Showing posts with label 1914. Show all posts
Showing posts with label 1914. Show all posts

Monday, 8 August 2022

Fire and Movement (BEF 1914) - Audible Book

Been listening to an Audible version of Fire and Movement (see below, it has been nicely filling up those little gaps between car journeys): 


Interesting because of the element of the uncharacteristic "war of movement" prior to "trench warfare" and dispelling certain myths about the BEF. The vital role the Indian Corps played was fascinating, much understated in other other histories I have read to date.

Friday, 7 September 2018

Connections 2014 Retrospective: The Quick 1914 Game

I know the lucky ones have gone to Connections UK 2018 but as part of a retrospective look at Connections UK 2014 I managed to sit down with a friend and finally play the mini-1914 game Phil Sabin did. He had about 50 games going in parallel as part of a mini practical gaming session in 2014. I had not attended so I was keen to "wet my feet" (see below, both sides gets eight playing pieces [I used deluxe Risk counters] a side, each in theory representing an army XXXX, aka three XXXs aka six XX. A hex is 100km across so we are talking a large operation scale - the map is duplicated for each player and played "double-blind". You can move one hex per turn and the game lasts five turns): 


It played so quick (approximately 20 minutes) we repeated each taking the other side on the second go. Note I am not in gloat mode, but I managed a slightly better than history German result (5 VP - Historical was 4 VP) but a smashing French victory (0 VP which is four better than the historical event - managing to rout three German armies). The double blind game certainly made it fun, however it did feel lacking 'user satisfaction' in the depth of complexity offered. It was however stated as an "introductory" level taster which I think it did well.

Phil Sabin's slides and the original game stuff can be found at:
http://www.professionalwargaming.co.uk/2014.html
http://www.professionalwargaming.co.uk/Schlieffen.pdf

A larger variant (including another strip of hexes, the Belgians and twelve XXXX units a side) which is the natural progression in complexity can be found at:
http://www.professionalwargaming.co.uk/Kriegsspiel1914-Sabin.pdf

However I have an eye on playing the Connections UK 2014 Mega Game set-up:
http://www.professionalwargaming.co.uk/Wargaming101fPractical.pdf
http://www.professionalwargaming.co.uk/OpeningGambitComplete.pdf

But you do need a few more bodies for this one!

Wednesday, 8 October 2014

Notes to self for WWI Naval Historical Scenario: December 15/16th 1914, TheScarborough-Whitby-Hartlepool Raid

The Phases of Battle (Sequence of Play)

Stage 0: The Scenario Set-Up and Historical Conditions

German Forces:

1st Scouting Group:
  • Position: In Enemy Home Waters 
  • Mission: Bombardment (Hartlepool/Whitby/Scarborough)
  • Screening Force Cruiser/Destroyer (Alert)
  • Battle Cruisers Status (Alert)
  • Weakness: Dispersed Formation (Hartlepool, Whitby, Scarborough)
  • Incorrect Assumption: High Seas Fleet will stand and fight
High Seas Fleet:
  • Position: Distant Covering Force: Distant (Home Waters)
  • Screening Force (Alert)
  • Battle Squadrons (Complacent)
  • Weakness: "Do not engage superior forces order"
  • Weakness: Withdraw in face of superior or equal foe
German Intelligence: 

  • Weakness: Complacent, over confidence
  • Weakness: Assumption "No Battle Cruiser Force (BCF) or Grand Fleet (GF) at sea"
  • Zeppelins (Inactive)
  • Submarines (Inactive)

RN Forces


RN Intelligence: 
  • Status (Active)
  • Room 40 Advanced Warning of German Raid (Jellicoe)
  • Weakness: Thinks HSF in Jade
Early Interception Force Battle Cruiser Fleet (BCF): 
  • Position: Distant (Closing)
  • Screening Force Destroyers/Cruisers (Alert)
  • Battle Cruisers (Alert)
  • Restriction: "Do not enter enemy home waters order"
  • Special Ability: "Pursuit of 'Enemy Fleeing' override"
  • Weakness: Rashness "Close with enemy"
  • Weakness: Poor Signalling
Covering Force: Grand Fleet (GF):
  • Position: Distant (Closing) 
  • Screening Force Destroyers/Cruisers (Alert)
  • Battle Squadrons (Alert)
  • Weakness: Partial Deployment of 2nd Battle (Warrender) Squadron only
  • Weakness:  "Do not enter enemy home waters order"
  • Weakness: Submarine/Torpedo Trap Fear
  • Weakness: Mine Trap Fear
  • Weakness: "Do not needlessly endanger Grand Fleet"
Local Defense Force Land (Hartlepool):

  • Advantage: Heugh Battery Gun camouflage
  • Weakness: Complacent Status
  • Weakness: Recognition - German Ships Assumed RN
  • Local Defense Force Naval (Hartlepool)
  • Destroyer Patrol at Sea (Alert)
  • Cruiser Force in Harbour (Complacent)
  • Submarine Force in Harbour (Complacent
Stage 1: German Advanced Penetration
  • Forces Identified/Engaged 
  • Mission Start Point - Local Defense Activation
  • Naval Patrol (Destroyers)
  • Turn Restriction (Iterate) to Achieve Mission Objectives
    • Bombardment Damage Counting
    • Defensive Shore Battery Fire
    • Naval Force Escalation (Cruise/Submarine)
  • Cessation of Bombardment
Stage 2: The Chase
  • Initial Position - BCF Light Forces v 1SG Light Forces
  • Screening Rolls for Contact (Visual)
  • Strategic Map Positioning
  • Command Dice Activation
  • Tactical Map Positioning
  • Simultaneous Movement
  • Fate and Weaknesses
Stage 3: Tactical Engagement

Possible Outcomes of the The Engagement Phase
Repeat sequence until break out of loop
  • Fight/Movement
  • Force/Asset Commitment
  • Gunnery
  • Torpedo
  • Morale/Confusion Status
  • Tactical Orders
  • Tactical Movement
  • Break off (beyond visual contact)
Stage 4: Strategic Movement
  • Chance to Evade or to Escape
  • Return to The Chase Strategic Map
  • If no Escape (break contact) implies chance to Escalate or End of Strategic Play and game
  • Return to Stage 2: The Chase Screening Rolls for Contact (Visual)
To be continued: Solitaire Decision-Making Process considered  

Any comments or thoughts (including requests for more explanation) on the above appreciated ;)

Tuesday, 7 October 2014

Notes to self: Musings on WWI Naval rules (North Sea) Part #2

WWI North Sea Battle Cruiser-Actions, Beatty versus Hipper: Round One 1914.
"Now you see them now you don't, Battle Cruisers in the mist!"
Hipper's First Scouting Group of December 1914 comprising of: SMS Seydlitz, SMS Molke, SMS Von der Tann, SMS Derfflinger and SMS Blucher (see below):


Beatty's depleted Battle Cruiser Fleet (BCF) of December 1914 comprising of: HMS Lion, HMS Queen Mary, HMS Tiger and HMS New Zealand (see below):


Note: Unbeknownst to the Germans, in terms of Capitol Ships, they actually possessed a numerical superiority of ONE. Despite this they were always thinking in effect they were numerically inferior. This was due to RN Battle Cruiser commitment to other theatres, namely fighting the Goeban and Von Spee. However this superiority is somewhat artificial as the SMS Blucher is technically an Armoured Cruiser rather than a true blood modern Battle Cruiser.

The goal is to develop a solitaire card and dice driven naval combat system (because it is so hard to find an opponent and it is good to replay scenarios over and over again).

The assumption is that the active player is the RN Commander (aka Beatty), for WWI 'contact' naval actions in the North Sea. The RN's goal, with the aid of secret intelligence (courtesy of Admiralty Room 40), is to ambush a German raiding force (aka Hipper) with superior forces and bring about it's destruction. The logic being that Command and Control problems for RN player is far greater, whereas the High Seas Fleet (HSF) is more concentrated, easier to control and is intent more on escape.

This type of scenario was played out several times during the course of the war (particularly 1914 to 1916) and seems an ideal test-vehicle for solo play.

Raw Game Ingredients:
  • Formations
  • Orders 
  • Command Dice
"This is a  new idea since last posting. As I have been playing a lot of Chain of Command, it's Command Dice mechanic seems much more sophisticated and appropriate that my initial musings using PiP points (aka DBA)"
  • Simultaneous Movement and Combat
  • Morale Status
Next: A historical scenario "The Scarborough Raid December 1914"

Wednesday, 11 December 2013

Notes to self: Musings on WWI Naval rules (North Sea) Part #1


Recent sources of Inspiration: Dreadnought Gunnery Book
Michael Brooks


Though please note, my version was the good old fashioned paper edition.

And a long standing favorite:


What I want from a set of naval rules?
  • Fast Play
  • Historical Accuracy
  • No "fiddle and widdle, billimeter twaddle"
Rules that come the closest?
  • GQ I and GQ II Rules (over thirty five years old now)
    • (Best bit) Gunnery abstraction is excellent
    • (Worst) Movement and Command & Control
Thoughts of my own, time to devise "Battle Cruiser Fleet" (BCF) Battles, my Great War Naval Rules for "Battle-cruiser clashes in the North Sea"

BCF Actions in the North Sea (Version 1)
Context of Rules
Mainstay of the naval actions in the North Sea was between the Battle Cruiser Fleet (BCF) and the High Seas Fleet (HSF) Scouting Groups (SG), as running engagements rarely got to the point of battle squadrons of the Grand Fleet (GF) engaging the battle squadrons of the High Seas Fleet (HSF).
Miniatures/Counters: 
Each ship will be represented 1-to-1 on the ‘table-top’, therefore there is a high element count to the game.
(Note: This could mean quite a lot of counters)

Formations:
However the counters are not moved individually (bar ‘exceptional  circumstances’ – i.e. ships being damages and sunk) but moved in squadrons relative to one another. Counters/Ships are held in a fixed position within the formation.

Movement:
Absolute movement is not measured, rather relative movements (sea areas) between squadrons.  The umpire may have to have a form of master map (to be confirmed).

Movement ‘orders’ are maintained as: Close (decrease distance), Maintain and Open (increase distance) and issued to squadrons. The success of the intention is based on simultaneous order declarations.  

Gunnery:
Gunnery is handled as per General Quarters (GQI and GQII) is abstracted into fire-power factors and ‘quartered’ reductions (I like the way the traditional GQ does it) rather than counting turrets and shells.

Command:
Command and Control is based on the relative position to the Flagship. Command “PiPs” are used/spent by the Admiral to control his formations (signalling), messaging (intelligence to GF and HSF admirals and ‘over the horizon’ scouting formations) and gunnery (target priority).  

Individual battle squadrons or formations have their own initiative and morale levels.

Design Goal:
German and British doctrines are different and will be reflected in the orders allowed to be played by the admirals. Note: This is a form of constraint propagation to make the rules specific to North Sea actions (1914-1918 WWI period). The personal and national characteristics of the commanders (Beatty, Jellicoe, Hipper and Scheer) also will effect the 'freedom of movement' to perform certain actions.

I hope the "festive period" turns out to be a fertile period of naval wargaming experimentation. Note I an trying to keep the context of the game scope quite tight to re-fight historical scenarios and the "what-if" permutations.   

Monday, 2 December 2013

Notes to self on: WWI Naval Technical Reference Resources

This is a random 'pull together' of my current WWI (and slightly earlier Pre-Dreadnought) Naval Resources:  
Primary Data Sources (Books):
Conway's Pre (blue) and Dreadnought (green), as both types fought in WWI (see below):


Jane's, although it could be argued that it is a mixture of fact and fiction it certainly gives the flavour of the era (see below):


Brown who describes in great detail the RN's ship building programme (see below):


Source of "Ship counters/models and maps" to cover all nations and theatres in WWI:

Avalanche Press, Great War at Sea Series: 


Russo-Japanese War 1904-05 (see above), I also have these ships in 1/3000 courtesy of Navwar Tsushima Pack and extending out to cover the pre-Tsushima "Yellow Sea" and the like battles around Port Arthur
 

Board Game Vol. I - The Mediterranean (see above), I had been after this one for a while (seeing it for £60 at Salute in London years ago when I was in London I didn't mind buying it for £25 and waiting while it came from America). Likewise, I have the combatant nations ships (down to and including a representative few destroyers) in Navwar's 1/3000. 


Board Game Vol. II - The North Sea, where the big boys play. Jutland and everything else that went on in the North Sea including the American Sixth Battle Squadron of the British Grand Fleet. Yes I have the Navwar 1/3000 models (gaining a flying start with the Jutland Battle Pack and expanding afterwards) for this (down to the representative destroyer level), including the Americans, Baltic Russians and Swedish Fleets.

The remaining Avalanche Press WWI naval game of interest is the Cruiser Warfare (more "commerce raider" global strategy than "Fleet Action"). This would cover Von Spee's East Asiatic Squadron (which did have small squadron actions at Coronel and The Falklands), SMS Emden, SMS Karlschruhe and the SMS Konigsberg.

The Navwar lists have now by and large have been 'plundered' regarding WWI 'standard fair' and I seem to be now extracting the more and more exotic or "ships that never made it off the drawing board"

What Next?:
What is needed is to put all the above to some good use in a "Naval Wargame Campaign"

Sunday, 1 September 2013

For those of Naval (WWI) disposition ...

Something for the weekend sir?

The curious affair of the Goeban and the Breslau in the opening weeks of the First World War is a compelling "murder mystery" that could have well had many different endings.

Thanks to the Internet Archive a rare book by one of the admirals involved is available through this link:
http://openlibrary.org/books/OL7024818M/The_flight_of_the_Goeben_and_the_Breslau

It is not a 'heavy' read but best read after a more modern history book (For example Van Der Vat's book on the Goeban, or Castles of Steel), it puts quite a 'sad case' (IMHO) of 'why it was not my fault' and was written in response to the 1920 Admiralty 'Official History' by Sir Julian Corbett

It all but begs for a mini-campaign (which I believe is available in an old issue of Strategy and Tactics)