My blog about my wargaming activities. I collect a lot of 15mm miniatures for the American War of Independence and so collect a lot of rules for this period. I started miniatures with Napoleonics, so I have a number of armies in 6mm and 15mm figures for skirmishing. I have15mm WW II figures that I use for Flames of War, Memoir '44, and someday, Poor Bloody Infantry. Finally there is my on-again, off-again relationship with paper soldiers that I sometimes write about.

Saturday, April 09, 2022

Campaign to Battlefield and Back Again

 Last week I finally got enough of the preliminary work done on the Map Campaign – refer back to that post if you have not read it already – that I was ready to game out the first tactical battle. Unfortunately, because Westonia caught Eastonia flat-footed, it is not going to be much of a battle, given it is ten companies versus two. Nonetheless, one goal of this campaign was to create scenarios that I would not normally concoct when playing face-to-face, such as uneven battles and, well, this was about as uneven as it was going to get. Nonetheless, I did not want to throw troops away. So I needed a way to fairly deal with a situation where troops might want to voluntarily retreat from engagement.

In the campaign played on They Joy of Wargaming (TJOW) YouTube channel, he generated the tactical map of the tabletop – influenced by the terrain on the larger map where the engagement took place – then used each side's Commander's Competency Rating (CCR) to determine who had the tactical advantage, and thus could pick their baseline (with their opponent generally getting the opposite side). From there I would play the battle, but if a side wanted to voluntarily retreat because of their position being untenable, if they could roll their CCR or less on a D6 (rolling every turn), they would have the option to retreat off of the board.

As I indicated last time, I was still trying to figure out how to move from the campaign map to the tabletop and back again. Primarily, because I could be dealing with very few troops, which rules would I use that could deal with something as small as ten companies versus two, to 5-10 Regiments per side? Playing One-Hour Wargames (OHW) was pretty much what I decided upon, but how to scale up and down.

Modeling Campaign Units in OHW

The Solo Wargaming Guide (TSWG) uses Regiments of five companies, so I decided to equate that to one full-strength (15 hit) unit in OHW. Initially I was going to allow the use of independent companies on the battlefield, but decided against that, as it is against the spirit of the OHW rules, in my opinion. All companies of the same type must be consolidated into Regiments. Regiments not at full strength will have fewer than 15 hits. That said, not all unit types are created equally in OHW.


In the Horse & Musket period rules there are four unit types: Artillery, Infantry, Skirmishers, and Cavalry. Two of the four unit types – Infantry and Cavalry – equate to the Regiments of Line Infantry and Regiments of Line Cavalry, respectively, that are listed in the campaign's force rosters. An Artillery unit equates to an Artillery Battery in the campaign. This only leaves the companies of Light Infantry and squadrons of Light Cavalry to model.

In OHW the Skirmisher unit type is pretty weak. It has 15 hits, has cover benefits when in terrain, and moves faster as it represents unformed infantry not constrained by formation and 'dressing the line'. One important note that Neil Thomas makes is "Units of Skirmishers are only half the size of close order foot, and their musketry is correspondingly less effective." An OHW Skirmisher unit is thus 2 ½ companies in size, not five companies. So now, this give me a tactical choice: I can either run five companies of Light Infantry as a Regiment, which in OHW is an Infantry unit of 15 hits, or as two Skirmisher units, each of 15 hits. (The extra hits reflect the inherently lower casualties that skirmishers take due to their dispersed formation and the ability to use lesser cover not typically reflected on the tabletop.)

So, the Light Infantry is now modeled, what about the Light Cavalry? I decided to allow the same sort of options: they could either form up into five squadron-strong Regiments of Cavalry or 2 ½ squadron-strong Skirmisher units. Yes, I am going to allow a mounted Skirmisher unit. It will fight exactly like a normal Skirmisher unit – including the ability to fire (while mounted) – but will have a 12" move as Cavalry units do. Does that make them better than normal Skirmishers? Yes. The reason I will not downgrade them in some way is because I do not want to add any additional rules, and because their numbers are constrained by the campaign itself.

Conversion to OHW Units

As stated above, Regiments of Infantry and Cavalry consist of five companies/squadrons, which nets them 15 hits in OHW. For every company or squadron short the unit loses three hits in OHW.

For Skirmishers, however only 2 ½ companies/squadrons are required. Given that everything in the campaign is modeled as whole companies, how do I model the ½ companies? I don't. If a Skirmisher unit only has two companies (80% of 2 ½), it will be a Skirmish unit with 12 hits (80% of 15 hits); a one company Skirmisher unit will have 6 hits.

Conversion Back to Campaign Units

With 15-hit Infantry and Cavalry units, for every three whole hits lost – whether permanently from deaths or temporarily from wounds – the unit will lose one company/squadron from the campaign. With Skirmisher units, they lose one company/squadron for every six whole hits lost.

For units that have fractional company/squadron losses, I will use dice to determine if the company/squadron is lost, e.g. an Infantry unit lost five hits, resulting in the loss of one company (3 hits) and a fractional loss of another company (2 hits). I roll a die for the fractional loss and on a 1-4 (D6) the company is lost while on a 5-6 it is not. This should help alleviate some bookkeeping, requiring only the tracking of companies and types and not of men.

What do you think?

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3 comments:

  1. I'm very impressed so far. Looks like you're on the right path. Looking forward to first table battle AAR.

    ReplyDelete
  2. I appreciate you taking us through the process of how you are arriving at your decisions. If I follow correctly, this means the first encounter is between either 1 or 2 15-point infantry units (two if skirmisher, 1 if a regiment) with 1 or 2 15-point cavalry units (same options) vs one 12 point light cavalry unit. Is that right? If so, that seems less visually jarring than 10 units vs 2 units.

    ReplyDelete
    Replies
    1. Yes, it was when I realized that Neil Thomas models Skirmishers as half the size of Infantry or Cavalry that I knew I could make the scenario work.

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Huachuca City, Arizona, United States
I am 58 yrs old now. I bought a house in Huachuca City, AZ working for a software company for the last three years. To while away the hours I like to wargame -- with wooden, lead, and sometimes paper miniatures -- usually solo. Although I am a 'rules junkie', I almost always use rules of my own (I like to build upon others' ideas, but it seems like there is always something "missing" or "wrong").