Napoleonic, WSS & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label Corporal John. Show all posts
Showing posts with label Corporal John. Show all posts

Friday, 18 April 2025

WSS: A Rules Testing Night - Corporal John Sheds a Little Weight

 My Corporal John game is working well now. It's a card-driven game, derived from Richard Borg's Tricorne, which itself is a Command-&-Colors type boardgame for the AWI. I have come to realise that it would be very useful also to have a variant of the game that can be played without the cards and without the custom Tricorne dice. 

1. At present, to play a game via Zoom, each of the participants needs to have the card decks, which is a bit of an overhead if they may never play it again. A different activation system might make this a lot easier.

2. Same problem for remote players and the special dice; it should be a relatively simple task to substitute standard D6s, and just map the required rolls accordingly.

3. Anything which makes Corporal John easier to play by Zoom would be welcome, especially since it is likely that remote play will represent a growing proportion of my gaming in the future. The proposed changes would also make it possible to play with more than 2 players, which is potentially a big step forward.

4. In any case, I need a cardless version of Corporal John to handle the tactical bits of my siege games, and this has been on the shopping list for a year or two.


Enter CJ Lite, whose name is deliberately as unpretentious as I could make it. At heart, it is still Corporal John, with C&C style movement and combat systems, but the fancy dice are replaced by normal D6s, the cards are left in the box and the activation procedure is borrowed (with permission) from Jon Freitag; coloured cubes are drawn from a bag or a "bucket", activating a brigade at a time. Once a brigade is chosen and activated, the game unashamedly reverts to being C&C until the next cube is drawn.

The Jolly Broom Man very kindly joined me yesterday evening for a first test game, using Zoom. JBM and I have played a lot of  Corporal John remotely in the past, but it has only been possible because he has the cards and the dice. Last night's effort was a repeat of the Münzkirchen scenario I played a few weeks ago with David (who also has the cards and dice), so it was useful to have a direct comparison using the new game system.

Outcome? Enjoyable game - one might almost describe it as rollicking; a lot of action, all over the table, and we fought to a result in a little over 3 hours. Considering that we were in uncharted waters for much of the time, and thus had much to discuss, I reckon we should be able to play out such a game (with about 2 dozen units a side) in around 2½ hours when we get good at it.

A lot of useful notes were taken (thanks, JBM) - some things we agreed to change on the fly, some require further thought. There will be some tweaks emerging, but nothing life-threatening. The game works. It was even a lot of fun. The Austrians won again, but then their commander had played the scenario before (and wrote the rules). I shall not bother with a detailed narrative, and I only took a few photos really, but here are some bits of the action to look at. After the pictures I'll mention some thoughts about how the activation system changes the feel of the game. 








Miniatures Games Played with Cards

I don't necessarily include games which use normal playing cards as a source of random numbers or cues for events; I'm talking about games such as (in my rather narrow experience) Piquet or the Commands & Colors family, where each player has a hand of cards (i.e. cards published as part of the game or ruleset) which scopes what he/she may do next. Some people hate this with a vehemence which surpasseth understanding - often from some ancient race-memory of a cult war between boardgamers and miniatures fans; some people are disciples of card-controlled games.

Personally, I am quite a fan, but I am aware of some issues, which I shall attempt (sketchily) to mention.

Advantages of Card-driven Games (based on personal experience)

* Can add a lot of narrative colour and some welcome surprises to a game. Some of the narrative colour can be spurious, however; for example, telling a period-specific story about what special training has done to the Stand of Pikes performance of your Foot is just window dressing, if what the card really means is "Order 3 units in your Centre". On the other hand, a scarce card which allows you to issue orders to all your cavalry this turn is not to be sniffed it. Narrative, as they say, lies in the ear of the listener.


* This could be seen as a well-maybe advantage - I like the tendency of C&C type games to have lots of short turns during which you may activate a small number of units. You can't do too much in your turn, but it will be your turn again in just a minute; everyone remains involved. This is one reason why I found C&C stimulating when I first got involved.

* A major plus is that cards can be a big help for the solo-player.

Snags

* Cards can be over-prescriptive, reducing the player's role to acting out some nightmarish, randomly-generated script, which is not always a huge amount of fun (depends what you like, of course). I am not speaking of Piquet, by the way. Well, not necessarily.

* Especially in C&C, generalship can become a firefighting activity, as players try to make some sense of the cards they have been dealt, and find something in there which fits with what they can remember of what they originally planned to do. Not unlike attempting to perform Swan Lake while the audience squirts firehoses at the stage. [feeble analogy, but it amuses me]

* The ritual of reading aloud each played card, to see what is to happen next, and check the players have an agreement of what it means, is a sensible step to include (especially for a project team building a power station) but takes time and can even get a bit wearing. 

* Card based games are a no-no for remote play (since everyone has to be equipped with a deck), and coping with multiple players, or hierarchical command, needs special systems. It's possible in a multiple face-to-face game for the appointed commander to delegate cards to his subordinates, but there is a considerable risk that a subordinate may have a rotten time if he is in the wrong bit of the table. [Check your phone texts]

That's really a fairly inadequate stagger through the pros and cons, but it sets out most of what I see as the significant stuff. In the past I developed an alternative, dice-based activation system for C&C games which, among other things, made remote play possible during lockdown. I called this Ramekin (named for the little pot that a player's stash of activation chips is stored in), and I tried to keep the number of new activations each turn consistent with what you might expect from the C&C cards. This worked well enough to keep me playing during the Covid years, but I didn't care for the loss of colour and surprises arising from the loss of the cards, and I particularly disliked what happens if you give a player a small number of activations, even if you don't tell him in which sector of the field to use them.

What happens is what was always intended to happen; the general has to carefully identify priorities, and use his allotted orders shrewdly. Bad news is that the current hot-spots will use up all the orders, it is difficult to generate enough spare orders to start an initiative elsewhere, and the battle develops dead zones where the armies just snarl at each other and not much happens. This became a regular feature of Ramekin, and is why whenever possible I have gone back to the cards in C&C type games.

Last night, the new draw-cubes-from-a-bucket activation system worked well (I've used this type of system in Jon's Zoom games, so I know it works). The system activates a brigade at a time, and these brigades are not so much larger than the number of units activated by a C&C card, but since the process cycles through the brigades (it is unlikely that both armies will get through all their brigades before the Game Turn ends, but that's a detail), it means that there is stuff happening all over the field. By C&C standards, last night's test was a riot.

I had a think about this, and I perceive that the way I [we] play it has to take on board the way the new activations work. In Corporal John, the chances of getting a really useful card in your hand are not always so great, so the instinct is to make use of them, and do as much damage as possible, as and when they turn up. [This, of course, is why any kind of strategic plan in C&C is likely to last a couple of turns at most.] 

The new "cube" system is not very like that at all, and one thing I am going to have to think about is that when a brigade is activated it is not necessary to have every constituent unit rushing into the attack, or doing something dramatic. It is possible to have units, or even brigades, which are not supposed to be doing much at the moment. There could be designated reserves who are not simply waiting for a decent card. Suddenly I detect a possibility of strategic thought which may encourage a more nuanced approach to commanding toy armies. Hmmm.

I'm aware I've gone into this particular aspect in rather tedious detail, and I must repeat that thus far I am very pleased with how the new variant works, but an important part of testing is to see how the game will feel. This, after all, is why Corporal John's predecessor in my laboratories, Prinz Eugen, which used more time, effort, cleverness and deep study to produce than the Scottish Parliament building, did not survive testing. It was an interesting game, and it worked, but it was a real drag to play.

Things are looking good. You will hear more of this. 


 


 

 

Friday, 28 March 2025

WSS: Battle of Münzkirchen - March 1703

 Yesterday (Thursday) I hosted this little-known action; a post from last week included some pictures of the initial set-up. My Zoom opponent was David, and we used my Corporal John rules, of which David has had some limited experience previously.

 
Scene-setting photo shows part of the Austrian left wing; General Backer (a Lorrainer) in command of his brigade, just outside the village of Sankt Roman

Background - Briefing Note and OOB

Following the defection of the Elector of Bavaria to the side of the French king, the Holy Roman Emperor orders that attacks be made on Bavaria right at the start of 1703, to inflict punitive damage and to make it clear what repercussions might be expected.

Feldmarschal Leopold Anton von Schlick has been sent to seize control of crossings over the Danube and the Inn in the area around Passau. The Bavarians know all about this expedition, and the Elector leads a strong force to contest the area. The two armies more or less blunder into each other near Schärding.

The two commanders are regarded as being competent, and the forces are roughly equal. In Corporal John terms, the commanders each have a hand of 5 Command Cards, and an initial allocation of 3 Combat Cards. Capture of either of the villages of Sankt Roman and Shießdorf will result in 1 temporary Victory Point [this means that an army entering a village which it does not already hold will gain 1VP, and will be regarded as holding that village until the enemy enters it – it is not necessary to leave a defending force in the village – if a village changes hands, the temporary VP will be transferred across]. 8 VPs wins the day.

The forces are of very similar make-up – the Bavarians have 1 extra unit of foot, the Imperialists 1 extra unit of horse. Neither army is trained in platoon fire. The Bavarians have two elite units (Leibgarde and Leibgrenadiere), and three of the Austrian foot units have attached battalion guns.

Position at 8am is shown on the map. David chose to be the Elector of Bavaria, which meant that I was Feldmarschal Von Schlick for the day, and a dice roll decreed that I would go first.

 


Bavarian Army (Elector of Bavaria)                                (7 horse; 12 foot; 2 art; 5 leaders)

Arco’s Brigade (Generalmajor Graf d’Arco)

Arco Kürassiere (3 Sqns)

Costa Kürassiere (3 Sqns)

Monasterol Dragoner (3 Sqns)

Santini Dragoner (3 Sqns)

Weichel’s Brigade (Generalmajor Weichel)

Leibgarde (3 Sqns)(elite)

Weichel Kürassiere (3 Sqns)

Wolframsdorf Kürassiere (3 Sqns)

Brinkelhof’s Brigade (Generalmajor Brinkelhof)

IR Bettendorf (2 Bns)

IR Haxthausen(2 Bns)

Boismorel Grenadiere (1 Bn)

Leib Grenadiere (1 Bn)(elite)

1 field battery

Maffei’s Brigade (Generalmajor Marquis de Maffei)

IR Lützelberg (1 Bn)

IR Kurprintz (1 Bn)

IR Maffei (1 Bn)

IR D’Octfort (1 Bn)

IR Spilberg (1 Bn)

IR Tattenbach (1 Bn)

1 field battery

 

Imperial Army (Feldmarschal Leopold von Schlick)       (8 horse; 11 foot; 2 art; 5 leaders)

Niederhammer’s Brigade (Generalmajor Niederhammer)

Alt-Hannover Kürassiere (3 Sqns)

Cusani Kürassiere (3 Sqns)

Gronsfeld Kürassiere (3 Sqns)

Aufseß Dragoner (3 Sqns)

Stoltz’s Brigade (Generalmajor Stolz)

Jung-Darmstadt Kürassiere (3 Sqns)

Lobkowitz Kürassiere (3 Sqns)

Leibregiment zu Pferd (Hessen-Kassel)(3 Sqns)

Spiegel Karabiniere (Hessen-Kassel)(3 Sqns)

Furneburg’s Brigade (Generalmajor Furst von Furneburg) [3 units have battalion guns]

IR Alt-Salm (1 Bn)

IR Gschwind (2 Bns)

IR Palffy (1 Bn)

IR Thürheim (2 Bns)

1 field battery

Backer’s Brigade (Generalmajor Von Backer)

IR Lothringen (3 Bns)

IR Scharfenstein (2 Bns)

1 field battery

 

A narrative of sorts should emerge from the pictures.  

 
Right at the start, Schlick was concerned about the artillery battery which was exposed on his right, so he ordered up Niederhammer's cavalry brigade to cover the flank - Arco's Bavarian cavalry responded, and brought on a desperate cavalry fight which swung back and forth throughout the day. View is from behind the Bavarian flank

 
Here you see it from nearer the ground - Arco with the cuirassiers in the foreground

 
General view of the centre, early in the day, from behind the Elector's lines

 
The Bavarian right flank, looking towards Schießdorf. Weichel Cuirassiers on the left of the picture, then the elite Leibgarde (in light blue)

 
Opposite them, the Austrian left surrounds the village of Sankt Roman

 
Counter-battery fire is rarely very effective in these games, but the Bavarians certainly had the edge on this day - here the Austrian No.2 battery is immediately getting lumps knocked out of it by the Bavarian guns across the valley

 
General view from behind the Austrian left, around 9:30 - things quiet apart from artillery fire at this end and the mad cavalry scrap in the distance

 
...as you see - Aufseß dragoons in the right foreground, helping out - it was a feature of the battle that the dragoon units in the cavalry performed pretty well

 
Bavarian centre, with central heating radiator

 
Backer still waiting for orders, a situation which lasted most of the day. Unit on the right of the picture is the 3-battalion IR Lothringen, also known as the Bishop of Osnabrück's Guard, which is always welcome on the miniature battlefield because their green uniforms provide a bit of welcome variety [these are ex Eric Knowles troops]

 
And still the cavalry battle between Arco and Niederhammer continues - red-coated Bavarian dragoons looking a bit exposed here, but they did quite well

 
Now some helpful cards present themselves, and the Austrian centre pushes forward

 
The Bavarian Bettendorf regiment has a moment to prepare itself for the onslaught...

 
...before the Austrian Gschwind lads arrive and punch a hole in the Bavarian line - this looks like a critical moment

 
[meanwhile] Maffei's Bavarian infantry are undisturbed by the drama to their left...

 
...and the situation is saved by the Bavarian Leibgrenadiere...

 
...(here in close-up)...

 
...and General Brinkelhof, with the Haxthausen regiment, which quickly routed both battalions of Gschwind. Situation stabilized, but some big gaps in the centre now

 
Still the cavalry on the flank are hard at it, and the Bavarians are showing a lot of damage

 
Some new spaces in the centre...

 
In the wood you can see Feldmarschal Schlick in person [please note] bringing forward the Imperial Regiment Thürheim to attack the Bavarian grenadiers

 
At this point the cavalry fight ended in the Austrians' favour, as Arco was seriously wounded, and the Costa cuirassiers were finally routed from the field. The Victory Points score was now 9-6 to the Austrians, 8 being required for overall victory


 
Here is a little study of the Bavarian Santini dragoons...

 
... and the Bavarian Red Grenadiers - the Boismorels - with Lt Col De La Colonie in command, thinking up a positive spin to put on his regiment's performance in his memoirs

 
The Elector (without hat) begins the job of organising a retreat

 
Final stand-off in the centre

 
Close-up of 1st Bn IR Thürheim, complete with their battalion gun. This is another ex-Eric unit, though I supplied the command figures

 
And the official scoreboard shows 9-6 to the Empire - tell the auditors

 
Since the scoreboard is not visible through the Zoom cameras, we also have an extra scoreboard on the table. The coloured counters are bonus VPs for holding the villages


My thanks to my worthy opponent - as ever, it was a close game - there were moments in the centre late on when either side could have suffered a major collapse. No problems with the rules, except that the Command Cards allowed us to leave the Bavarian right and the villages pretty much untouched. I forgot to drink my Lucozade, so I must have been busy.

 
 Time to get tidied up - General Backer finally gets the order, late in the evening, to tell his brigade to stand down. It seems that his side won...

 

 


Saturday, 22 March 2025

Setting Up a Battle for Next Week

 I was supposed to get started on this a couple of nights ago, but I got hit with a letter from HMRC (the UK tax office) - the sort of letter which says "whatever you were going to do for the next few days, you'd better forget it and start panicking - we think you may owe us money from 5 years ago...".

In fact it is my mother who may owe them money, but the implication is the same. I have managed to write back, scrambling the ball back into their court, offering a polite Fact Check on their calculations. Thus things are peaceful enough again to get on with setting up a battlefield for the end of next week. Ruin can arrive in its own time.

This will be the little-known battle of Münzkirchen, from the early days of 1703, when the Austrians and Bavarians were suddenly on opposite sides of the WSS, and were worried about their common border, in the area around Passau.

All I have on offer this evening is a few photos showing general views of the table - there should be some actual fighting on Thursday.

 
General view from behind Bavarian left flank

 
This is Arco's Bavarian cavalry brigade, on their left - two units of cuirassiers and two of dragoons

 
A look along the Imperial army, from its right

 
Austrian horse - Niederhammer's brigade, on their right flank

 
Now a general view from behind the Bavarian right

 
The Austrian left and centre

 
Austrian cuirassiers - this lot are the regiment of Jung-Darmstadt

 
More of the same - these are Lobkowicz's boys


 
One of the Bavarian cavalry commanders, Weichel, leads his men onto the field