporting British artillery it would seem that the commander of the French cavalry would be well advised not to charge full strength British infantry units as the chances of success are not good.
I ran the exercise again using Brunswick infantry, they inflicted fewer musketry casualties, but the French cavalry only managed to 'break the bayonets' 7 times out of 17 attempts. However, they won 4 of the resulting melees, meaning that the overall result was the same as for the British infantry; 7 French successes out of 20 attempts.
For my third attempt I charged the infantry with a larger unit of Reichs Armee cuirassiers, (12 figures strong). They had more luck with the dice; breaking the bayonets on 9 out of 17 attempts and they won all of the resulting melees. Even allowing for the vagaries of my dice rolling it seems to support the dictum about 'big battalions'. The solution could be to combine two French cavalry units together to make them less vulnerable; but this would then have a negative impact on British cavalry units which are of 8 figures and are generally classed as medium rather than heavy. In a melee therefore, the British (melee value 7) would face French cavalry with a melee value of 10, rather a large handicap.
Showing posts with label dice. Show all posts
Showing posts with label dice. Show all posts
Monday, 1 December 2014
Sunday, 25 April 2010
Rules and dice
Something different this week; the role of rule sets and dice on our pastime. It is interesting when visiting shows or talking to fellow wargamers, to see how different gamers approach a project for a new wargaming period. For some, the initial impetus comes from seeing a new range of figures. The figures are purchased, painted and then a set of rules are sought to use with the new armies. In other cases, a display game is seen at a show. Conversations with the club/individuals putting on the display will usually revolve around the selection of figures and rule mechanisms.
One feature not covered tends to be the question of scale, ie are the rules for the equivalent of army, corps, division or brigade. Some rules tend to be used with large numbers of figures and therefore may not be suitable for someone who is starting in that period and therefore has only a few units. 'Shako' for instance works well with scenarios where there are 3 or 4 divisions, say 40 units or upwards, of 500 figures per army. The relative fragility of units means that scenarios for fewer than 10 units would be over fairly quickly. This is due in large part to the resolution of melees by a simple dice off. D6 are used and it is not unusual for a unit to be 'broken' (ie removed from play) in one round of melee.
Rule sets which use count casualties in figures, rather than strength points as in Shako would favour smaller scale actions and thus the gamer starting off in a new period, but I am sure that everyone can see the resulting problems. As your forces grow do you abandon the rules you are familiar with and learn a new set. If you do, can your current basing system translate into the new set? If you carry on with your existing rules are they as satisfactory with more figures and units. Do your games tend to end inconclusively as the end of your wargaming session draws nigh? Who amongst us has not had plans to fight the 'signature' historical battle, Zama, Agincourt, Nordlingen, Blenheim, Leuthen, etc. To do any of them justice large numbers of figures are needed and also a relatively 'fast play' set of rules.
Then of course there are those 'devil's toys' dice. Some rule sets use buckets of the things, others only a few. One of the interesting side issues is, does using more dice to resolve a firefight ot melee produce a 'better' result. I have already mentioned the single die role used in Shako. In a recent Warhammer ECW battle a cavalry melee was taking place where one side had 8 d6 and the other 6 d6. Both sides had a 50% chance of inflicting a hit and a 50% chance of those hits being translated into a potential casualty. The opponent then had a 50% chance of 'saving' the figure. On average (oh, how I wish I could achieve average results !) those 8 men should have been able to remove one enemy per round. In fact, on one occasion their 8 die achieved 8 hits, but inflicted no losses. To achieve a result using the Warhammer rules took 6 rounds of melee, ie 3 full turns. Now the whole battle lasted only 8 turns. Was that realistic? Would using different dice (average, d8 or d10) have made a difference. Using d10s does increase the range of scores but does it materially effect the outcome? Our latest battle was set in the Sudan using Sword and the Flame . This again uses lots of dice and has a relatively small number of units.
Is this something we should look for when assessing rulesets, after all a set of rules can set you back a significant amount of cash.
Fewer units, more dice,
More units, fewer dice,
I would be interested in your comments.
One feature not covered tends to be the question of scale, ie are the rules for the equivalent of army, corps, division or brigade. Some rules tend to be used with large numbers of figures and therefore may not be suitable for someone who is starting in that period and therefore has only a few units. 'Shako' for instance works well with scenarios where there are 3 or 4 divisions, say 40 units or upwards, of 500 figures per army. The relative fragility of units means that scenarios for fewer than 10 units would be over fairly quickly. This is due in large part to the resolution of melees by a simple dice off. D6 are used and it is not unusual for a unit to be 'broken' (ie removed from play) in one round of melee.
Rule sets which use count casualties in figures, rather than strength points as in Shako would favour smaller scale actions and thus the gamer starting off in a new period, but I am sure that everyone can see the resulting problems. As your forces grow do you abandon the rules you are familiar with and learn a new set. If you do, can your current basing system translate into the new set? If you carry on with your existing rules are they as satisfactory with more figures and units. Do your games tend to end inconclusively as the end of your wargaming session draws nigh? Who amongst us has not had plans to fight the 'signature' historical battle, Zama, Agincourt, Nordlingen, Blenheim, Leuthen, etc. To do any of them justice large numbers of figures are needed and also a relatively 'fast play' set of rules.
Then of course there are those 'devil's toys' dice. Some rule sets use buckets of the things, others only a few. One of the interesting side issues is, does using more dice to resolve a firefight ot melee produce a 'better' result. I have already mentioned the single die role used in Shako. In a recent Warhammer ECW battle a cavalry melee was taking place where one side had 8 d6 and the other 6 d6. Both sides had a 50% chance of inflicting a hit and a 50% chance of those hits being translated into a potential casualty. The opponent then had a 50% chance of 'saving' the figure. On average (oh, how I wish I could achieve average results !) those 8 men should have been able to remove one enemy per round. In fact, on one occasion their 8 die achieved 8 hits, but inflicted no losses. To achieve a result using the Warhammer rules took 6 rounds of melee, ie 3 full turns. Now the whole battle lasted only 8 turns. Was that realistic? Would using different dice (average, d8 or d10) have made a difference. Using d10s does increase the range of scores but does it materially effect the outcome? Our latest battle was set in the Sudan using Sword and the Flame . This again uses lots of dice and has a relatively small number of units.
Is this something we should look for when assessing rulesets, after all a set of rules can set you back a significant amount of cash.
Fewer units, more dice,
More units, fewer dice,
I would be interested in your comments.
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