Wednesday 28 September 2022

Blimey O'Reilly

 "Our society is run by insane people for insane objectives" - John Lennon




It seems only a couple of months ago that I described the contenders to be leader of the Tory party, and therefore prime minister, as headbangers. It would seem that I was too kind to the winner.


Sunday 25 September 2022

Piquet Redux

 We finished off the game of Soldiers of Napoleon about which I was complaining here. We down graded the over-powerful British skirmishers, which certainly made things better, but the game still limped to a fairly unsatisfactory conclusion. Even before the usual post-game discussion there was clearly an unspoken consensus that SoN had run its course, at least for the time being. The rules have many good features, but things don't half take a long time to get going, and just when they do the game seems to be over because one side runs out of morale. I am quite prepared to believe that we aren't playing it in the right way, but then perhaps that in itself doesn't reflect well on the rulebook as published.

In any event, this last week we stayed in the Peninsular, but returned to Piquet with the best elements of SoN (as defined by James) incorporated. The version of Piquet now in use for this period (and indeed that used for the Seven Years War) have migrated a fair distance from the original core rules and incorporate bits and pieces that we have liked in other games; the primary influences before the latest amendments being Piquet's sister ruleset Field of Battle and Black Powder. It all seemed to gel together better than it had any right to, especially since the rest of us often didn't know what the rules actually were until we tried to do something.  What it did do was produce a rather good game.

It was  a Charles Grant scenario based, I am told, on Fontenoy. Given my earlier observation about games of SoN starting slowly it was perhaps just as well that, as the attacker, I got the bulk of the early initiative and was able to move forwards. I was literally one dice roll away from having one of infantry divisions broken leading to inevitable defeat, but turned the card necessary to bolster their morale and never looked back. I eventually won because the British guns in the redoubts were unable to inflict any casualties on the French cavalry as they advanced past them and then the British cavalry commander died in slightly unfortunate circumstances as he tried to rally them.

We going to swap sides and give it another go next week. Piquet always produces a different game and both sides have the advantage of learning where not to deploy (the British infantry need to be nearer the village in the centre and the French should probably not bother trying to advance through the wood), but we shall be lucky if it is as entertaining.

Wednesday 21 September 2022

The Howgill Fells

I have been to southern Cumbria for a couple of days, but neglected to take any photos of the Howgills themselves, features which Wainwright described as being like sleeping elephants. However, on my way up there on Monday morning I did take this one of the Ribblehead Viaduct.



An awful lot of people had obviously decided that an unexpected day off would best be spent by climbing Pen-y-ghent, Ingleborough and Whernside one after the other. Your bloggist was not among them. My companion for the trip and I took a much flatter walk for about a third of the 24 miles that the three peaks challenge requires. Then having done the aforementioned photo-free fell walking north of Sedbergh we paused on the way back to walk around Semer Water


One thing that took me north was the opportunity to stop off in Settle and see Maggie Bell and Dave Kelly perform. They have both featured here before: Dave as part of The Blues Band and Maggie as the lead singer with Stone the Crows, whose videos I have posted on several occasions. I have sometimes mentioned acts I wish I had seen forty years ago; in Maggie Bell's case it was actually fifty years ago. Bell didn't hark back to those days much, although she referenced in passing the band's support slot on Joe Cocker's 'Mad Dogs and Englishmen' tour (sadly neither they nor Freddie King feature in the film). One track she and Kelly did perform was this:


It was well worth the long wait. She may be 77, but she can still belt out the blues.

Monday 19 September 2022

Worth remembering

 When the game is over the king and the pawn go back into the same box.

Friday 9 September 2022

Cooling

 "Ignorance gives one a large range of probabilities." - George Eliot

I've been doing August stuff, including a trip here:


But there has been some wargaming in the background. We had a somewhat bizarre game of To the Strongest!, with some very lopsided luck, which was clearly just that - luck - and not something inherent in the rules. Soldiers of Napoleon, however is a different matter.

I am definitely cooling on this game and considering that I started off lukewarm that is not exactly a ringing endorsement. Part of the problem undoubtedly stems from the fact that it is not designed as a multi-player game, but there are four of us. We seem to have ended up playing the author's suggested approach, which is basically two games side by side. It's crap (*). We seem to be sacrificing much of the pleasure of social interaction - which is for me at least a big part of why I do this in the first place - for the sake of the purity of the rules. It all seems a bit arse about face to me.

My main problem though is with the flawed arithmetic implicit in the rules. James recently passed me a copy of WRG 6th edition so that I could look at the siege rules. The writers of these appear, to me at least, to have attempted to achieve 'realism' and bugger the playability. Thankfully authors of more modern games tend to do it the other way round, concentrating on finding mechanisms that are easy to use and which move things along smoothly. I play a lot of boardgames and in that sphere one need do no more; it's usually all abstract anyway. When wargaming though one needs/wants to add chrome to make it a reasonable facsimile of what one imagines the historical period was like. Authors don't always seem to me to be able to manage the interface between their neat, simple mechanisms and the chrome. I previously wrote about some nonsensical effects of this in Blitzkrieg Commander 4.

One example from SoN relates to skirmish fire. Now skirmish fire is hard to get right in a set of rules. We tried any number of ways with Piquet and never produced anything particularly worthwhile. The version we ended up with had the sole merit that it sometimes allowed French columns to close with British lines. In SoN units can throw out their light company which then appear as two skirmish stands . You can then fire these with a dice per stand at a longer range than volley fire. If you fire at another unit which also has its light company out then you lose a dice. So far so good. Standard units hit on 4,5,6 and save on 4,5,6, so two units skirmishing against each other would both have an expected value of damage caused of 0.25 disruptions (the term for damage caused in SoN) each time they fire. It's not very effective, but worth doing because units with no disruptions get a bonus in combat. 

Some units, for example those of the British Light Division, qualify for a third skirmish stand. This seems reasonable; specialist troops get a 50% bonus. In practice of course it means they get two dice when firing at a line unit with skirmishers, so that's actually a 100% bonus. And this is where another rule comes into play. One can only save the first hit caused, so the ability to cause two hits is very powerful. I'll let you do the arithmetic for yourself, but it turns the expected hits of these units against a standard unit to 0.625, i.e. a 150% increase. What makes it worse is that these units also tend to be elite (not the term used in the rules) and can both hit and save on 3,4,5,6. If we consider our match up of one of these units versus a standard unit, both with skirmishers out, we find the standard unit's expected hit has dropped to 0.167, while the specialists' has increased to 0.889. Were these units really five times better? It seems unlikely to me.

Add in other facets of the rules, in particular the ability to concentrate of multiple units' fire on one target, and you end up with a game that is dominated by the skirmish fire of certain formations - I'm looking at you again Light Division -  and frankly isn't that much fun. 

* And, incidentally, quite a lot worse than our own quickly cobbled together approach which we tried first.

Tuesday 6 September 2022

It gets worse

A haunted ventriloquist's dummy has become Prime Minister of the UK.



What a time to be alive.