And using the Mecklenburg example:
Detachment - GDk Friedrich
1st Bavarian Corps (2 Formations)
1st Division - 4 Brigades (units)
2nd Divisions - 4 Brigades (units)
17th Division, Schimmelmann (Force) - 2 Brigades (units)
22nd Division, Wittich (Force) - 2 Brigades (units)
2nd Cavalry Division, Stolberg (Force) - 3 Brigades (units)
And in this fictional example:
III Army - CinC
1st Corps (Force) - General
2 Infantry Divisions (2 Formations)
1st Division - 4 Brigades (units)
2nd Divisions - 4 Brigades (units)
1 Cavalry Division (1 Formation)
1st Division - 2 Brigades (units)
The basic premise is to enable the players to use
the flexible system to suit the battle they want to play. To fulfil,
the sometimes, ad hoc nature of the forces generals had to hand,
model the imperfect world battles happened in and to not restrict
and confine the games to set lists and so many points a side.
Tempo
I will not say too much on tempo, however my thoughts and changes
here were primarily around Generals and rating them.
I felt that the French and Prussian generals in
the Franco Prussian war were such an influence on the way the
battles were fought and the armies performed, they needed to be
included and separated out. This gives us the ability to use the
armies more as they would have been the French with their defensive
doctrine, the Prussians using their strategic envelopments.
Some actions are, I think, should not be more expensive
because you have won the initiative I argue some may be cheaper.
I think this is the case with rallying from shaken should be less
expensive for the non-tempo player. They have not been busy moving
troops forward, positioning troops for attacks and taking or delivering
orders. With this in mind I have made rallying from shaken cheaper
for the non-tempo side, this is more about those officers on the
non-tempo side spending more time steadying their men, walking
the line, cajoling those who were faltering and reinvigorating
their troops ready for action. They would have the time to spend
doing these jobs, not just waiting around to be attacked.
I have, I think, placed more importance on winning
the Tempo bidding phase by streamlining the combat procedure and
allowing combats to flow across turns. I think that adding in
reserves in the current rounds tends to favour the defence; it
should be a function of Tempo and brave generals.
Bombardment
With the Bombardment phase and the new technologies available
I have taken the view that it would be an ongoing process, a sort
of “whole turn” approach to modelling the phase. It
would also be the where the longer ranged artillery attacks would
take place as opposed to the closer ranged support role artillery
have in the ranged combat phase.
Although the guns available are accurate to over
3,000 metres, judging a distance at these ranges is almost impossible
and observation of fire very uncertain. Most artillerists fired
at much less than 2,000 meters and anything over 1,500 metres
was considered wasteful, unless particular circumstances demand
it or the size and composition of a target warrant it. This was
however mostly due to crews not wanting to be short of ammunition
as ranges closed.
This approach covers lots of things like the French
habit of moving batteries out of the line to replenish ammunition,
which led to a distinct nervousness among other batteries and
troops in the line. The Prussians serviced their batteries in
place. The demoralizing effects on batteries of a prolonged duel,
and the huge effort of firing the guns for long periods of time;
they are only human and we gamers can forget that sometimes.
A further example of this is the shaken result for bombarding
artillery; this can represent things like fatigue or the morale
effect at making such a poor job of bombardment, a slower rate
of fire through not wanting to waste ammunition or possibly a
loss of cohesion due the bombardment not having any effect and
nervousness of over exposure in the open to the possibility of
attracting counter battery fire.
I am sure there are more examples however I am sure
you get the idea and there are enough to be going on with. I think
the table and the results deliver the impressions of these effects
on the game.
Ranged Attacks “Firing”
Here I have tried to show the inherent advantages that the French
had in the Chassepot; it was a really fantastic rifle. It had
a “very long short” range, if that makes sense, so
it can fire at point blank range from 1 BW away this added to
their defensive doctrine is their one true advantage and possible
downfall.
The Dreyse & Podwills rifles were showing their age by this
period and were really outclassed by the Chassepot, hence the
contact point blank range. The Prussians were forced into trying
to close under their own artillery fire and charge over the last
few hundred meters to get into contact. I have tried to model
this through the ranged combat outcomes tables adding in the Going
to Ground results. Attacks would invariably falter and I think
this highlights the problems that the leaders faced in trying
to attack troops in good positions. I think this method gives
a good feel to attacks in the game with officers trying to get
troops on the move again.
The Prussians were generally shot to pieces in the
attack; however their superiority in artillery tended to save
them. This means that the Prussians must use artillery to support
infantry attacks into close combat.
Launching Attacks “Combat”
I have made a large effort to streamline this phase, in the FPW
there was no combined arms approach to tactical combat as there
was in the Napoleonic period. Weapons had advanced to such a degree
that Cavalry was not as effective and Artillery had longer ranges
than in the earlier period.
I was not really comfortable with the idea of piling
in more troops during the same phase to extend the combat to and
try to finish it in one turn. I also thought through the process
and realised that by not having this element it makes the next
tempo bidding phase a more crucial part of the game. You could
bring in supports in the next turn but it would be a conscious
decision by the CinC to do this, it does add the ability for the
tempo winner (unpredictable to who thinks it’s more important)
to react first.
So this places more emphasis on tempo bidding and
active command decisions rather than just having troops handy
when on the defensive. Even if you have more depth to your organisation
by being defensive it makes for a more command driven response
to engage in combat. I have also combined some of the tables to
make it a more streamlined process through to the outcomes.
Summary
I hope players enjoy these rules and the freedoms I think they
give. Please fell free to change them to suit yourselves and the
games you want to play. I have tried to deliver a game that you
will enjoy that gives each side advantages and disadvantages,
challenges to overcome and situations to plan for. Most importantly
for me is that I think they play right. |