Rules

Friday, 10 November 2023

Napoleonic games using a Combat Resolution Table (part 2)

In my previous blog post, I described how I adapted a version of SPI's board game Napoleon at Waterloo to be played on a tabletop with free movement. While the game's combat resolution table (CRT) worked well, I discovered that eliminating units required precise positioning and careful manoeuvring, which became cumbersome on a tabletop without a hex grid. In an attempt to address this issue, I looked at the approach of applying hits rather than retreats in the combat resolution. A test game was set up using a modified CRT that applied hits and eliminated units after they took five or more hits.


The tabletop setup with both armies deploying half their units within 12 inches of the base edge. The river is foldable except by artillery.

Both sides, French and Austrian, are deployed identically, with:

  • 4 x line infantry units
  • 1 x guard infantry unit
  • 2 x cavalry units
  • 1 x light infantry unit
  • 1 x artillery unit

They were positioned on the tabletop within 12 inches of their base edge. Reserves for each army consisted of:

  • 4 x line infantry units
  • 1 x guard infantry unit
  • 2 x cavalry units
  • 1 x light infantry unit
  • 1 x artillery unit

The reserves were lined up in order of appearance with one reserve unit arriving each turn along one of the roads on the player's base edge, randomly selected by die roll.

Another view of the tabletop showing the roads. Reserve units for each army will arrive one per turn along a randomly selected road on the army's base edge. The French army is positioned south of the river.

The scenario map used to setup the tabletop from the book Practical Wargaming by C.F. Wesencraft

Battle report

The lead elements of the Austrian army, commanded by Marshall Friedrich von Donnermarck, were quickly deployed north of the River Exe. They soon spied the French forces deploying south of the river, commanded by General Henri-François de Valcourt. Both armies began their advance at 11am, and the first clashes occurred at Newtown between the lead French and Austrian units.

French units crossed the River Exe and found the town of Karlville occupied by Austrian infantry and they had their cavalry positioned on the overlooking Round Top Hill. Once all their troops were across the river, including artillery support, the French began their attack on Karlville.

The first clashes occur at Newtown.

By noon, the Battle of Karlville was well underway. Austrian reserves arriving on the scene were quickly deployed in the defensive line surrounding the town. French reserves were also arriving on the road south of Newtown.

After fierce fighting in Newtown, which had exchanged hands several times, the French were finally able to secure the town. Meanwhile, Austrian forces supported by recently arrived reserve units were applying significant pressure on the French units, pushing them back towards the river as they desperately tried to hold out while awaiting reinforcements. Had the French General Henri-François de Valcourt advanced upon Karlville too quickly, hoping for the element of surprise and the timely arrival of reinforcements?

The fighting increases at Newtown as both forces commit more troops. (Smoke shows all the units within 6 inches of an enemy unit and are locked into position until combat is resolved.)

With their artillery support across the river French forces advance upon Karlville.

More troops are drawn into the action to cease Newtown.

Austrian forces at Karlville are repulsing the French attack.

Newtown finally in French hands.

At 2:00 PM, the French attack on Karlville was on the verge of collapse. The Austrian defenders, supported by fresh reserves, were putting up a fierce resistance. The French units in front of Karlville were about to retreat across the River Exe when their reserves finally arrived. French cavalry swiftly crossed the river and took up a commanding position on Round Top Hill, and French infantry arrived to support their beleaguered units near the bridge.

The arrival of reinforcements allowed the French to regroup. By 3pm, the French general was receiving bad news. At Newtown, the experienced Austrian Marshal Friedrich von Donnermarck had successfully organised a counterattack that had retaken part of Newtown north of the bridge.

French reinforcements arrive.

Austrian troops renew their attacks as increasing numbers of French reserve troops arrive. 

An Austrian counterattack recaptures the north section of Newtown.

By 4pm, with fresh reserve units arriving steadily, the French launched a renewed assault on Karlville. However, a small force of late-arriving Austrian reserves was enough to hold off the French attacks, which were eventually called off. On the other flank, the French had more success, retaking Newtown. By 5pm, both armies were exhausted and unable to mount any further attacks.

The French attack is renewed on Karlville after reserves arrive. 

Austrian reserves arrive to finally secure Karlville.

Newtown remains in French hands.

The battle ended at nightfall, with both sides consolidating their gains. The Austrian forces held Karlville, while the French established a foothold on the bridge at Newtown. Both commanders were relieved that the battle was over, knowing that there had been points during the day when they could have easily lost, but for the timely arrival of reinforcements. 

How did the revised CRT go?

The modified CRT with its use of hits instead of retreats, gave me the type of game I wanted. However, at various point in the game I thought an occasional retreat would make the game more enjoyable and add to the narrative of the battle. So after the game, I updated the CRT to include some retreats, as shown in the photo below. Retreats (marked with a “R” in a circle) cause the defending unit to retreat and allow one attacking unit to advance into the vacated space. The one exception to the rule is for defending artillery units which cannot retreat and are eliminated.

The modified CRT now includes retreats which are marked with an circle with a “R” inside. The begin on a ratio of 2-1 and steadily increase in likelihood as the attack ratio increases.

Retreats only occur on defending units, and when a unit must retreat, one of the attacking units can move into the space it vacated. This prevents the defender, during their turn, from quickly moving another unit into the space and denying the attacker the opportunity to occupy a defensive position.

I played another test game with the modified CRT, and it worked well. It introduced the occasional retreat, especially when the attackers had a significant advantage in numbers, which seemed reasonable.


12 comments:

  1. Fine game and the CRT seemed to work really well. I like the modified version where there is the chance of some retreat, which seems perfectly reasonable to me:).

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    1. In the second game the retreats did add to the game, particularly when pushing units out of defensive positions.

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  2. A success and a very enjoyable read. I do like CRT’s. Also very much like the sort of maps / scenarios that the likes of Wessencraft gave us - it is more than nostalgia, it is just quintessential wargaming to my mind.

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    1. Thanks Norm. Wesencraft books (Practical Wargaming and With Musket and Pike) are such interesting reads.

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  3. Terrific looking game game, Peter. Quickly making changes to the rules to get the game you want is great result. One concern I have with using odds based CRTs is the time needed to make the computations and then cross-reference the result on the table. Is that a concern here? Increase this concern when hosting a game.

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    1. Calculating the ratio has not been an issue as the combat values are kept pretty simple for units: light inf. = 2, guns = 3, line inf. = 4, guard inf. = 6, and cavalry = 3. I do have to reference the CRT for results, although I am remembering the common 1:2, 1:1, and 2:1 results after a couple of games.

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  4. Quite a slugging match. What would your thoughts be if retreats to some of the A3/A4 results were added? Would that feel appropriate?

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    1. Your suggestion is an interesting one and something to consider. I did at one point think about reducing the defender’s hits by 1 if there was a retreat involved, but chose not to.

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  5. Interesting looking game Peter and it would seem to be a fun and simple way to get troops moving on the table.
    Similar to El Grego's comment would allowing the defender to convert one hit to a retreat be a useful mechanism? Maybe make light infantry a bit more survivable.

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    1. If playing against an opponent, rather than solo, it would make for a useful decision especially if the defender had to make the call before knowing the combat outcome. I would also be tempted to reduce any attacking hits by one.

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  6. Looked like a great game, with advantage swinging to and fro throughout the battle. The changes to the CRT to include some retreats seems like a good idea to me.

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    1. As a solo gamer I find the retreats do add more interest to the game.

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