Category Archives: Renaissance

Irregular Wars – Rules Observations

Here are some rules observations jotted down after my  just completed Action At Sanwa.

I am going to re-play it using my lessons learned (which includes photography), and post up a report on completion.

Impetuous Companies:

This refers to Companies that are out of command range, and must roll for a table-specified action. These actions seem too extreme for a Company that has a designated task – such as hold a terrain feature – outside of command range. My solution is to have the Company roll as impetuous only when an opposing Company is within nine (9) movement units. This distance is based on maximum shooting range (6 units) plus one-half maximum shooting range (3 units). A Commanding Lord can change that Company’s orders by rolling on the rally table as an action when he is in command range.

Commanding Lord:

In RAW, a Commanding Lord is organic to a specified Company. By design, this limits his ability to control the battlefield. His presence confers a +2 resolve to that Company, which reflects not only his presence, but, I guess, that the Company is an elite force. An alternative would be to allow the Lord to “float” around the battlefield, expanding his abilities to control. This is the norm in many other games. I’ll hold off on changing this, but since I don’t have any bases with a leader figure “built-in”, I’ll use a Gold Cube to designate the Lord’s Company.

Kibwe (Wandering Mystic/Shaman):

In RAW, a Faction can have a Pious Company. This Company can rally a friendly Company, or curse an enemy during an Action Phase. I literally forgot about Kibwe during the game. In the re-do, I’ll designate a Company for him and mark that Company in some manner. This will be a compulsory Shaman Company, not an option as shown in the Army Lists.

Wavering Companies:

I had some problems with the mechanics.

A wavering Company has been reduced to a resolve value of one (1). When reaching that value, it must immediately retire 1d3u (units) directly to its rear, while maintaining its current facing. A wavering unit acts normally except it cannot voluntarily move to engage in melee.

Should the mandated retirement be the Company’s action for that or following turn? If a unit wavers as a result of shooting, it can move back to its former position in the Action phase, plugging any gap its retirement had caused. It can return to meet any opposing force entering that gap with a charge bonus of +1 (opposing Faction has initiative, moves to flank unit exposed by the withdrawal) if the Lord rallies that Company earlier in the phase. Doesn’t seem right. In WRG, any mandated withdrawal counts as move for the following turn. I’m going to monitor this.

One question just answered itself; that of a wavering Company that wins a melee. In RAW, a Company that scatters, wavers and retires, or withdraws from melee might be pursued. The possible pursuer must roll 1d6 for an outcome. One is that the Company must pursue their opponent using full movement directly forward. A wavering Company cannot voluntarily move into melee. I missed the operative term “voluntarily”. The victor’s pursuit in this case is mandatory, not voluntary.

Other Observations:

The following may be no more than a result of my die rolling during the game:  Shooting was relatively ineffective, and few melee victors pursued their withdrawing opponents

Are Companies too agile? A tactic that emerged was “spin and melee”. A Company can change facing using one (1) unit of their move (RAW indicates for 90 or 180 degree turn). This leaves two (2) units to move into contact with a nearby opponent, and receive a charge combat bonus. Also, and I think this is a good thing, RAW leaves quite a bit of latitude for relative position (1/2u “free” move sideways or wheel) allowing companies to “square up” for melee contact. Many other rule sets have a minimum distance to receive a charge bonus, and are strict about unit-to-unit alignment. Something to consider.

The scattering of one Company can cause a catastrophic chain reaction. Any Company with two (2) movement units (no terrain adjustment) of a scattering Company, loses one (1) resolve. If you have a number of wavering units, they can all scatter very quickly. This happened to the Kattegoan right flank, leading to a decisive victory for Sanwa.

Command Range must be checked at the beginning of each turn. I did a bad job of this.

The 2 foot by 2 foot was too crowded using RAW’s Army Lists.  I’m going to cap each Army at 14 companies or ( if die rolls mandate) less.

Action At Sanwa – Part 1: Preliminaries

The Wandering Mystic, Kibwe Nkruma and his followers entered Kattego some weeks ago.

He quickly alienated  the conservative Kattegoans.  More importantly his disruptive proselytizing drew the ire of Kattego’s leader, Oumar.  Before his arrest order could be carried out, Kibwe fled north to the village of Sanwa.

He had quite a different reception in that village, where the people treated him and his disciples with respect.  The Sanwanians have a number of belief systems, all of which emphasize the supernatural.   Kibwe’s pronouncements resonated with them, and he became a much sought-after soothsayer.

Angered by Kibwe’s escape, Oumar ordered he be pursued, arrested, and brought back to Kattego.

The Sanwanians refused to allow Oumar’s order to be carried out.  Now angered, the usually even-keeled Oumar threatened the use of force.  Once again, the Sanwanians refused to comply, encouraged by Kibwe’s assurances of a great victory.

Anger turned to rage, and Oumar ordered a punitive expedition mounted to take Kibwe by force.  The people of Sanwa  prepared to meet the threat.

As the Kattego Army approached, the Sanwa leaders chose an area of rough ground, just outside the village and overlooked by a small hill, to make their stand.  The small army marched from the city and  waited for the advancing Kattegoans.

Why Not! Irregular Wars Returns To The (Renovated) Table

It was a chicken and egg situation.  Which came first, the decision to refurbish the old DBA table, or re-boot the Irregular Wars East African Renaissance Campaign?

Either way, after reading the rules, fixing up the 2×2 foot table with Home Depot plywood/ spray paint, and reviewing  old posts, serious scenario development work is now underway.   The Yes/No/Maybe dice have had quite a workout over the weekend, answering an endless number of questions scribbled on a yellow notepad.

Before two new characters are introduced, a quick review and update on this “inspired by true events” campaign last featured some three-plus years ago, having started way back in 2016.

Oh, and a map might be helpful.  Don’t you just hate having to following a military narrative without (or with bad) maps.

Couldn’t find the original, so this one – annotated with a battle site – will have to do.  Gee, I’m a professional………bad map!

The ineffective Lord Renaldo has been recalled to Portugal to face the King and Bastinado.  His replacement is General Einar Costa.  General Costa was born in Brazil, and has fought in several campaigns.   He is devout, experienced and inspiring.  He is considered a “lucky” general.   His staff includes a skilled physician and highly regarded master gunner.

Portuguese strategy has shifted from attempting to exploit the areas outside of Ekene to simply holding on to the port, using it as a stop-over for  merchant ships traveling to/from the Indian Ocean.  While government support is still relatively low,  additional funds have been provided to provide for the city’s defense and improve the port’s facilities.

To the north lies Mwenye.  This port city is ruled by Sultan Jabir Efe.  He is an experienced ruler and leader, having controlled the city for as long as anyone can remember.  His knowledge of the coastal region is second to none.   A thriving port, the city is renowned for its doctors and hospitals.  His armory is supervised by a formidable master gunner.  The Sultan is pragmatic and keeps on good terms with all neighboring cities and villages.

Sultan Efe is using the small, but active, Chinese merchant community in an attempt to establish contact with the Chinese fleet cruising between Aden and Mogadishu.  The local merchants have assured him that interaction will bring increased commerce and wealth.  So far, his efforts have not been acknowledged.

Bey Iman Mahir continues to rule Behefe.  He stills pays tribute to his mentor, Sultan Efe of  Mweyne.  Now an experienced leader, he has excellent regional knowledge.  Relations between Behefe and the indigenous peoples of neighboring Neo are good.  He has been ably aided in his campaigns defending the city by an outstanding physician.

Bey Mahir has also heard of the Chinese fleet.  Not fully trusting Sultan Efe’s motives, Mahir has sent an envoy north to Somalia.  He is to contact Ottoman leaders and inquire as to their interest in trading with Behefe and, perhaps, acting as allies against any threats.

After his surprising victory over the Portuguese, Oumar has emerged as  leader of Kattego village.  Deeply suspicious of outsiders,  his people consider him an experienced and inspiring leader with a vast knowledge of the lands lying west of the coastal cities.  They also believe he is blessed with good fortune.  His success has not effected his humble manner nor aversion to flattery.

More is now known about the Mystic travelling in the region.  He is Kibwe Nkruma, also called Abdal (The Servant) by Arabized Africans.  He is a Diviner, from the West, and a disciple of Shango,  Nigerian God of Fire and Lightning.  He has a small, but devoted, group of followers.  His current whereabouts is unknown.

Rumor has it the leader of the  Chinese is Admiral Lei Qui.  According to Mweyne’s merchants, his reputation is as an inspiring and experienced leader, with strong Buddhist beliefs.  An excellent judge of character, his staff includes an experienced surgeon as well as a highly competent quartermaster.

The region has been relatively tranquil.

Paper, Plexiglass and PDFs: A low cost wargaming path of less resistance

Over the past couple of years I’ve become intrigued with paper soldiers, terrain and buildings as a low cost, lower time alternative that allows me to tryout intriguing new rule sets as well as an alternative to my ham-fisted DIY efforts.

I initially started out with paper buildings for my Fistful of Lead games.

My first paper soldiers were sourced through Wargame Vault using Batalov’s titles, as well  as those created by “Antohammer”.

Earlier this year I discovered Peter’s Paperboys, featuring both Peter Dennis’ quality work and others.

Combining these low cost figures with (comparatively) low cost PDF rules opened up a number of possibilities, especially skirmish or small unit encounters, with quick set-up, small footprint and big fun.

Two new rule sets  I’ve been working with that combine attributes of both skirmish and small unit (s) games are Osprey’s Pikeman’s Lament and The Men Who Would Be Kings.  These sets have been exhaustively covered, so there’s no need to go into any discussion here.

The paper soldiers provide the ability not only to get into the rules, but create  interesting matchups.  For example:  Portuguese vs. Spanish Conquistadors for “Lament” and Late 19th Century Russians vs. Central Asian Factions in “Kings”.

The overhead for each of these games was no more than $20 each, all-in with rules, figures, terrain and professional printing.

A bonus is that  cutting out 28mm figures and terrain, as well as 15-18mm buildings gives me an excuse to have football on and not feel like I’m wasting time.

It was then just a short jump to WoFun’s 18mm plexiglass figures.  This range also includes 28mm figures, with work by both Batalov, Dennis and others.  Why 18mm?  Because 18mm paper soldiers are just too hard to cut out.

Yes, the plexiglass figures are more expensive and postage from the UK is a drag (although some sets are available from US based Raven Banner Games).

I purchased British and a variety of African Askaris, Arabs and Tribal figures for skirmishes and a campaign using the “Men” rules.

I’m really enjoying this combination of interesting match-ups and quick set-ups.

Showdown!

Decided enough is enough with my Husaria contest between Poles and Muscovites.

Just “guided” units to set up cavalry confrontations in the center.  Guiding is my polite term for “to hell with the rules, let’s get these units into position.”  Yes, to do so would have involved finagling figures through expansion/contraction of frontage gyrations, as well as the timing of said moves.  Said finaglings would have expanded my deeper knowledge of the rules, but in my current bloody mood, it would have just been another experience tantamount to a telephone hold (thank goodness for the speaker setting on cellphones).

Now that the units are in general position, I can pick up the game using Rules As Written (RAW), and see what happens with cavalry combat.  To this point, all combats have involved infantry units.

Here’s the overall situation:

Poles to the right, Muscovites to the left.  The flanks are secure for both sides.  The Polish Pancerni are moving into attack position, as are the Muscovite heavy cavalry and Ratjars.  The center area is narrow and becoming congested for the Muscovites.  Since both sides are now within charge distance (28 cm), the Muscovites may not be able to expand their frontage before first contact.   In this rule set, only the front rank of Cavalry fights in melee.  However, rear ranks can overlap after the initial melee turn.

This photo gives  little better view of the Muscovite situation.  The cavalry in the foreground is retreating (not routing) and will pass through, and disrupt, the Streltsy infantry.

The Polish objectives are the two villages.  With that in mind, the Muscovite CinC (single figure top center)  has moved to rally the withdrawing cavalry units and direct the reorganization of  each village’s defenses.

I’ll pick this one up with the usual turn sequence, starting with declaration of charges for whichever side wins the initiative die roll.

 

Two Ring Circus

High winds with rain turning to snow.  Focus at a time like this?  Just TSATF?  Why not get the Husaria re-set going?

I have the roster sheets filled out, and the armies deployed.  All I need to do is annotate each unit’s initial orders.

Very curious to see the impact of the additional generals,  new light horse units, and a  morale upgrade  to veteran status for selected units will have on the game.

A couple of marginal photos to document preparations.

This marginal shot is looking north.

The Muscovites now have Cossack infantry instead of Dragoons in the woods, with Kalmuck light horse in support.  Ratjars will support the Cossack infantry deployed on the east hill.  Also, there are two medium guns emplaced on the hill between the villages.  Streltsy infantry, supported by cavalry, hold the center.

The Poles have fewer dragoons facing the woods, only one heavy gun (instead of the multiple batteries in the previous game), and Cossack cavalry – supported by Ratjars – on their right flank.  Again, the Hussars are off-table and situated to the rear of the Pancerni (now upgraded to Veteran status) supporting the Haiduks in the center.

Tabor

Found these wagons adrift in the bottom of a box.

This rediscovery brought back feelings of shame and inferiority.  I had carefully constructed them, but made the fatal error of using DBR base width for the exterior and not interior measurements.  Typical.

I quickly realized I simply had to remove the end boards from two wagons, creating space for the based figures.  Had watched Vertigo just a couple of days before and this discovery was a real Barbara Bel Geddes moment.

Anyway………they are now ready for use in Husaria games.

Hyper Brain

Spending way too much mental energy on the Husaria rule set.

Decided on the following – that is for the moment until another random thought stumbles through the cortex.

Reset Incorporating The Changes Shown Below:   Will use the original scenario and initial dispositions/orders.  This should help with the evaluation of the changes.

Add One General Per Side:    A Commander, as well as two subordinate/other nationality generals, should help on the vexing Initiative and Response tests.  However, this will involve some re-basing because I have to scrounge through  already based figures.

Use Open Order (Light) Cavalry:   These are included in the Husaria lists.  I did not use them because they are based one per stand as per various iterations of the  Wargames Research Group (WRG) Renaissance Rules.  Rather than rebase, I will just use them in a two deep formation.  The figures will be staggered but fight, as according to the rules, if as in one rank.

Change Casualty Calculations:  Both forces were built to fight using WRG rules.  In order to meet the Husaria lists’ cavalry unit numbers, the size of the units put on the table were reduced from ten (10) to eight (8).  The percentages used for the calculation of casualties taken for Initiative and Reaction tests will be based on ten (10) figures.  Fighting, however, will use actual numbers (bases).

Will try to get the reset up and running by Monday.

A Sputtering Broken Record

Game is sputtering along, with my bleatings about Initiative and Response checks a broken record , especially with the Experienced level units  forming the bulk of both armies.

Sat down last night and worked my way through these problems.

Experienced units need a modified Initiative percentage die  roll of 40 or lower to charge or respond to a new order (not to mention fire or move for the first time in the game).

Without command figures in close proximity, the chances of passing are pretty low.

Response tests are also problematic, especially for units with over ten percent casualties (that’s the loss of only one (1) figure for most units).   This test involves a base Morale Value Against Percentage Losses Suffered, added an average die roll, then modified.

Once again, the proximity of a unit’s General and unengaged friendly units is helpful.

An example:  An Experienced unit with ten percent casualties has a base morale value of 5.  In order to remain “Steady”, in response to an event,  it must have a modified score of eleven (11).  Assuming a die roll of three (3), it still needs a net of three positive modifiers to remain “Steady”.

The lesson learned is to increase the number of generals per army, and keep troops close proximity to one another.

If this doesn’t happen, most units will refuse to charge or hold, instead retreating or routing after absorbing a limited number of casualties.

In this game, the Cossacks continue to march up “their” hill, come into contact (or threat of contact), and retreat back down.  Same for the Muscovite cavalry in the center.  They absorb a casualty loss from Haiduk musketry, and then fall back.

Very tempted to reset.  On the other hand, I’d like to get my Transylvanians on the table.

More Progress

The daily game playing momentum has slowed. Surprising, because once I get going, the game’s very enjoyable.

Interesting set of rules.  Despite the many charts and modifiers, the play is quick, and far less procedural than Wargames Research Group (WRG)  6th  Edition.  Husaria’s narrative allows some latitude in application.

For example: How far does a unit retreat? Is it full move, move modified for formation changes, does the unit deduct for turning 180 degrees, or what? Not complaining because it allows for applying some common sense.

Another puzzler is what happens when a unit fails its Charge Initiative Test? Does the target unit still have to take a Response Test. The answer is “Yes” in WRG 6th .  Here, I’m not so sure. I’ve tried it both ways and have decided that if the unit fails its Initiative Test, the target does not have to test. An outcome of both units retreating is, while possible, not that plausible.

This game is full of frictions. First off, it is very difficult for “Experienced” units (which make up the bulk of units in this game) to pass the Initiative Test to charge and also difficult for them to roll for positive Response Test outcome. As a result, and I’m sure this was intended, plans do not go as anticipated.

This breakdown has caused both generals to scamper around the battlefield changing orders. The order changes are not formulated until the last phase of the turn, communicated during the next turn’s movement phase, and take effect the following turn. By that time, events may have rendered the new order moot or even counter-productive.

One interesting rule involves following up a unit that “gives ground” after losing Combat (melee). The victorious unit can only follow if it has the distance needed remaining from its charge movement allowance. If not, the victorious unit must charge again the next turn. This happened to the Russian cavalry in the center. They failed the subsequent charge test, remained stationary, and were then forced to retreat as a result of Polish musketry.

If you enjoy some chaos in your gaming, this rule set provides it. For me, especially playing solo, this is not a bad thing. And, I don’t mind working within a relatively loose framework. Again, this is after playing the very scripted WRG 6th Edition Rules.

Here’s a summary of the past five (5) turns.

The Polish attempt to hold the east hill using Ratjars failed. However, the Cossack Infantry also withdrew (see comments about mutual failed tests, above). The Cossacks are now working their way back up the hill, but staying on the reverse slope to avoid artillery bombardment. The Polish commander has sent his remaining Ratjars to drive off the Cossacks.

The Haiduks drove off the first wave of Russian cavalry, and holds the center. The Polish Pancerni remain uncommitted, with the Hussars still to their rear and off the table.

The Russian Dragoons holding the forest have been forced to withdraw, with Polish Haiduks advancing through the forest towards the East village.

The Russian Streltsy have retreated to the villages, with orders to defend. The Russian heavy cavalry is beginning to deploy to support another attempt to break the Haiducks holding the center.