Three more turns completed; things are hotting up and it is getting really interesting.
(A lot of explanation/preamble follows, so feel free to scroll to the piccies!)
The game has now been 'hanging
around' for over a month. I had been using the time since part 1 to
prepare some more figures, while also applying additional paint to some
of those on the table (removing a base at a time, marking the spot).
This was not particularly efficient, even by my standards, so I thought that I'd simply do a few
more turns, to experience the mechanics further, as well as my changes^, and then pack it up.
This had still not occurred by Thursday evening, when Julian came over for a catch up, a couple of drinks and to chat about grand plans for a
future campaign. Seeing the table still set up, he was happy to play out a few
turns while he was here. It took us a while to get going again, since we were picking up rules that we'd only played once, so we only completed a turn and a bit, but with much useful discussion. I completed two more turns yesterday.
It was great to get Julian's input, especially as it has set-up an approach for me to follow in the role of Augustus when finishing it solo. His approach to tempo bidding is perhaps the most important of these 'command guidelines'.
In our first session we found that there were too few tempo points available to move sufficient troops. This was evident for the tempo player, but even worse for the non-tempo player. It seemed ridiculous that one could only move the front-line troops, or a few of them, especially if they engaged in any manoeuvres or actions. We had discussed adjusting the number of points available, perhaps with some calculation involving the number of brigades and a divisor. While the inherent scaling of this approach has some appeal, it seems unnecessarily complex. Then it came to me. Why not just let troops that are not in the front line move?
^This lead me to what I think is a sensible and viable solution to address the problem and one that is, effectively, already in the rules. A base or group of bases can conduct a basic move (as termed in the rules) for free. This effectively means that it can move forwards, for one move. This free move applies to forces of the tempo and non-tempo player. The base/group must be within five base widths of the commander of the formation. Tempo points are required, per the rules, if more than five base widths from the commander, or wanting to conduct more than one move or to do anything more 'advanced' like charge, move to contact, wheel... Tempo points are also required if the group is more than five bases in size. Like any change, it requires testing, but has held up so far (and has been an improvement over the rules as writ).
What does this have to do with Julian's approach to tempo bidding (his 'command guidelines')?
An important consideration in making any change to movement is the effect on tempo bidding for the initiative. In making this change my expectation was that it would actually add to the importance of tempo bidding. Since troops can move, irrespective of the number of points available, I concluded that it would free-up the player likely to have fewer tempo points (Augustus in this battle) to try to out-bid the player likely to have more (Charles in this battle). Furthermore, the player who more often has more points (Swedish) would be less guaranteed to win the initiative.
Before Julian arrived I had rolled for tempo and 'secretly' allocated tempo bids to win the initiative. I rolled '1' for the Saxons and '3' for the Swedes. This gave them four and eight tempo points to use respectively for bidding for the initiative and/or to send to sub-commanders. I allocated a bid of '1' for the Saxons and '4' for the Swedes, considering that the Saxon player wanted to bid as few as necessary and the Swedish player, with more points to use, wanted to guarantee the initiative. When I showed this to Julian he said, "What is the minimum bid?" We looked at the rules. A bid is done in secret. It does not state that it must be at least one. "Great, I'll bid no points!" he stated. "As Augustus, I can see no point in wasting tempo points as you cannot win the initiative." This set Augustus' approach for me; in the main, at least!
Enough of the preamble. Let the pictures and captions tell the developing story.
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I had planned the next Swedish turn
since the last session. So, after Saxon artillery bombardment (which caused further disruption to the Swedish cavalry on the left), the
infantry advanced and fired, with a view to a later charge (classic
Swedish tactics of the period). |
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It was not particularly successful. |
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For his part, Julian continued to send cavalry against the Swedish left flank. |
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With some success. |
Next turn saw tempo rolls of '1' and '2' for Augustus and Charles respectively. Charles bid three, Augustus zero.
Sometimes it takes a while, and the input
of someone else, to utilise the mechanics of rules as intended. I was wondering how to
get the infantry across the swampy stream? They needed to use more than one move, but now the group was broken up. I had been considering that a
group had to be formed at the beginning of a move. "Is that the case?"
queried Julian. We looked at the rules. Absolutely not. There is no statement that a group is formed at the beginning of a turn. I was bringing that over from Impetus! So, the solution
to my problem was to allocate all the tempo points to Lieven's infantry command, to re-align the forward brigade and then execute two additional moves and gå
på at the Saxon defences!
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We concluded the evening with bombardment (no effect) and the set-up moves of the Swedish infantry. Charge to follow. |
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I picked up the turn the next day. The
charge ensued. Only partially successful. Two Saxon bases (roughly
battalions) got to fire, but the Swedish one on the left of the line got
in. |
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With good effect. The Saxon defending unit broke, leaving a gap in the line! |
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On the left, some success this time for the Swedish cavalry. |
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The Saxon base from the next line
moved to filled the gap, but the resulting test to 'move to contact' meant that the Swedes were able to charge in response,
leading to an on-going mêlée. |
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The remaining Saxon battalions fired at long range. |
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To little effect, aside from an extra stagger. |
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On the Swedish left the Polish cavalry set-up for an outflanking charge... |
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while continuing to do well in on-going mêlées. |
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Next turn was the exception to the
established 'command guidelines'. I rolled '5' for the Saxons and '4'
for the Swedes. This was an opportunity too good to miss. Augustus had
some extra tempo to spend, so bid five. Charles had a good number, but
needed lots to spare for offensive actions, so bid four. Initiative to
the Saxons and Poles! |
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The Saxon infantry fired, hoping to break up the Swedish line. |
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Some success. |
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Saxon and Polish cavalry were ordered to charge the exposed Swedish left and far left. |
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The mêlée would continue for the Saxons, but the Polish flank charge was a winner—go them winged hussars! |
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In their phase, the Swedish infantry reformed and charged again. |
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That left-most battalion has driven a large gap in the line. |
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While two battalions (bases) remain engaged in mêlée. |
The struggle is reaching its climax. The Swedes have made some in-roads into the Saxon line, but it has been slow and piecemeal. Meanwhile Lubomirski's Polish cavalry, particularly, but aided by Flemings's Saxon horse, are seeking to exploit the weakness of the Swedish left. Which side will achieve a crucial breakthrough first?
The rules have survived two 'engagements with the enemy' and are holding up well. Nay, I am enjoying them more and more and appreciating the mechanics. Julian said that he finds the taking of staggers rather than actual losses too stylised, but it does not concern me. The overall mechanic of charges, firing and mêlée are clever and work really well to my mind. Tempo and movement are making more sense, while allowing bases that are not in the front line to move has improved this aspect. It makes for a better look and feel to the game too.
I want to play it out over the weekend, and should be able to do so, while it is fresh in my mind and quite exciting.
Absorbing report James. Enjoyed both the battle and your explanation about tempo points and the alteration in the mechanism.
ReplyDeleteThank you very much Richard. It is really encouraging when people find your ramblings of interest!
DeleteGreat to see a GNW game on the table, James, and I hope to read of the conclusion in the next couple of days!
ReplyDeleteThanks Keith. At about a turn a day it has been going longer than I expected (surprise, surprise), but also as it has been drawing me in more too. Explanation of this in the 'last of the series' which I'll be in a position to produce 'ron.
DeleteVery happy to have participated, and I'm sure the rules get much easier once one has played them a few times. I'm still too 'old school' not to want separate morale and casualties, though, that's the sticking point for me.
ReplyDeleteThanks again for helping me to get this going and for your 'command guidelines'. As I have gone on I have seen more need for Augustus to try to take the initiative. Explanation later ('ron).
DeleteWe are in complete agreement in the general; why have a mechanic to act as such and such (e.g. command delay/limitations) when it can be modelled directly? My increasingly cynical view is that writers of rules try to create something novel and different, in order to appear to not be simply rehashing mechanics that have been done over and over—and probably for the interest and intellectual stimulation of it. That said, there is a lot that *is* (was) genuinely novel in the Polemos Great Northern War rules. I'll expand on these thoughts in my to-be-typed summary of where this game has brought me re. the rules! :)
Great acting and reporting, James! The photos, especially the last three, are amazing. I also want to note a good terrain and units.
ReplyDeleteThat is so encouraging and generous Valentine, thank you. It is not up to the standard of your own wonderful games, but I am happy enough with the look and overall effect.
DeleteEntertaining write up and delightful figures! I'm glad I'm not the only one who inadvertently imports other rules sequences/ effects/ morale etc into whichever rule set I'm using!
ReplyDeleteBest Iain caveadsum1471
Thank you very much Iain.
DeleteIt does not pay to 'talk oneself up' but I had a smile and even allowed myself some self-congratulations when I paused to look at the table at the height of its 'conflict in miniature' and considered that, back in April of 2020 when I took delivery of the "Twilight of the Sun King" rules, I only had two Swedish infantry units available for this period. It is helpful to me to compare the scale of this game two years on from the small-scale game of Fraustadt in May 2020 that was a first test of those rules.