Random Order of Battle

Though not a full on Solitaire system, this is a fun way to play and gets pretty close.  Mike Strand came up with this idea.  It works on any Pub Battles game.

Basically, you don’t know if the Corps are actually there for the battle.  Set up the game normally, except you only place the HQs on the map.  You don’t know if that Command is actually there or not.  Move them around as if they were until they are spotted by the enemy. 

Then, simply roll a die to see if they are actually at the battle or not.  1-3, they are not present.  Remove the HQ and chit from play.  4-6, they are present for the battle.  Place their forces on the field at or behind the HQ. 

You can play one side, and then randomly roll as you sight the enemy side to see if they are really there.  It works for both offense or defense.  You can even roll for your forces too!  I would recommend rolling for each of your Corps first before the battle so that you actually know what you are working with.  I’d wait to roll for the enemy Corps until you can sight them. 

Won’t this radically throw the play balance out of whack?  No.  It still works fine.  That’s because victory isn’t tied to the map, it’s tied to your baggage trains!  End up badly outnumbered?  So what?  You can still easily win.  Make the best of what you have to work with.  Belt out significant losses on the enemy, then bug out.  It is still possible to leave with a substantial point victory. 

Test this out and let us know how it goes!

Kriegsspiel Example 3

What do I do now?

I’ve been fighting at Brandywine with the Rebel army. I made a stand further forward. Stirling’s brigade defended forward on the Osborne’s hill to the left. I held the woods with Nash’s reserve brigade and the Pennsylvania militia. Both my brigades were thrown back in Total Defeat. Stirling fought a controlled withdrawal back to Birmingham Hill here on my left.

By the time the British advanced and formed up for a new attack, I was able to reorganize my troops and bolster their strength with a battalion of Sullivan’s Marylanders and some 6 pound artillery.

In the center, the British regulars have been watching and threatening to attack but they must have chickened out. They are just sitting there.

On the left, Stirling was attacked by the British Grenadiers and Guards several times. He was lucky and able to drive them back. The British were brave and fell back in good order but took horrendous casualties in devastating musket fire laid down by Stirling. Reminds me of the slaughter at Bunker Hill! Yes, those are the best troops the British have on our left but they’ve been defanged now.

The Hessians and Abercromby’s Light infantry attacked Sullivan’s battalion holding our right twice. We were very lucky and repulsed them both times.

Fine except that Abercromby’s Light shifted to our right. Our far right was screened by our dragoons but Abercromby struck them with the support of the Hessian Jaeger dragoons. That sent my dragoons reeling back.

Now the trouble is my exposed baggage trains: that dark line of blocks on the road. :/

Any way I can salvage this situation? I’ve been doing just fine till now but this looks really bad.

I could launch my dragoons forward in a suicide attack. Maybe they’ll give the baggage train the time they need to escape.

I could attack Abercromby’s Light with Sullivan’s battalion. (2 right blocks) That might distract them enough to save the dragoons but then my artillery will be exposed! Seeing that, the Hessians will attack and wipe them out. So, I’ll have to pack up the guns and send them to the rear.

Ok but then that still leaves my center line of Nash and the militia with an exposed right flank and no artillery support. Those patient British regulars will probably attack my center with artillery support while the Hessians hit my right flank. Just in time for me to get the terrible luck I am about due for. :/ Even with good luck, I probably won’t win that fight.

If I do all of that, I can most likely get out my baggage and artillery, while the rest of my army takes a beating and then routs from the field.

Is that worth it? What’s the alternative? Any other ideas out there? My main MSR runs down that road to the right by the dragoons. I can’t retreat to the left off map. The enemy is attacking from that direction also.

It looks so peaceful and secure right now but all hell’s about to break loose. I hate it when that happens.

Kriegsspiel Silence

You command this small colonial brigade at Brandywine. You hold the center of the field for your side. Your orders are to defend this ford and prevent the enemy from crossing it. An enemy Hessian brigade attempted to cross and launched an assault up the hill. You won! A Total Defeat for the enemy, with heavy losses.

You considered following up your victory to drive across the river and finish the Hessians off. The enemy baggage train is likely behind them, however a fresh British brigade moved up from reserve and bolstered the Hessian line. Given that, you called off the attack and have held your line.

Since then? Nothing. The enemy has not made another attempt to cross the river. As the hours wore on, you’ve heard sporadic fighting back and forth to your left and to your right (about the 4 o’clock position). There were 2 friendly brigades to your right and rear, but they marched off towards the sound of combat to your right. For you, just turn after turn of sitting here.

The sound of combat to your right is growing in intensity and is moving closer to you…

What should you do? Continue to follow orders and hold this position? The enemy isn’t attacking anyways. If the enemy breaks through to your right rear, you could be surrounded and cut off! Your commanding officer is probably in the middle of heavy fighting to your right. He probably doesn’t have time to write you. Did he forget about you? If he gets shattered and has to make a run for it, will he have time to inform you first? Has that already happened? The enemy could be maneuvering around to encircle you right now! How long do you sit here and wait?

If you wait too long, your troops will have been wasted in the battle. Maybe if you marched to the sound of the guns, you could arrive at a critical moment to turn the tide and help your side win the battle!

On the other hand, that march would be disobeying direct orders in the middle of a critical battle. What if your side is doing fine over there? What if the Hessians cross the ford while you march over there without orders? Losing that key position in the center of the line, in the middle of a battle could cause your side to lose this battle!

Will you be the hero that saved the day? The fool that disobeyed orders and lost the battle? The fool that sat there doing nothing while his side was defeated, and was then captured & taken prisoner? Spend the rest of the war in prison, if you aren’t hung as a traitor by the British.

You might think that getting stuck with this command in a game would be boring. What did you do during the game? Well, the enemy attacked us once. We drove them back. Then I just sat there for the whole game doing nothing.

In Kriegsspiel, just sitting there “doing nothing” can be agonizing. How long do you sit there? What is going on around you? Has it come time to move under your own initiative or should you stay the course? What justifies disobeying orders? Can you defend your actions in a courts martial?

How about now? How about now? The clock is ticking and the situation is changing from turn to turn. More time has past and been lost. More time with no orders or updates. More fighting heard. The fighting is growing in intensity and moving from 4 o’clock to 5 o’clock and approaching 6 o’clock now. Is that enough? How much do you need? How long do you wait? It’s not boring. It is excruciating!!!! Agonizing!!!!!

Terrific fun! The kind of fun you don’t see in wargames but it is the exactly the kinds of things you see in real life.

This is the Umpire’s map during the game that you couldn’t see.

Kriegsspiel Example: 2

Kriegsspeil is a game of Decisions.  This is a great example of the types of things you run into from a real game.  These are the types of things you don’t see in regular wargames but you see them all the time Kriegsspiel, as well as in real life!


Situation:

You are J Grant.  The officer in charge of the last Brigade in this column.  Your orders this morning from the Army commander were to march north to the objective (marked by the flag to the right) in an attempt to flank the enemy before a pending battle.  The baggage train is following on behind you.

When you reach the junction at Nice Town, you notice that Grant’s Brigade is marching north!  NOT to the objective, not on the route described in your orders.  You notice that the rest of the column does indeed appear to be marching in the way you were ordered. 

What do you do?

I see a few basic options here.  First, you could just follow Grant’s Brigade.  The problem with this is that you don’t have orders to go that direction.

Second, you could just ignore Grant, turn right and continue on to the objective as ordered but why is he doing this?  Has the mission changed? 

What else could you do? 

Kriegsspiel Example: 1

Kriegsspeil is a game of Decisions.  This is a great example of the types of things you run into from a real game.  These are the types of things you don’t see in regular wargames but you see them all the time Kriegsspiel, as well as in real life!


Situation:  The enemy is somewhere on the lower / southern half of the map.  They trace supply off the southern edge of the map along the main road that runs down the center. 

Your side is on the offensive.  The main effort will be to march down this main road, entering from the north to attack the enemy.  Your side’s overall goal is to defeat the enemy army and drive them south and off the map.

Your command is small wing.  It is made up of militia brigade and couple of light detachments.  You’ve been marching south, down this road on the east side of the map since 7:00am.   As you arrived at this crossing, a heavy fog settled into the area.

These are your orders:  General, you will take your Pennsylvanians and two detachments down Rowan Hill Road and continue to where the Wissahickon empties into the Schuylkill river, and cross the Wissahickon there, to the mill, follow back up the East side of the Wissahickon and attack the British from the rear while we occupy their front. Use the detachments to expand your frontage when entering battle.

Decision: You continue to march north east along the Wissahickon as ordered. The fog has gotten very bad now.  Visibility is down to only 10 paces.  You have arrived at this point on the map.  Suddenly, you hear the sounds of combat.  It seems to be coming from the area circled on the map.  There is a large volley of cannon fire in this area that seems to be firing north.  After that a moderate exchange of musket fire.

What do you do now?

You’ve been ordered to attack the enemy’s rear.  Where is that? South of the combat just heard?  Arguably but you’ve also been ordered to “follow back up the east side of the river”.

With the dense fog, can you even successfully navigate further south to find the enemy’s rear before it’s too late?  Sounds like the battle is already starting.  If you continue north east along this road as ordered, you could reunite with your main army and commander.  However, with the dense fog, will your approach be mistaken as the enemy!  Will you cause a friendly fire incident? 

Maybe they won’t fire on you but will divert troops away from the attack at the critical moment to investigate your approach.  That could easily cause the attack to fail. 

Should you sit and wait?  Waste time at a critical moment while you send a messenger ahead to get confirmation from your commander?   What if the enemy army is ahead along this road?  What if your messenger gets captured and then the enemy is tipped off that you are there on their flank?

This is quite the conundrum.  Whatever you do, you better do it quick.  This battle is happening in real time.  You have about 2 minutes to make your decision!

THIS is Kriegsspiel.  

Reading Contour Lines

There is some confusion out there on what the slope lines mean and how to read them.  Here are a few examples to clear things up. 

It may look a little messy at first but I actually like these old style slope lines much better than modern day contour lines.  It is easier for me to visualize up and down. 

In this example, Red is up on top the hill.  They can see down to Blue at the lowest elevation, sitting behind the stream.  Effect:  Red will have cover here if attacked by Blue.   

Red has dropped back here behind the ridge now.  They are on the Reverse Slope.  There is no line of sight between these units.  Effect:  Red will have cover if attacked by Blue.   

In this example, Blue is at the highest elevation.  They are up on top of the hill.  Red is still on the hill but further down the slope.  White is down at the base elevation at the lowest point.  Effect:  Blue will have cover here if attacked by Red.  Red will have cover if attacked by White.

Here, Red and Blue are both on the hill.  The issue is that they are both on the same slope.  There is no cover here for either side.  I would treat combat between these two units, the same as if they were on clear terrain. 

Pirates!

Lots of great progress with our pirate game over this last year. This is really starting to come together!!

This has been a very tough design for us. We’ve been at it for years. We have 15-20 different pirate games now that really suck!!! lol…. If you need one, let us know. 🙂

We are committed to only releasing games that work. Games we really like. Sure we can make them look great but how do they play? Are they really good games? After many attempts and nearly giving up, I’m happy to report that we have a very promising and sound structure for an epic game now.

Our combat system needs a few tweaks. We need to refine and dial in our ship composition some. It works as is but we have several redundant systems in the design now. It needs some streamlining.


I’ve been taking sailing lessons this fall. How can I in good faith design a sailing game if I’ve never sailed before?!! After a couple of months of real sailing, I worked on our Pirate design last weekend. I was truly shocked at just how good of a model this was for sailing. It does a really amazing job of capturing the correct feel of maneuvering boats in the wind. We nailed it!!

My instructor was amazed at how quickly I picked sailing up. I hit the ground running. It was almost like I already knew how to sail. Yeah, that’s because I’ve been playing our Pirate game!

I love it when we can work this kind of ‘realism’ into a game. It is realistic but not tedious. It teaches you something you can actually use in the real world but it is also great fun!! Those are the very best kinds of games.

When do expect this little gem to be released? We are hoping for winter 2022. We already have most of the hard parts worked out. Just need a little time to refine and clean up. I can’t wait!!!

The Double Bluff

Keeping the Allies in the dark at Austerlitz is critical for the French.  Here are some tips to help you maximize this powerful weapon!

-1  Don’t rush all your troops to the front and blaze away!  Be very mindful of which units you let the Allies see.  Remember, once they see one unit from I Corps, they will know the entire Corps is there somewhere!  If you’re going to commit one unit, blast them with the entire Corps at once.

-2  Delay!!  The longer the Allies aren’t sure what you have the better for the French.  The Allies start over a barrel.  Look at it from their side.  It is a terrible dilemma!  They have to probe in force to determine if you really have the goods.  If they haven’t been able to confirm that yet, they have to keep pushing their neck out further into your noose.  That is exactly what you want!  If you spring your trap too early, you will only catch their nose.  We want their whole head!  There are limits here.  Don’t wait too long.  You have to time to finish them off and win before nightfall. 

-3  Double Bluff:  Let’s look at this through the enemy’s eyes again.  (A great habit to get into)  Imagine we are pushing into the French line trying to ascertain their true strength.  There are a couple of HQs lurking in the French rear.  Who are they?  What do they have?  Do they actually have troops hidden in their reserve or are they just a bluff?

We get a breakthrough, we advance and are able to spot one of these HQs.  Who is it?!  Bernadotte.  What is in his Reserve?  Nothing!!  Ah ha!  The French are weak!  Full steam ahead now right?  WRONG!!!

Wait, what?  Why?  Because the other HQ we haven’t seen yet is Napoleon.  What is he hiding in his reserve?  Bernadotte’s I Corps!!  Along with the Guard and Murat!!  That’s right!  Remember you can hide other forces in your reserve.  Just because you’ve cleared 1 HQ, doesn’t necessarily mean that those troops aren’t at the battle.  This is a great and very powerful tactic to use as the French. 

Yeah, that’s a pretty nasty trick.  What can the Allies do in response?  Easy.  Stick their neck out further into the noose.  🙂   I know.  That’s not very comforting is it?  A lot of this comes down to ‘feel’.  You can’t go off of just one piece of intell.  You have to look at the sum of all the pieces and what kind of picture are they painting.

You’ve got to push the French and push them hard.  A couple of light attacks isn’t good enough.  That doesn’t reveal anything.  You have to press them hard enough to force them to use a reserve force if they’ve got one.  If they are at the breaking point and they still don’t do anything, then you go all in for the kill. 

Be careful as you get close to this point because this is when a good French player will drop the hammer on you.  Watch his moves carefully.  As you got close to this breaking point, did the French suddenly move a couple of reserve HQs that had been sitting idle?  That could be an indication that they are getting ready to strike. 

-On the other hand, this could also be another good French Double Bluff move.  =)

How Do You Win at Pub Battles?

 

I remember when I first started playing Pub Battles.  I really liked the system.  Very immersive.  Amazing narrative generation!  I could just imagine myself on the field.  I could imagine the events unfolding and the history books writing about how this battle went down. 

I liked how the system was chaotic.  How it mirrored the random events that happen in war.  The types of things you read about in books.  I like how this game takes away the God like powers most game systems give you.  It limits you to the types of decisions that real army / corps commanders have to make.  Where should we form a line?  How hard should we try to hold it?  Should we risk more losses here?  Where do we fall back to?  Should we  commit reserves now?  How should we move to keep our forces hidden from the enemy?  How close is the enemy to the breaking point?  Should we rush up reserves to help support this defense or should we just fall back here and give up ground? 

These are real decisions, that real commanders faced in battles like these.  Fantastic but how do I play better?  What do I learn from all this?  How can I win?  It almost feels like I’m just a spectator watching the battle unfold.  Great story narrative but how can I control the events and get the outcome I want?  At first I worried that this system was too random.  Like the game is running me!

Guess what?  That is a lot like real command also!  Real life events are very powerful.  They can and will sweep you away.  Imagine being in the command tent.  Urgent reports arriving by dispatch couriers.  How fast can you read it, make a decision and write a new order to address the problem?  Should you?  Imagine another report arriving that contradicts that first report, right after you wrote and sent new orders to deal with it.  Now what? 

It is very easy to get distracted by putting out crisis fires of the moment.  Jumping from one knee jerk reaction to the next.  Frantically chasing your tail until, boom, the battle is over.  Many officers do exactly that.  It is very easy to do. 

In an ocean of chaos and random drama, what could anybody do to influence the outcome?  People like Patton, Rommel, Hannibal, Bonaparte and Alexander could.  Pub Battles rules are deceptively simple.   In many ways it is one of the most complex and realistic simulations of war.  Complex in:  how do you play the darned thing?!

Many things we can’t control, as it should be.  Many things are out of our hands but what CAN we do?  Here are some tips to help improve your performance in Pub Battles:

-1   Try to stay focused on the big picture.  Yes, there are 10 little emergencies every turn.  What else is new?  Set those aside for a moment.  What are your strategic goals for this battle?  Where do you want to be?  What is the enemy trying to do?  How can you best defeat the enemies plan?  Are you in a position to do that?  Where do your forces need to be to accomplish that?  How best to get them there?  Considering the chaotic and random nature of the movement, is that a realistic goal to accomplish?  What kind of timing sequence needs to happen in order for that to work?  Remember the KISS principle.  It is real easy in war for things to go wrong, therefore:  Keep It Simple Stupid.  Like Patton used to say:  “A good plan now is better than the best plan tomorrow.” 

-2  What is the overall state of the enemy’s army?  Mostly fresh or mostly spent?  How does that compare to your army?  How many casualties have you suffered compared to the enemy?

-3  What is the reserve capacity of the enemy compared to you?  By reserve capacity I mean how many of your forces are already committed?  How many are still fresh and ready to be committed to a fight?  This leads us to our final question:

-4  When and where is the right time to strike?  This is probably the biggest and most important thing you CAN control in Pub Battles.  Let the enemy attack.  Let the battle unfold.  Fight the little fights but stay focused on this big picture.  Wait until the enemy has already committed their reserves.  Wait until the enemy is already mostly spent.  Where are they weakest?  Where are they most vulnerable? 

As the battle starts and progresses, your mind should always be focused on these elements.  Get your fresh reserve in place, ready to strike at the weakest point in the enemy line.  Watch and wait for the right time to attack.  Can you get a double chit pull move in the sequence to accelerate the events?  -or at least the best chance at a double move? 

By a double move here I’m referring to when your Corps moves last this turn but moves first next turn.  With all the Corps running around doing different things at the same time, this can get confusing.  You have to be able to look at these locally, on an individual basis.  For example, let’s say we are at Gettysburg near the end of Day 1.  Ewell’s Rebel Corps is battling Howards Federal Corps for Culp’s Hill.  If Ewell can move after Howard on turn 6 but moves before Howard on turn 7, in effect he has gotten a ‘double move’ advantage over Howard.    

This is how Napoleon won at Austerlitz.  He concealed his true force.  He concealed his true intent.  He watched the enemy.  He was patient.  He looked for the right time and place.  THEN he struck.  That is exactly what you need to win in Pub Battles.   

Mike Strand said it best:  “It is easy to master the rules of Pub Battles.  Those are easy.  The secret is the mastery of command.  The right or wrong move is not obvious.  There are many distractions.  It requires a gut feeling.  A sense of timing;  and that only comes from experience.” 

THAT is how you win in Pub Battles.  It’s not about piling x number of combat factors into hex y by turn z.  It’s about timing and real world command skills.      

Solitaire Germantown

All Pub Battles are naturally great for solitaire play.  Germantown works exceptionally well!  The British start off on the map.  They are on defense.  The Colonials enter anywhere along the north map edge.  What makes this interesting is that there are 6 different roads that span all across this edge.  There are also 5 different Colonial HQs with Reserve Cards. 

If you’re not familiar with Pub Battles, the HQs mark the command’s position on the map but the forces are actually held off map, hidden from view behind these little screens.  You place your hidden troops on the map as the enemy can spot your HQs but there is a dense fog at Germantown.  The very short visibility range means your troops remain hidden almost until they attack. 

The army sizes of the opposing forces are nearly identical.  The British have a few less blocks but they make up for this in better quality.  So how can the Colonials attack into 1:1 odds and still have a chance of winning this battle somehow?  The British are attacked from 5 different directions at once.  The large map spans a wide area.  They can’t be everywhere!

Seven of the Colonial infantry blocks are full strength, regulars (like 3 SPs).  Two are weak militia units (like 2 SPs).  Three are small (1 SP) detachments.  The problem for the British player is:  which Colonial HQs are the main threat?  The command could be 3 full regular infantry with artillery and baggage train logistical support for a sustained fight, OR it could just be 1 Militia.  –or maybe just 1 or 2 Detachments, or any combination of the above.  The British have no idea until they actually engage these forces and start fighting. 

You can probably see where this is going.  For an awesome solitaire game, all you have to do is setup and play as the British.  Spread the Colonial HQs out and enter normally.  Have them come in on different roads and march straight towards the British to attack.  What is on their Reserve Cards?  You have no idea! 

Upon contact with a Colonial HQ, randomly determine what blocks it has in Reserve.  There ya go.  Virtually any combination would have been a good viable strategy in this battle.  As the British player, you’ll have to intercept the Colonials to figure out what they have and where.  After that, you’ll have to scramble to adjust your forces to meet the primary threat before it is too late.

This is very challenging, realistic and great fun!! 

Give it a try and let us know how it goes in the comments below.