Sunday, 28 June 2020

Bring me sunshine

"If I had to choose a religion, the sun as the universal giver of life would be my choice." 
- Napoleon Bonaparte


As those readers in the UK will know, it has once again been what the Met Office refer to as 'well hot'. At such times it is custom and practice at the Casa Epictetus to abandon wargaming, blogging and the like in order to frolic outside. And so, with due regard to social distancing and no regard whatsoever to social decorum, that's what has been happening for a few days. The reason that we in this country drop everything and rush off into the sunshine is that we know perfectly well that it won't last long, and inevitably the rains have now come back, and tagging along with them is your bloggist.




Before I disappeared I had played out some more of the game currently in progress in the annexe. Although I can vaguely remember what happened I can't really bring to mind any of my associated thought processes, so basically this is a couple of photos to bring us up to date. The British rolled better dice than the Germans once again and called in a barrage which has, for the moment at least, stopped the assault on the town and destroyed a field gun into the bargain.




Unable to attack, the Germans responded in kind and for the first time one of their barrages was both called in and hit its intended target. However, it achieved very little actual damage when it got there. Elsewhere the Germans did what they should have done the previous turn and attacked in the centre, with great success.




The attackers now hold three of the four objective squares, although not the one that I seem to have flung all their strength against. No doubt there's a learning point in there somewhere. I'm not sure what options the British really have left, except to try to roll high numbers at the end of each turn and finish the game quickly. To be continued...

Monday, 22 June 2020

Urgent Arrival of New Rules

"Painting is not done to decorate apartments. It is an instrument of war." - Pablo Picasso

Both I and the stepladder have returned to the annexe. If the time spent decorating has taught me anything, it is that my previous practice of paying someone to do it for me was the entirely correct approach and one to which I should return forthwith. 



When we last visited the table, the British had a big hole in their line and needed to fill it. The normal route to bring on reserves in 'Square Bashing' is the reinforcement phase, which occurs right at the end of one's turn. There is also the option, in the opening phase, to select Urgent Arrivals as one's asset. Only one asset is allowed each turn, and that is presumably to speed up game play. I'm happy with that, but it has always seemed to me that some assets give more value than others, and so the same ones - artillery barrages mainly - always end up getting selected. If one rolls well then a barrage can do damage to a number of squares and an even larger number of units. If one rolls well when choosing, say, Hasty Defences one can put some sandbags up in one square. They just don't seem comparable to me. I therefore allow a modest upside to a couple of the asset classes to reward good (i.e. lucky) dice rolls. In this case the British rolled two sixes and three fives with five dice and thus two infantry units arrived and moved into the gaps. Not much else happened on the British turn until the very end. The game starts with a clock set to 21, and the defender rolls a D6 as the last action of their go to reduce it; when it reaches zero the game is over. Six turns is therefore a reasonable forecast for the length of the game. On this occasion the British rolled a one, implying that there are most likely still six turns to go. That rather suits the Germans.




So, the Hun commander decided to take advantage of this probable extra game length by not immediately assaulting in the centre, but giving himself an extra turn of barrage. Unfortunately the German artillery, having missed everything on the first turn, failed to even fire this time. The only assault that occurred was against the town objective where, having successfully rolled to use their Higher Command ability to add to the attack, the Germans were rolling thirteen dice against nine. Perhaps inevitably they nevertheless lost the melee. My tactics of constantly assaulting built up areas doesn't seem to be the right one after all. Still, a flamethrower unit has arrived and next time perhaps they will do better. British shooting improved and one German unit, which had failed morale based on last turn's shooting casualties and therefore couldn't move, took a bit of a pasting.

Saturday, 20 June 2020

The Birth of the Cool

Apologies to those who have been waiting for an update on the Square Bashing game. The British have had a turn and got some reinforcements into their line, not least because I played a bit fast and loose with the rules. I shall pick up the narrative again shortly, I hope. In the meantime there has been a certain amount of stuff going on here to distract me, as opposed of course to the amount of going out and being distracted, which has been none whatsoever. However, reopening of the sorts of places that I like to go is at least on the horizon, and therefore I have been giving some thought to what I shall be wearing when the day comes. As a noted man-about-town in these parts I am aware that all eyes will be on me for guidance as to how the hygiene-conscious dandy will best equip himself for the world post lockdown. The answer, dear readers, is this:


The new normal


I wish to offer a hat-tip (a literal hat-tip as you can see) to Peter for his advice. In one of the infrequent round-robin emails that have passed between the wargamers of the lower Wharfe valley to check whether anyone has fallen off his perch I mentioned that I intended to rock the bandana. Upon reading this, he sagely suggested that I should not forget the hat.


You can tell that horse hasn't been able to get its hair cut for a while


In the same exchange he passed on the welcome news that one of his horses had foaled. When I mentioned this in conversation to a friend (with nothing whatever happening in one's life, any subject, however irrelevant, is likely to be brought up in order to keep the conversation going) she asked a question that was obvious, but which I had unaccountably overlooked. Was this the same horse that he had been riding when he fell off and hurt his leg? I shall report back.

Tuesday, 16 June 2020

Let's see some more action

I said that the delivery of my rubber railway track inspired me to set up a 'Square Bashing Game', but it was also because I have been reading C.S. Forrester's 'The General', as recommended by David form Suffolk on his blog. As with his other recommendation, 'Private Angelo' by Eric Linklater, I thoroughly enjoyed it and have no hesitation in adding my praise to his. Towards the end of the book the unimaginative eponymous Lieutenant-General is astonished as his Corps is very quickly overrun when the dastardly Hun comes up with some new tactics. Crucial to these tactics were the Stoßtruppen (I'm going to call them that, not for the usual pretentious reasons which often find me using untranslated foreign languages, - vous savez parfaitement de quoi je parle  - but in order to distinguish them from the Nazi thugs of a later generation) whom I mentioned the other day. So, there are two things in particular that we know about these units: they were specialised assault troops and were equipped and armed to facilitate that role; and whenever they came up against a well-defended strongpoint rather than attack it themselves they by-passed it and left it for the ordinary troops following behind to deal with. You don't need me to point out that there is a bit of a contradiction there. The rules writers at Peter Pig have opted to follow the first line of approach, presumably on the basis that if you had a special type of unit whose main objective is to rush across the board and leave by the opposite baseline then no one would choose them and even if they did then it wouldn't make for a very good game. All of which is a long-winded way of justifying my decision to charge the German's two Stoßtruppen battalions straight at a defended town.





That all happened on the special opening phase, so now we are on to the first German turn proper. This opens with the asset phase. When we played 'Square Bashing' a few times a year or so ago I came up with a number of brilliant alternatives which greatly improve this aspect of the game. Unfortunately I didn't write them down and, with one minor exception, I can't remember them, so I shall be using the rules as written. The board above shows the assets available to either side. I decide to call in a suppression barrage with the aim of pinning the units in the town while the main German attacking force comes up. I committed eight of the available twelve dice to this and succeeded. 





Or, to be more precise, succeeded up to a point. The barrage came in and missed everything, a combination of overs and unders ensuring that no British units were hit. Still, those in the town can't now withdraw in their turn, which both suits the Germans and, by removing one decision, makes it easier to play solo. (By the way, there will be no overhead photos for the time being as I am doing some decorating and the stepladder is required elsewhere.) Next comes the higher command phase. This is also one that seems ripe for a tweak or two, but for this game I'm playing it straight. During their respective turns the Germans will be able to attempt to improve the fighting spirit of selected units and the British may do the same to the morale of theirs. On this occasion the Germans try to affect the less weakened of the units attacking the town, but fail. After this is the German morale phase in which the unit half way up on the left of the above photo, badly beaten in a failed assault in the opening special phase, turned tail and ran away, although it didn't rout. 






Moves and assaults are next. The whole line moved up meaning that those remaining in contact with the town were now supported. I decided that they would assault again, because even though they would do so at adverse odds and probably lose (they did), it probably wouldn't suffer more casualties than they would be letting themselves be shot at (which they didn't). On top of which there was always the remote chance that they could have forced the British back into the barrage thereby inflicting heavier casualties.





In 'Square Bashing' you shoot in the opponent's turn if you haven't been assaulted. The unit above found itself in the open and targeted by two mortars and a field gun. However, the dice have swung back against the British and nothing happened. The rather odd looking deployment along the British line was caused by some dreadful dice rolling during the depletion phase of the set up. If I was the Germans - which of course I am - I would be intending to put some gas down to stop the off-table reserves moving forwards and reinforcing the line at this particular point.





Lastly, the Germans brought on their only off table unit to add to the attack along the road in case the gas ploy doesn't work.

Sunday, 14 June 2020

Stoßtruppen

Re-reading yesterday's post I find that I may have given the impression that, after setting up the terrain, I followed the official rules for setting up the game. Obviously, and as I think we now all realise, great men of history such as myself are exempt from the sort of petty constraints that are appropriate for lesser beings; in other words, that's not exactly what I did. Instead, having established that the Germans were not only attacking, but were doing so with overwhelming force, I decided to give them some stormtroopers and fiddled the rest of the force around to make the points still even. The rules, which are not always either clear or consistent, say that you have to choose your forces before determining who attacks and who defends, but rather confusingly also say that the Germans can only have stormtroopers if they attack.

On the centenary of the start of the Great War some years ago various figure manufacturers launched WWI ranges on the assumption that there was going to be lots of demand from wargamers inspired by all the commemorations. There wasn't and very few, if any, of those ranges, were ever completed. In the case of the producers of 20mm plastic sets a fair number of them seemed to start with German stormtroopers - presumably because they are exotic - and then they never got round to anything much else. That is why most of my German forces are metal whereas most of the British are plastic. I mention all this because, whilst I have some stormtroopers painted up I wouldn't bother using them for a game at this level where each unit represents a battalion. On my table the units so designated look just the same as the other German infantry.

This is also consistent with the way that Stoßtruppen are handled in 'Square Bashing'. Basically, they are infantry units that are deployed further forwards than everything else and get an extra assault phase right at the beginning of the game, during which they get to throw some extra dice. Given that the attacker moves first this effectively means that they get to attack twice in a row. After that first phase, they stop having any special abilities and count as the highest quality of infantry. They are allowed to deploy last, after the defender has both set out his units and they have been depleted to represent the initial barrage, meaning that they can attack the weakest point in the line if they so choose. I went down a different route, choosing to use them to try to seize the town that is one of the objectives. It didn't work. The British (or, to be more precise, their coin toss) decided to stay and fight and won the fight quite handily. I have clearly not only forgotten the rules, but also what tactics are best employed with them.



The Germans on the left have failed in their assault, losing one figure (half a base in terms of the rules). The casualty marker counts up losses until the next time morale is taken. The British losses were caused during the depletion rather than the assault, but in any case if you win the fight then then any casualties are ignored for morale purposes. Speaking of 'winning the fight', that's what the red token signifies, meaning that they will be able to claim extra dice in the next melee. I bought the tokens from Warbases and they're crap; unreadable in fact. When I gain access to the lasercutter once again I have a plan to make some better ones, also acrylic. The coloured beads indicate the quality of the unit.

The second unit of stormtroopers fared even worse, but my photograph of that turned out to be rather blurred. These others are now sitting in the open with two machine gun units ready to open fire on them. I think that the first German turn proper will need to open with a barrage on the town and hope that it doesn't fall short.

Saturday, 13 June 2020

Let's see action

When the railway track that I had ordered prior to lockdown arrived it proved sufficient - at least once the hot weather was over - to motivate some wargaming activity. It was easy enough in the first instance to set up a Square Bashing scenario incorporating said railway. However, doing that made it clear that I had completely forgotten everything about the rules. I have now re-read them and the game is pretty much ready to go.



Although I laid out the terrain on a whim, I followed the rest of the pre-battle sequence in full. The Germans rolled exceptionally well and the British exceptionally badly, so I think we must interpret this as part of the German Spring Offensive in 1918. They have pushed through the front line and the unprepared British reserves are trying to stop them. The defenders' poor dice continued into the depletion phase so a big chunk of their force - including two thirds of their field guns - start off table. In addition their heavy artillery is presumably needed more urgently elsewhere, because their barrage assets ended up being very low.

The railway track

The Germans are clearly going to win the battle, but the somewhat convoluted victory point system means that they have to win big in order to win overall, if you follow me. Added to the variable game length (a die is rolled after each turn until a target total is met and the game is over) means that they will have to get on with it. That makes it ideal for a solo game, and - always assuming my enthusiasm is maintained - I shall play it out. The main decision the British have at the beginning is whether to resist the stormtrooper attack just about to be launched on the town - which is one of the victory objectives - and risk destruction at the hands of crack troops, or to withdraw in the hope of retaking it once reinforcements arrive. I shall toss a coin I think.



Sunday, 7 June 2020

What's New Pussycat?

“There are a set of religious, or rather moral writers, who teach that virtue is the certain road to happiness, and vice to misery, in this world. A very wholesome and comfortable doctrine, and to which we have but one objection, namely, that it is not true." - Henry Fielding, The History of Tom Jones, a Foundling


My mother-in-law likes to recall the story of how she sat on Tom Jones' knee in a nightclub back in the 1960s.  I think we can assume that he the incident has been forgotten by him, if the reports of his life are even remotely true. Anyway, Sir Tom - who took his stage name from the film starring Albert Finney - is eighty today, so here he is with an elegiac cover of a Leonard Cohen song:







Saturday, 6 June 2020

The Strong Poetry of Wargaming

Back before I allowed myself to get side-tracked into ranting at the incompetents and hypocrites who run the country, one of the last posts on here which actually mentioned wargaming addressed our habit of constantly changing the rules, often in mid-game, a subject which often prompts questions from readers. I have been wondering whether what we do could perhaps be explained in philosophical terms. Allow me if you will to make the sweeping, and not particularly accurate, generalisation that one can divide western philosophers since the middle ages into three types: religious believers for whom the Truth is handed down on tablets of stone; enlightenment thinkers for whom there is an external Truth which can be found by reason and science; and those influenced by romanticism who take the view that Truth is subjective and found within us. I do this because it seems to me that it might be valid to divide wargamers into three portions in the same way, except that instead of the search for Truth, we are talking about the search for the ideal set of rules.

Faith based wargaming is simply to accept what someone else has decided is the case. I went through that phase myself as a teenager; we probably all did. What was written in the book that I borrowed from the library must surely be right. This is an approach is very much still alive, in both historical and fantasy settings, and in the most ultra-orthodox of forms, even to the extent that in some environments one can only play if one has toys from the official supplier. I have no first hand experience, but presumably competition wargaming wouldn't work without starting from this premise. And I would argue that it's also what is being practised by those who succumb to marketing hype and adopt new sets of rules as soon as they are published, albeit probably to eventually drop them and move on to the next big thing.

Readers will no doubt have read rulebooks written by those who take the view that there is a definitive way to play wargames, which can be uncovered by the application of scientific investigation and rational analysis. If one is only precise enough about how quickly troops marched, fired, reloaded etc in real life; about the efficacy of weapons on the battlefield; about the mechanics of command and control; if one can only reconcile ground scale, figure size and unit strength; then one will end up with what is, surely, out there somewhere waiting to be discovered, namely the 'perfect' set of rules. In the introduction to his book 'The Napoleonic Wargame', G.W. Jeffrey explains the approach: "wargames rules should be nothing more than tables of facts, which are referred to in order to determine the result of situations on the battlefield".



Paddy Griffiths on the other hand writes in 'Napoleonic Wargaming for Fun' that "No one can be very dogmatic about wargames rules, because they are always a very personal thing"; which I think places him among the romantics. I would define these as those who are searching for a game that encapsulates the ousia, the essence, of the historical period involved rather than attempting to develop a simulation of it. What this group really want is something that represents the overall feel, rather than pedantically seeks (and fails) to recreate the mechanics of, the triple acies of the Punic Wars, the clouds of skirmishers of the Napoleonic period, or whatever other historical nuance it is that interests them.

So, what does this have to do with continuously changing the rules? Well, firstly, James' example of the evolution of Kriegspiel into Free Kriegspiel took place in Germany, which was the home of Romaticism, and therefore an unsurprising place to see a switch from objective to subjective 'truth' in wargaming. And, it seems to me anyway, that this last section - the romantics - is where I/we fit. Nietzsche defined Truth as "a mobile army of metaphors" which I think nicely sums up how we go about it. We try one way of looking at something, and if it doesn't work, or perhaps if we just have a feeling that there may be a better alternative, we try another way of looking at it. If you view it as a continuing project rather than an attempt to achieve a definitive result - somewhat akin to Freud's concept that we each spend a lifetime wrestling with our unique and idiosyncratic problems which will inevitably still remain unresolved when we die - then it all makes sense.

Friday, 5 June 2020

In Praise of Idleness

 I have been pondering on how little I have managed to achieve in the period in which I have been confined to my home. I have read a great deal, but other than that I have done nothing of any value. I was reminded of the words of Bertrand Russell, who said that he didn't mind the time he spent in prison for his pacifism during the First World War because the lack of visitors and other interruptions meant he could get on and do something useful. Later on, in 1932, Russell wrote an essay entitled "In Praise of Idleness", in which he pointed out something that, judging by the way the UK government's financial response to the crisis has been structured, is clearly still true today: the idea that the poor should have leisure has always been shocking to the rich.




In addition to his fame as a philosopher, his campaigning for nuclear disarmament, winning the Nobel Prize for Literature etc, Russell was of course a very distinguished mathematician. A while ago I formed the intention of writing a post about why so many wargamers are mathematicians; or possibly it was going to be about why so many mathematicians are wargamers. That lack of clarity about the aim might be why I never got very far with the exercise. In fact the only thing I had decided, was to preface the piece with a quote from Russell: "Mathematicians neither know what they are talking about nor care whether what they say is true". I suspect that we all know at least one wargamer like that.

Thursday, 4 June 2020

Added to my wishlist.

Who fancies one of these?




We're going to need a bigger table.

Tuesday, 2 June 2020

Late May



"I cannot tell you how it was;
But this I know: it came to pass
Upon a bright and breezy day
When May was young; ah, pleasant May!
As yet the poppies were not born
Between the blades of tender corn;
The last eggs had not hatched as yet,
Nor any bird foregone its mate.


I cannot tell you what it was;
But this I know: it did but pass.
It passed away with sunny May,
With all sweet things it passed away,
And left me old, and cold, and gray."

- Christina Rossetti