Saturday, November 23, 2024

CHOCOLATE BOX WARS FIRST: A MATCH BETWEEN ASYMMETRICAL OOBS

 

Scene from behind the Russian Center, mid game. 

Greetings, dear readers.  Recently, we here at Meanderer Central had another first. Mark D came over with his newly completed CBW Union Army and we had a game. Unlike previous games, he had put together an army list from the army building scheme and I had done the same.  We then went through the "quick game" set up procedure and had at it. I guess that would be two firsts, come to think of it. This was the first time that we had asymmetrical OOBS AND it was the first time that we had armies belonging to two different players meeting on the table.  It was (and is) completely a-historical given that I picked to my 1870ish Russians to put on the table, but the actual representation doesn't impact game play. Given that Mark started with a Union Army and my armies are all European, in order to see Mark's army on the table something had to give. I picked my Russians since they provide a nice contrast and there were several options I picked that went nicely with the army...

We started with the terrain placement scheme, and wound up with a pretty balanced table. The towns on the edges are "small" towns (hold a compay). The brown, kidney shaped bit in the foreground is rough (acts as "cover" but does not block LOS. However, given that this was the first time we were running through the "quick game"/"tournament game" steps, I can say that the terrain set up worked fine.

For my Russians, I picked the light cavalry regiment (which I deployed as two squadrons, represented by my Caucasion Cossacks), and in the discretionary unit categories I picked a line bn rather than a guard (from the elites), and again a line bn rather than a light bn (in the line category), and then for the Aux, I picked a volunteer light battalion (which I deployed  as two companies), which I represented with my dismounted cossacks (I've been wanting to get them on the table). Taking the two infantry battalions in lieu of the guards and lights allowed me one additional upgrade, so I added a chief of staff and I upgraded one of my line bns to B (Veteran), which I represented with my Bulgarian Legion.  By opting for the light cavalry regiment and the line battalions vs guard, I gained two extra AP points. By picking the Aux light battalion, I gained one extra AP point (as opposed to another Aux unit that would have only contributed one). By taking the Chief of Staff, I also gained an AP. One of my intents was to exchange a bit of troop quality for an operational edge by having more APs. As it turned out, plans often don't survive contact with the enemy, but more on that anon...
Mark decided to go with a more straightforward OOB for his Union Army. For his core cavalry regiment unit he let it stand as the default: line cavalry regiment, B. He took a unit from each of the categories, so from the elites he took an elite line bn (Rating A), represented on the table by the Iron Brigade; from the line category he took the light bn (B), which he deployed in company stands; from the Aux category he took the veteran (B) infantry (reprsented on the table by the Zouves). He only had one upgrade, but he, too, took the Chief of Staff with it. Both he and I took the default artillery (Field, Foot). His deployment, like mine, was balanced, with his center anchored by his zouves and the Iron Brigade backing it. 

A shot of the Union center showing Mark's excellent new Union Army (Iron Brigade in the foreground behind the Zouves). 
    Back to "lessons learned": we had proofed the deployment process during playtests, but this was the first time we had done the full "tournament" process together: OOB construction, terrain placement, and unit deployment. And we found that the process worked just fine. So we now know that we can do these kinds of matches going forward.

Out on my right flank, I had composed a strike force composed of a line infantry battalion with two companies of dismounted cossacks (an Aux Volunteer Light Battalion deployed in two stands). I placed the chief of staff with this group to allow it to continue to operate independently.  In hindsight, I probably should have added one more infantry battalion to the force--as it was, it didn't have the combat power to influence the overall outcome, and so wound up taking away from the decisive action elsewhere.  But it certainly looked smart at the start (and it did give Mark some headaches)...

Mark (U.S. Grant) has seen plenty of action, so is unperturbed as the entire Russians line advances, flags flying and bands playing (oh, the grand spectacle and the optimism of the early turns in CBW, so characteristic of the era...). 
A few shots of the opening turns. Above, the Russian center and right moving ahead. The Veteran Bulgarian Legion (left rear unit) follows up in support of the forward line infantry battlions. The dismounted cossacks have jumped into the smal town and the woods on their way forward.
The Union counters, moving up the guns and taking position on the hill in their sector. 
A side shot as the mid game develops, just before the lines get into firing range and start hammering each other. Union (Mark) to the left and Russian (Your Humble Correspondent) to the right.  The situation on the Russian Right/Union Left is in stasis, with the two light cavalry squadrons facing the single cavalry regiment, and a battalion of infantry on the end of the line keeping an eye on things for each side. 

A shot indicative of the hammering being dished out and delivered in center, where things were decided. In the foreground, you can see that the Union zouve is reduced to one stand, but the two lead Russian infantry battalions are also reduced (with hits--the black squares--as well). The Bulgarian legion and another Russian line battalion are coming up to plug the gap, while the Iron Brigade is coming up to support the Union line. Eventually, Mark would retire and recover the battered Zouves out of danger and the Iron Brigade would arrive fresh to control the situation (against the blooded Russian line battalions and the Bulgarians, who by then had also taken a few pops). 


Meanwhile, out on the Russian right, I rallied one of the companies of the volunteer light battalion (dismounted cossacks)--as a volunteer, the  morale rating is unknown (and variable) until it rallies, when you roll to find out. Well, I happened to roll a 12, meaning that this was an elite volunteer company (!). Oh, another first--this was first time we put a variable morale unit on the table: that scheme worked as designed, too. Back to the game...so I pushed it ahead into the rough right in the face of the Union left. Being a light company, it couldn't dish out tons of damage, but being an elite, and in a bit of cover, I was able to keep rallying off hits and keeping it alive to continue to harass the Union left. Mark wound up expending a good amount of operational effort to mask and then (finally) get rid of this unit--as long as this went on, I was spending less to keep it there than he was to counter it. Problem was that I wasn't able to leverage that on this wing--that one line battalion I had out there wasn't enough to deliver a punch; that plus it just plain wound up doing badly (I won't blame the dice; but the battalion commander has since been posted to a garrison in a center stretch of the newly finished Trans-Siberia Rail Line).

Switching to the Russian Left, I think it can be said that it was events here, off on the periphery, that tipped the balance overall.  Above, my Caucasion Cossacks, operating in Squardon, facing off against the U.S. 2nd Dragoons. I decided to get frisky with my light cavalry, and wound up paying the price.  I knew better, but I sent one squadron forward to try and do a bit of shooting and dancing in front of the U.S. Cavalry. I got impatient, and did so when the opposing unit(s) had unspent activation markers and also fairly early in the turn, meaning that the Army had APs to use as well to get units moving, if needed. Predictably, the U.S. Cavalry was able to react (handily) and in the ensuing action took out my cossack squardon (being light, it only took three hits to make it go "poof"). Lesson learned (that I already knew)--on the post-Napoleonic battlefield, you don't send cavalry into action until later in the battle and against units that are reduced and/or will be hampered in their ability to react. Not a new lesson, really, that cavalry action is problematic in the face of fresh, well ordered units. (sidenote: back before the earth cooled, Mark and I had both served in the 2nd US Cavalry, so of course he did up this outfit for his US Cav: I can't say I was too disappointed to get whacked by this sentimental favorite).

Out on the Russian left, the other maneuver that fell into the "stupid move" category was to take my infantry battalion on the hill (above left) and move it out to try and take down the U.S. cavalry (seen in the distance; which had just clocked my cossacks).  I moved it off the hill without really thinking about the Union infantry unit sitting in line on the other side. Yep, I happened to move it into range. And so Mark, being no slouch and seeing that I had just sent a Russian battalion out into the open right in front of his lines waving a big  "kick me" sign, did so.  The Union infantry opened up and delivered several devastating volleys (sometimes General Dice doesn't save you) and even advanced a bit to close the range before I could counter the counter; I managed to rally off a hit or two in response, but that battalion was caught in a bad situation and was reduced in short order (above right). I can't complain about that outcome, though: this is the age of the rifle, after all, and the results are not outside of what would be expected. Again, a move like that would be better done against units that would not be able to react. Aside from not paying attention in the first place, my larger mistake was tunnel vision--taking a local focus disconnected from the larger operation.The bottom line was that I had gained an advantage on the Russian right where Mark was expending command resources in his fixation with my light company, which I then squandered on my left flank by my fixation on his U.S. Cavalry Regiment. The Russian left/Union right was basically a stand off. Trying to force a result here may not have lost the battle for the Russians by itself, but the consequences of failure here crtainly did push things past the balancing point. 

The mid-game "dead pile" (Russians closest to the bottom, Union to the top).  Despite the mutual hammering that was being dished out in the center, which was  (truth be told) working against the Russians, it was still a near run thing. However, as can be seen in the above, those two stands that got whacked out on the Russian left in that badly coordinated, ill thought out action, really made a difference.  Although the loss of combat power on the table was certainly being tipped, the loss in operational agility added to the downward slide--each stand eliminated also meant the loss of an AP.  Without losing those stands, the AP loss deficit would have been virtually even, 3 Russian to 2 Union. But being down 5 to 2 was a different magnitude. The deficit meant that the Russians couldn't take advantage of opportunities to the fullest; they were limited in their ability to react to Union moves--and at the unit level, they were increasingly less able to recover via rally, so punishment was adding up. In short, the Russians began to fray. Eventually, Mark and the Union would put the last hurt on the Russians and push them beyond their exhaustion point. 

Well done to Mark and his brand new Union CBW Army--victorious in the first ever Chocolate Box Wars "match" game! 

A few lessons and observations. As has been mentioned, this game proofed the entire system, basically. From army building to game set up and play. And it all worked (whether someone likes it or not is another thing).  We also liked the asymmetrical OOBs. Although I had not taken an elite, my side did have other things going for it (that I didn't leverage)--so it wasn't like one side walked all over the other. So far, the army list building seems to not be out of whack. As far as the game flow, this one had a very see-saw feel. In the early going, I really hammered the Union center, and it looked as if the game might be over early. However, when the Union became the active player, things swung back in the other direction and things balanced out. So if you're playing the game, you have to keep a level head and have a strong stomach to endure a beating or two as things develop. Manuevering into range, the only way to achieve results, means that you're going to take losses, so you must have a certain bloody minded attitude and not get rattled when you start to lose a few units.  Once again, though, it seems to me that bloody advances and drastic casualty swings are not out of the norm for warfare in the age of the rifle.

Excelsior!

Tuesday, November 12, 2024

CHOCOLATE BOX WARS INTRO GAME: DANES V PRUSSIANS

 

Danish Army Command Stand Ready to Be Deployed

Greetings, dear readers.  Recently, I ran a game to introduce Charlie, a member of our gaming club, to Chocolate Box Wars. This won't be much of a battle report, I'm afraid, but it will deliver a general flavor of the action (plus some nice pictures of toy soldiers) and the details of the introductory scenario that I've run with some success. It is designed to illustrate a basic army construct, familiarize players with a common range of unit types and special abilities, and to give experience with the common range of terrain types. I think it may be a useful resource for anyone out there who may be looking to get a first game together. You can download the scenario at the below link:


Read on for a bit more on the scenario and the game. As usual, you may clix pix for BIG PIX in this report. 

It fits on a modest table (mine is 6 feet long by 5 feet wide).  The setup zones are 12" deep (0n a 4x6 table, the setup depths would be 8", as per the rules).  All of the terrain is "Cover" (the ponds are impassable).  The individual trees and fields are for effect and have no influence on play. The rough area does not block line of sight.  

The pre-deployment view from the Danish side. 
The pre-deployment view from the Prussian side.

For ease of setup, I put all the troops on the table in a "staging zone" in front of their deployment zones. This way, players can easily see their force and pull units into their deployment areas. Although there are unit labels on the stands and the players have OOB handouts, I also put a "table tent" behind each unit with identifying information (these get pulled after deployment).  I have found that this last bit really helps to move things along, not only for new players but also for practiced players, particularly if they are not familiar with the army in play. This particular game pitted my mid-century Prussians against my Danes in a Schleswig-Holstein war scrum (my preference is the 1st). But the nationalities are irrelevant (the units would be the same for any match). 

One reason I picked the Danes for this game was that I wanted to get my new Danish Hussars on the table (above left).  Given that the Danish Horse Guards don't get much play, I also decided to put them on the table, too (above right). 
The latter are also conversions: the figures are Northstar Austrian 1866 Dragoons with a green stuff roll added to their helmet crests and then painted to show their distinctive big boots and signature mustard yellow coats. I rated them as regular cavalry in this game

(Left) Veteran CBW player, AJ (of AJ's Wargaming Blog), took up the Danes and Charlie (Right) ran the Prussians. Although Charlie may have been new to CBW, he is very well versed in Iron Cross, from which CBW is derived (albeit several steps removed via its companion WWI version, 1914). Thus, he was familiar with the underlying structure--and played well beyond the "learner level" as a result. 
A closer shot of the Prussian deployment as seen from the left flank, with the two Jager Companies and Squadron of Madgeburg Hussars at the end of the line. The Jager Companies would move into the orchard and the small town to anchor the Prussian left, with the Hussar Squadron in support.  The initial deployment for both sides was fairly conventional, with the main (center) being the line infantry supported by guns with the cavalry and other troop types on the edges. 

Charlie deferred and so AJ and his Danes began the game (left). Charlie then countered, and both sides developed the situation, each conducting a balanced approach towards a meeting in the middle of the area. 
A close up of the Prussian center, with the small town being held by a Jager Company with the battalion of Volunteer rifles (brown jackets) to their left holding the gap between the town and the orchard. 
 
A memorable series of events unfolded when the Danish Horse Guards took advantage of an opportunity to make an audacious charge against a Prussian infantry unit. At this point, General Dice took over (for both sides!): the Prussians were able to react, but did so with minimal effect, leaving the next act up to the Horse Guards, who then balked (they needed a 3 or better on a 12 sided dice to complete the action...they rolled a 2!). It looked like a classic "Death Ride" so characteristic of the era might be in the offing. The even more remarkable thing that then happened was that the Prussians again whiffed in their ensuing reaction. Deciding that fate had spoken, the Danish Horse Guards then turned about and trotted (rather majestically) back to their own lines, making a subsequent rally roll to recover their (slight) losses. 

Another shot of the mid-game action from behind the Danish Center/Left: the Danish Guard (in bearskins) and Volunteer Rifles (Green Hats) come forward to shore up two battered Danish infantry battalions in the center (seen to the right: reduced to a single stand each). Black squares are hit markers. Each stand can take four hits (artillery and light cavalry stands take three).  You can see that the opposing Prussian battalions had taken a beating here as well. The engagement between the infantry lines in the center would be the main action, with the advantage going to the Danes. The coins behind the unit stands are my CBW activation markers

Over on the other side of the table, the Prussian right, the Prussian Dragoons would also take an opportunity to ride down a pesky Danish Jager Company, but General Dice would intervene on this side as well and keep them from following through. Unlike the Danish Horse Guards, the Prussian Dragoons would take substantial lumps for their audacity (although there was a window of opportunity, unlike the Danish Horse Guard ride, the outcome of events here turned out to be more consistent with such mounted actions in the post-Napoleonic age of the rifle--and characteristic of the turns of fortune that tipped against Charlie and his Prussians in this game).
The scene afterwards with the reduced Prussian Dragoons withdrawn and the Danish Jagers holding the town with a supporting Danish infantry battalion pressing forward. Eventually, the Danes would take the upper hand and the Prussians would reach exhaustion: win to AJ but very well played by Charlie, particularly for his first time out. 

Gracie, pup #2, ignored the fortunes of war and favored the Prussian side of the table for this game. 

A Few Observations:
Although this was another learning game using the playtest/intro scenario, it did produce a few more insights into the system that are worth sharing.  The outcome was not due to one player necessarily "outplaying" the other. AJ did have more experience in CBW, and that did come out, but it wasn't as if Charlie got run off the table. Neither side had some kind of high risk:reward overbalance in one part of the table. In short, it was an even affair, both in deployment and unit handling. The thing that, in the long run, tipped things in favor of the Prussians was sustainment: although both sides suffered losses, AJ was more successful in rallying off hits at key points to keep units from dropping stands. With the differential in Action Points accumulating with stand losses, the balance started tipping more and more against the Danes. It's not as if Charlie was not aware of the importance of rallying off hits, but he was sometimes wrong footed and unable to do so at the moment when needed, plus he had some odd die results that worked against him. Regarding the latter, having watched these events unfold, I have to say that I am still confident that CBW is not a volatile "dicey" system (where units can sit for half the game failing to activate).  In some of the key rally cases, Charlie really did have spectacularly unlikely rolls (the classic "anything but a 1" roll, but on a 12 sided dice!).  Continuing in the importance of unit sustainment thread, the "Retire and Reform" action came into its own in this game more so than in others. Both Charlie and AJ used it to good effect several times to get units out of bad spots to live to fight another day (well, another turn...).  So, in summary, both played a good game, but the difference was in the overall attrition, which built up against the Danes in the end. 

Excelsior!

Monday, November 4, 2024

A TIMELESS IMAGE: YOUTH AND COMRADESHIP


An Undated Group Photo of Young Men (Trainees? New Recruits?)

Inspired by the provocative period images that Tony often posts on his excellent blog, Tin Soldiering On, I thought that I would share an image that I found particularly arresting. I ran across the above while noodling around on ebay (where you can find many old military portraits and photos).  This one caught my eye so much so that I went ahead and bought the physical artifact.  It is undated, but depicts a group of German hussars, certainly in the era before the Great War.  And very young troopers they are. 
 
Then again, it may just be that they seem young to my eyes now--when I was in my early years of service, I (and my contemporaries) probably looked just as young to our seniors, even if we didn't think of ourselves as such. Above, portrait of the Meanderer shortly after arriving at his first posting as a 2nd Lt (also in the cavalry).

Speaking of which, perhaps it is just me, but unlike many of the rather formulaic soldier portraits of the time, this one jumps out as very contemporary and relatable: it could be any group of comrades at any time.  As a product,  it seems to be a photo not unlike the ones that they still take and provide today (the photo of the Meanderer, above, was such a one, taken by a contract photographer in 1982: yes, they had color photography then). Getting back to the old(er) photo, the writing on the picture says "Stube 74": which translates (literally) to "Room 74." So my surmise is that these are barracks-mates. Most likely, each group was photographed and the pictures reproduced and made available for purchase (I'm sure that they were bought and sent home to relatives, as were those in my day--in the pre-digital age). Perhaps other similar groups had more stiff and generic "stand to attention" looks, but this crew seems very lively--you can just imaging them getting ready for the shot, deciding on all having a smoke in their hands and then striking their poses for the photo.  Anyway, enough blather.  As usual, you may clix pix for BIG PIX. Below, I've divided the photo into 3 expanded studies for easier viewing.  


If every picture tells a story, there are many that can be told here. 

Excelsior!

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