Sunday, April 19, 2015

Homemade rules - Design Notes for "Rhythm of War Drums" Part II

Despite having a slight painter's block the past week or two, aside from the fact that GTA V has been released for PC and been playing that with colleagues, I managed to decide on how to approach leadership and command for the ruleset.

In Black Powder, the system is very "Warhammer", that is to say, roll 2D6, add subtract modifiers, compare to the leadership stat, and see if it has succeeded or not. In Lasalle, orders are automatically carried out, since you are pushing the units around.

While there is nothing wrong per se with those rulesets, I find them rather dull. Mainly because in the former, rolling a 2D6 and then considering the plethora of modifiers to be time consuming and very book keeping / stat-reading laborious. It also feels bizarre that orders would automatically be obeyed... what happened to the Fog of War that Clauswitz talked about? Even with modern communication, war is chaotic.

I have instead, gone for the command dice idea.

Each GdB would have a certain command value (higher the better), and the command value would equal the number of dice rolled. On a 4+ (or 3+, havent decided), it would constitute a 'success' that can be transferred into orders : movement, rallying, formation changes, attacking, etc.

The successful dices are 'assigned' to individual battalions (any number) and rerolls are made if the battalion has any disorder points (1 disorder = 1 reroll). Any successful dices remaining will allow the battalion to conduct orders (up to 3). If we have multiple successful dice, but the battalion has a disorder point, we might assign it 4 dice, so that even if there is a reroll, and the roll is under 4 (ie, failure), the battalion will still execute those 3 orders.

 

Say for example, we have the General de Brigade Jean-Luc de Brie-Compté (a rather decent general who commands a large brigade with 6 battalions) with a command value of 16, we would roll 16D6.

But that's a lot of successes you say? Let us assume there are 10 successes.

But hold on, he also commands a brigade with six battalions, that means some battalions wont be able to execute more then 1 order. In fact, of those six battalions, four battalions would be able to execute two orders, and the two other battalions only one if we equally spread out the dice. Or, should we wish, we could have two battalions execute three orders, two other battalions execute one order, and the rest none - or any combination of that sort.

Not very efficient? Well, would commanding a large brigade (almost the size of a division) be any easy? I don't think so, we'd need help - and hence I think that ADC (Aide-de-Camps) can be assigned by the player/GdD to give an additional D6 to roll, making commanding large brigades doable.

Alright, so let's give him a smaller brigade of four battalions so that they can execute many orders.

Assuming each disorder (system I'm still working on) forces rerolls, suddenly a brigade that has seen combat and is getting worn out (ie, all four battalions have been engaged and have 2 disorder points each), we're talking 16D6 to be rolled, the successes assigned to the battalions, and then rerolls are executed. This means that some battalions will have a harder time executing orders.

This also means that if there is a critical battalion that must be moved at all costs, we'd assign more dice to that battalion, so that even if there are rerolls and subsequent failures, we'd have atleast one or two orders going through. This would represent extra effort, concentration, staff management and underlings trying to organize the lines as per high command.

So 16D6, we have 8 successes. All four of my battalions are in march column, but I fear the enemy will attempt to attack me from the front. So I need the lead battalion, and perhaps the 2nd to form up together in line to prepare for a fight. Thats 2 orders each (movement, movement (formations must be changed prior to movement) -> move in column, formation change line/movement. While technically that would only require 4 dice (2 orders each for 2 battalions), we also have 2 disorder per battalion.

And now we have a dilemma.

Do I assign 2 dice per battalion and hope for the best and hope the rerolls are successful and allow me to form up on the hill in line to counter the enemy that might get activated right after me before I manage to activate a cavalry brigade to cut them off... or do I spend more dice, meaning my 3rd and 4th battalion will most likely stay still?

I choose a compromise - I decide to assign 3 dice each to battalions 1 and 2 (the lead battalions) and 1 dice each to battalions 3 and 4.

Battalions 1 and 2, despite two rerolls, have allowed me to form up on the hill in line. Battalion 3, despite having 1 dice and two rerolls, managed to move up in column behind battalion 1 in support. Battalion 4, with 1 dice and two rerolls, failed to execute any orders and are now standing still.

All my order dice are spent, and now its my opponent's turn to activate a battalion.



I feel that this form of "resource management" in the form of order dice will mean there are meaningful choices to make with consequences, and the fog of war (disorder) will mean that some battalions might not execute those orders.

Do we choose to heap dice on that one battalion with disorder to desperately make it move at the cost of the others, or do we move up the others knowing that the one battalion has turned into a disordered chaotic mess?

Decisions decisions.

Saturday, April 11, 2015

Homemade rules - Design Notes for "Rhythm of War Drums" Part I

I've been working on a set of rules for a while, which I started to called "Rhythm of War Drums". Of course, I have the rulebooks for both Lasalle from Sam Mustafa and Black Powder, but in a way, I felt they were too... abstract. They didn't have the element of confusion and fog of war I was seeking, and while Black Powder made leadership and command interesting, the gameplay felt very "Napoleonic Warhammer". Despite searching all over for a set of rules that had that 'element' I was looking for, I quickly realized that sometimes to get the ruleset you want to play, you have to create it yourself.

So this blog post is a little different, as its more me rambling about my design notes and what I have in mind for Rythme of War Drums, rather than showcasing my painting. Truth be told, I haven't painted anything this past week.

Anyhow!

Concept and Scale
- IGOYOUGO vs Alternate-Activation

The main "selling point" (if you can call it that), is that I plan on using the Alternate-Activation system of gameplay rather than the standad "IGOYOUGO" which I'm a bit bored of. I also dislike that system's ability to have infantry rush out of nowhere towards an opposing entrenched platoon over open ground, and proceed to destroy it in hand-to-hand melee. Even with the "overwatch" rules (which don't exist in Flames of War), I think we all know that in reality that sort of frontal assault would be cut down by a hail of pre-sighted MG and artillery fire.


Furthermore, using alternative activation of battlegroups (in this case, Brigades), means there's far less waiting around to actually play the game, rather than watching a stop motion 3-6 hour battle. Doing things more often means there's less waiting, but the battlefield will appear more fluid and alive.

-Command & Control
Secondly, I'm looking at using a command-management element. The specifics I've yet to iron it out, but something along the lines of either Black Powder or Warmaster. It always felt strange to me how in Lasalle (or any other wargame for that matter) units was automatically execute your orders with zero misunderstanding. What happened to confusion on the battlefield? That's one of the things I really enjoyed in Warmaster - "I really hope that order goes through so that General Gretchin over there will support my main assault...". That element of tension, uncertainty, and trying to coax things into your favor really appealed to me.

Even Warmachine's 'focus' points and focus point management system really made things interesting.

And so while I dont have the exact mechanics ironed out, the "focus points" management will appear in the guise of Aide-de-Camps. The Division or Corps general (ie, you) will have X number of Aide-de-Camps at your side, that can be assigned to certain tasks; ie assigned to subordinate generals to increase their capability in executing/carrying out orders, assigning them to individual battalions to increase their combat ability, or perhaps expend an Aide-de-Camps to "seize the initiative" and activate another brigade before the other player can, and thus assuring that the supporting force will not get intercepted as it marches to support your developing attack in the center.

I think additional options like that and using Aide-de-Camps as a form of resources to be assigned to individual units/generals should add an interesting potential to the game and create a more dynamic environment where the timely arrival of an Aide-de-Camps could actually increase the chance of the central assault of succeeding. Of course, said Aide-de-Camps that is valiantly leading the charge and inspiring the men might get mortally wounded in the following combat...  but such is the life of an officer full of dashing and panache.


-Basing and Scale
I've decided to align myself towards Lasalle-style basing, that is to say, "normal" size units (4 bases) and "large" size bases. Where I agree whole-heartedly with Sam Mustafa, is that infantry didn't conduct manuevers in companies, but by pelotons, and considering every army had a different doctrine, trying to model battalions in 6 bases, or 8 (depending on whether we're talking about 1805 French and 1812 French.... for example) seemed to not really add much to what I wanted to do.

The "force" sizes will definitely be Division size, or perhaps a small corps, as the base "group" that can be activated will be Brigades.



- Simultaneous Fire; 'Firefights'
One of the issues of alternate activations, like Epic: Armageddon, is that a unit that decides to open fire, has the first fire advantage. This is something I would like to avoid. I had considered the idea that when a unit opens fire, the target will take part in return fire to make firefights "simultaneous", but it dawned on me that if multiple targets were firing at a single target, the target fighting multiple units would have the support of a machine gun company if its able to shoot back at the 5 attacking units.

Instead, I've devised a system I've dubbed 'Firefights'. In the system is that firefights will carry on over 2 activations - the unit that initiated the firefight, and the unit that has recieved it. I.E. Player A activates a brigade and decides one of his battalions will form up in line, and engage an opposing battalion. The first half  of the firefight ensues, and both players simultaneously roll for hits and damage. Player A moves his other battalions, and his activation ends. Player B activates his brigade, which happens to include the battalion that just fought the first half of the firefight with Player A. The second half of the firefight ensues, and both Player A and player B roll for hits and damage, and the firefight is concluded. At this point, Player B can decide to move his unit if able. Alternatively, he may choose to not engage in the firefight and withdraw, fearing an assault forming, and thus instead of rolling for hits and damage, would "Disengage under fire" - with Player A rolling for hits as per normal in a firefight as Player B moves away.

Units would ever be able to fire in a single firefight, so in a multiple unit firefight, the defending unit may only be able to fire back at one of the firefights.

This system in my opinion would allow for a true exchange of musketry between units without having units being sniped by the typical "I shoot you, and then charge, wiping you out before you even moved" stage.



That's it for now, as I go off to consider whether generals should have command rolls or not to issue orders....

Monday, April 6, 2015

Austrian reinforcements...

After much slaving away this week, I've managed to lessen my painting pile by two battalions for the Austrians.

I had a couple days off this week, so that easily translated into 8 hour painting sessions (okay, maybe not that extreme) to get most of this done without reducing quality. I did however, manage to find ways to increase the speed of painting, using a mix of washes and less intricate colors and detail that would otherwise over-crowd the figures. As in, I'm not sure I really need to paint up the Hungarian lace on the upper thigh for each individual Grenz trooper, for example.

Also finished up the work from the week before by adding flock, so this is what they end up turning like:

1er Regiment d'Eclaireurs de la Garde



57e Regiment d'Infanterie de Ligne (Elite Line Infantry)





The Eclaireurs came out okay, but I still have my doubts on Magister Militum. I ordered French Line Lancers from them because the preview screenshot showed better proportions - so we'll see how I feel when they arrive. But I think they might be the last Magister Militum "troops" I'll order (aside from personalities and generals, that Pendraken dont stock); their proportions are just something that feels off.

The Elite line infantry unit, which is to say, regular line infantry with mixed greatcoats had the effect I was looking for. Campaign worn, but badass. I really like that look, as it makes it look much more realistic than troops in pristine uniform. Now the challenge... how to differentiate them from my future french units that have greatcoats, but are considered as veterans. Hmm, that's something I'll have to think about (different flag pattern maybe?) or paint up the Swiss.

 * * *

For the Austrians, I added the second battalion to my 'Hungarian' regiment, IR19 "Alvinczy". The painting of the flag almost became a nightmare, but the end result was pleasing.

So. Small. AAAARRRRRGGHHHH

Hmm okay, this actually looks good.

I had my doubts whether I could pull this off because of how intricate Austrian flags are. For my Grenz, I decided to go with orange facing (no reason in particular, I already did light blue for the line infantry, and felt green would be a little hard to see? Red seemed to be overdone by looking at pictures on Google), and thus came to represent the Grenzregiment n.3 "Carlstädt-Oguliner".

The flag seems to fit quite well


Close up of the Grenz

Part of me feels that maybe I should've taken an actual order of battle, like say, Wagram, and rebuilt the roster, but I feel that that's a little too detailed / button-counting for my taste, as I'm primarily painting for the enjoyment, and the eventual possibility of playing casual games, and not specifically refighting a specific battle with the exact regiments being modeled. 

And so, the Austrian army for now:

Avant-Garde Brigade/Division

Oh, oops. I noticed just now that one of the Austrian stands are a bit camera shy and facing the other way....


I still have the 2nd battalion of the Grenz to paint, and that's all I have in my collection for the Austrians to do. That said, I have already made an order to start filling up the gaps. The addition of a general will round off this Avant-Garde brigade or division (havent created the proper roster), and I have ordered enough components for a regular infantry brigade from Pendraken to support the above: x4 'German' line infantry battalions (or 2 regiments), with their position artillery and brigade general.

Likewise for the French, I have a brigade of 4 battalions (2 regiments) with their artillery battery and general arriving within the next few weeks.

I still have a French general, the Elite line infantry battalion and artillery battery left to paint to complete my Elite infantry brigade.