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Monday, June 27, 2022

Still Tinkering

 I've been thinking of revisiting the battle I just fought as part of the Campaign Carnival 2022 started by Purple Druid of Wargame Culture. I've had to crystalize what I wanted to accomplish. Do I need to use a different system that fits the scenario setup and objectives better? Should there be victory point objectives added or eliminated? 

Ultimately I've decided to use the Dice Legions ruleset again, partially for familiarity and partially for result comparisons.  I also want to adhere more close to rules as written. I am going to rescale the units from each "pip" on a die representing 20 men to 50 men in order to reduce the number of dice.  Why? Below is a picture of the initial setup of my previous battle.

 


Yup.

What I am going to change is the setup. Since this replay will be not be included in the Carnival results, I want to try to reexamine the nature of a 'aftermath of a lost battle' clash.

 A quick overview of the original setup:


The original setup called for:

  • Side A to set up in Zones 9 and 10, facing north, with 45% of initial army
  • Side B to set up in Zones 5 and 6, facing south, with 90% of initial army
  • Side A attempting to leave via Zones 2 and 3
  • Random terrain via card draw. Mine had forest in Zones 4, 9, and 3 with hills in Zone 9

The new setup will retain previous terrain and the 45% of total force available for Side A (in this case Heirland) and 90% available for Side B (Mireland). It will also retain the goal of Side A to exit through the same zones. 

 The new part of the setup:

  • 25% of the Side A force will be set up in Zone 9. (The fluff behind this is that it was a reserve force that never got into the initial battle due to the collapse of Side A's army.)
  • The rest of Side A's force will be offboard to the north. these will be elements of the army fleeing the battlefield.
  • Side B's force will also be offboard to the north and will be pursuing the fleeing elements
  • All of the units entering from the north will be considered disorganized until rallied. some of them (the first to enter of each type per Side) will not be full strength, having participated in the first battle.
  • Units may be rallied by a unit with a leader. There will be one leader attached to a basic infantry unit, a cavalry unit, and a 'range' unit on each side. The Side A leaders will be with the reserve force. Side B leaders will be determined as units enter the field. Leaders will have no other effect than being able to rally units. For victory point purposes they will also serve as 'character models'.
Entry of offboard units will be determined by card draw. Court cards will be Side A units and numerical cards and jokers will be Side B units. The value of the card will be the number of inches from the Zone edge the unit will enter. Red cards will measure from the right side of the board, black cards from the left. The deck is going to be stacked with the court cards and 8 other cards at the top. This represents that the fleeing units left the battlefield first. The first Side B units to enter the field will be the faster cavalry units. The leaders will come in with jokers or 10s (or the last of each unit type to enter the field of play).
 
Side A units that enter will move a full move each turn until rallied.  If they take any loses and leave the board without being rallied, they will be considered routed for victory point purposes.  Side B units will make a full move towards the nearest Side A unit until rallied by a leader or engaging/being engaged in combat. Side B
 
Dice Legions gives each side 1 activation per 3 dice. For this scenario only non-disorganized units will 'generate' activations.  So as units are rallied each side will gain more battlefield control over their units.  Based on overall unit counts, fully rallied Side A would have 6 activations and Side B 11.  That is a total of 17, any "unclaimed" activations will be used to draw cards, bringing units onto the field. So on the first turn, side A will have 3 activations and 14 cards will be drawn.
 
The force breakdowns:
  • Side A has seven units of infantry (2 @ 5 str, 1 @ 4), four units of knights (1 @ 5, 1 @ 4), two scouts, and five mages. Four inf, 2 kni, 2 sc, and 2 mages will start on the field.
  • Side B has thirteen gatorkin (3 @ 5), eight drake riders (5 @ 5), four goblins, and nine carnage beasts.
  • The mages and carnage beasts are single person units and do not have leaders

I hope to get this on the table this weekend. I'm going to try to record it.

 

Sunday, June 19, 2022

Campaign Carnival 2022 - Force determination and 1st Scenario

 

 The Fluff (pulled from the Campaign Carnival 2022 booklet by World of Weirth, barony names adapted from the forces of Dice Legions Roll vs Evil): 

Two neighboring Domains have been involved in a trade dispute for nearly a year.
Baron Arron of Heirland has had enough! He has lost all patience and in the Spring of the year mustered his forces and sent them into the Barony of Mireland to seize the disputed resource area.
Baron Barren called up his own bannermen to defend the domain, meeting the army of Heirland on the Fields of Aprikoosit.

 

The Crunch: To determine the initial forces, I've utilized the system from The Solo Wargaming Guide by William Sylvester. I rolled dice to determine the towns/villages and available forces. Since per scenario these are two baronies (generally smaller forces) I decided there would be a central castle town (rated A[2-5 regiments]) for each barony and 4 additional potential sources of soldiers. The rolls were fairly even:

  • Mireland received towns of B [1-5 regiments] and B size and villages of D [3 companies], F [1 company], and H [no units]
  • Heirland received towns of A and B size and villages of D, F , and H
  • Mireland's A and two B towns yielded 4 regiments, 2 regiments, and 2 regiments
  • Heirland's towns yielded 3 regiments, 2 regiments, and 3 regiments 

 So the dice were kind and both baronies start evenly matched, 7920 troops each. In Dice Legions each side has three types of regular (pip based) troops.  I chose to divide them up as
4200 basic infantry, 2400 cavalry, and 1320 'trained' (due to range attacks) troops.  I then added 10 of each sides' special units to the mix.

The 1st Scenario (from the CC 2022 booklet with DL names): 

The Fluff: The overconfident and headstrong general of Heirland was defeated, his strategy thwarted, and he was ignominiously captured by the Golden Guard of Mireland! Heirland’s army was forced to withdraw from the field, leaving behind a small force to defend the retreat.

In my head canon, the Baron of Heirland was unaware that the coveted resource (a mineral useful in magic and alchemy) was located in the goblinoid inhabited swamps of Mireland. Baron Barren had made a deal with the goblinoids, sharing the riches of the trade for rights to the mineral. This also generated goodwill with goblinoids, who now swelled the ranks of Mireland's army.  Baron Aaron assumed the light human population of Mireland would not be able to resist the size of Heirland's army. His general was ill prepared to meet a foe of equal numbers and savage intent.

The Crunch:  Per the scenario, Heirland will only have access to 45% of its forces, while Mireland will have 90% of its starting units.

Heirland:

1890 Heirland Infantry (by Dice Legion standards - 16 dice with one die understrength at 4)

1080 Heirland Knights (9 dice)

594 Heirland Scouts (5 dice with 1 at 5)

5 Heirland Batttle Mages (5 dice with one starting at 4 of 8 health points)

Mireland:

3780 Gatorkin Mercenaries (32 dice with 1 at 3)

2160 Goblin Drake Riders (18 dice)

1188 Goblin Infantry (10 dice with 1 at 5)

9 Carnage Beasts 

 Terrain:

Using the method in the CC 2022 booklet to generate terrain, the battlefield has a large section of woods on the west and southwest corner with some wooded hills just south west of center. 

In Dice Legions woods give cover (allowing for rerolls of failed saves against hits). Hills give extra range to ranged attacks. Of the Mireland forces, only the Carnage Beasts are slowed by the forest. Heirland Infantry and Knights will both be affected by this terrain.

Dice Legions Roll vs Evil forces are set up as and even matchup of 18 dice in each army, with 6 activations per army fielded. Since this is a fight of uneven numbers, I'm ruling one activation per every 3 dice. Heirland will have 12 activations per turn and Mireland will have 17 per turn.

 Setup:

The standard set up for Dice Legions calls for a 12" 'no go' zone between opposing armies.  This assumes the armies will move towards each other rather than one trying to get away. Dice Legions also has no facing, so units can move away just as easily as moving towards the enemy.  Given these reasons (and my small battlemat) I'll be setting the Heirland forces within a 6" strip in the middle of the board and the Mireland troops just outside that strip. This is to keep the Heirland forces from turning tail and running with little chance of being caught.

 

Results: 

It was a wipe out. The Heirland forces knocked out two Mireland leaders on the first turn (one killed and one on a retreat that never ended). All three of their leaders were gone by the end of round 3

The improvised morale rules, rather than allowing Mireland a chance for points from routed units (though that is where most of their points came from), proved a boon to Heirland as a means of escaping melee or forcing Mireland forces to retreat. Admittedly a lot of that is the whim of the dice, but by RAW Dice Legions, once in melee most units are stuck there until one of the units in melee dies.

 I got caught up on the Mireland side with getting the drake cavalry and range units up to tie up units, inflict damage, and possibly cut off retreat. I didn't move in the gatorkin infantry until late. those guys can really lay down hits and avoid (save) hits. (Both are a success on 3+ on each d6).

 The final results: Mireland inflicted casualties of two units, routed 8 off the board, and captured one leader. Heirland had one unit escape disrupted and 24 escape in good order.

Going by stands (dice): Heirland 49 VP; Mireland 13 VP

Going by models (pips and special units):  Heirland 341; Mireland 116

 

Aftermath: 

Heirland: (in models, 20 men each)

Scattered: 36 Infantry; 7 Scouts; 7 Knights; 1 Mage

Injured: 5 Infantry, 1 Scout; 2 Knights

Killed: 4 Infantry; 3 Scouts; 3 Knights


Mireland:

Scattered: 4 Gatorkin; 12 Goblin Infantry; 21 Drake Riders; 7 Carnage Beasts

Injured: 4 Goblin Infantry; 3 Drake Riders

Killed: 1 Gatorkin; 3 Goblin Infantry; 4 Drake Riders


Lessons Learned:

If you're going for mass battle, get the scale right.  By choosing a 1:20 ratio for each model/pip, there were 99 stands/dice on the battlefield. Admittedly, some were set up and never moved, but that was a lot going on for a solo play. A 1:40 ratio would have been better.

 The Law of Unintended Consequences: The morale rule I implemented and leader activation bonus I added lengthened the game.  the morale rule added a third roll to combats (from attack rolls and save rolls to attack, save, and morale) and a post combat movement phase. The leader bonus activations made especially the Heirland turns longer (Mireland barely used that rule). These factors plus my inexperience with the system and the scale snafu above led to this being a 5 hour game from set up to finish. That does not include to time to put everything away and factor up the loses.

RAW first, mod later. Rules as written exist for a reason, try them first. (It turns out I didn't foul up as much as I thought. I believe my setup modification more than countered the ill advised morale and leader rules. I 'reasoned out' a RAW combat with the same forces, and I believe the result would be the same. see below if you're interested.) There's a reason a 'full army' in Dice Legions is 18 dice. The mass battle "Legion" level of the game is one army "per player". The game I played should have been a 3 on 2 as I set it up.

Scenario rules matter: I did an oopsy. I either missed or just skimmed passed the rule about using die rolls to determine which units would be part of this battle. I just took a straight 45% of total Heirland forces.  Fewer Scouts would have meant the Mireland leaders survived longer. Fewer Knights and Mages would have meant slower units in the forest, more likely to be locked up and destroyed. Would that have turned the tide? Hard to say. Reading Is Fundamental, kids. :)

Notetaking: I definitely need a campaign journal to track what's going on force wise. Who's available next, where are the injured, etc. I also need to adapt a more systemic way to track the action on the battlefield.  I had to go back and forth though several notes and my memory to figure out the AAR. I have blank notebooks around. Time to use one.


Overall this was fun. I felt stretched and challenged. I can get better. As evidenced by my system tinkering, the old brain juices are pumping. I think the space of how to do a wargaming campaign has a lot of room for development. How to you make a campaign flow in a way that individual battles are interesting and competitive and the flow of the overall conflict doesn't become a runaway? What is the right mixture of the random and planning? How do we keep the focus on the action on the table? I'm looking forward to what comes next in the Carnival, and beyond.

RAW refight (utilizing the forces I employed in the battle I fought)

 The setup rules for Dice Legions: Setup a 12" no man's land in the middle of the board. Each side has free setup on either side of that zone.

The obvious Heirland setup given the 'just escape' objective: setup on the very edge of the board. Put the Battle Mages in the wooded area side by sidewith at least one unit outside the outermost of the Mages. (Why will be explained in Turn 3.) There is no facing in Dice Legions, so just activate and move off the board.

On my 24" by 36" gameboard, the Mireland forces setup RAW would be a minimum of 18" from the Heirland board edge. The fastest of the Mireland units are the 18 Drake Riders. The have a move of 4". In Dice Legions a unit can either move and attack or move twice. There is a contested die roll (roll-off) each turn, the winner can choose to go first or last.

Turn 1: Regardless of the winner of the roll-off: Mireland activates 17 Drakes and they move 8"; they are now 10" from the map edge. Heirland activates 12 units and moves them off the board. (This could potentially be 13. The Heirland Scout unit has an ability to activate a Scout for free if Heirland wins the roll-off.)

Turn 2: Same actions as Turn 1. The Drakes are 2" from the map edge, an inch or so from the Mireland units. There are 9 to 11 Heirland units left on the board. Five of those will be the Battle Mage units. The others will be Heirland Knights. (Why will be explained in Turn 3.) 

Turn 3, option 1- Heirland wins the roll off: The Heirland units activate and move off the board. All units have escaped with no losses. 

  • By stands: Heirland 70 VP Mireland 0 VP
  • By figures: Heirland 370 Mireland 0

Turn 3, option 2 - Mireland wins the roll-off:  The Drakes move and attack. Heirland forces should be aligned in a way that only a couple of outside units could be double teamed. The Mages and Knights have a 3+ save versus any hits. Setting them up in the woods gives them cover, allowing rerolls of any missed saves. Only extremely Mireland slanted rolls should result in any units being killed in one round of battle. The Mages have a special ability to move even when engaged in melee. On the Heirland turn, they leave the field. The remaining 4-6 Knights will be locked in place and only be able to attack in turn.

After Turn 3, option 2: Chances are the remaining Knights will be ganged up on and killed. There is a chance, if they are engaged with a single unit, they can escape if Heirland wins the next roll-off. Best case scenario for Mireland: 29 Heirland dice escape, 6 are killed. The totals:

  • By stands: Heirland 58 Mireland 12
  • By figures: Heirland 298 Mireland 72

Both the above outcomes are worse than what I gamed out. RAW in a 'playing the game by the rules' strategy by Heirland does no favors to Mireland victory point wise.  In terms of casualties for the campaign, Mireland would fare better overall. A refight with my modified setup rules might narrow the Heirland ability to escape, or it could tilt the balance of the scenario the other way. Maybe a battle for another time.

Until next time, folks, may your dice roll true.



 

Saturday, June 18, 2022

The Dice Carnival commences

 Hey look, long time no blog! (Has it been 6 years? Whoa.)



     I'm jumping into the Campaign Carnival 2022 presented by Wargame Culture.It's going to be a campaign of 4 linked scenarios where the results of each battle will influence the campaign as a whole.For more info follow the links above. (Also check out other videos on the Carnival on the Wargame Culture channel).

 



     I've chosen to use the Dice Legions system to play out this 1st scenario. It's a system I've been watching via it's Facebook group for a while and wanted to give it a test spin.

  • Six sided dice are used for the units, with each pip being a 'man'.  (For the larger numbers in the campaign I'm treating each die as a stand and each pip as a figure. Each figure will represent 20 soldiers). 
  • There are specialty units that use other dice (most commonly d8) and their value is a number of health points and not individual 'men'. 
  • The units have a unit card designating it's attack, movement, and defense values and an special abilities.  Most units roll a six sided for each pip on the die, with the attack value designating when hits occur.  The defender can then roll to negate any hits. 
  • Each side gets a limited number of unit activations per turn with each unit finishing any movement and/or attack before another unit is activated.

      This system is not the best fit for this campaign as it does not have morale or leader rules. I've violated a prime principle of gaming (don't tinker before you've even tried the game) by adding these rules.

  • Morale: When a unit suffers a hit (successful attack) that unit, after it's save (defense) rolls, must roll a 6 sided die as a morale check.  If the result is equal to or above its Morale Value (the number of pips/health points currently showing), the morale check is failed and the unit must retreat half it's move. If the attack was a ranged attack the unit's player determines the direction of retreat, as long as it's away from the attacking unit.  If a melee attack incited the morale check, the opposing player decides the direction.  On it's next activation the unit may make another Morale check; if it fails it can only continue to move away from the enemy.
  • Leaders: One standard unit (pip based d6) of each unit type has a leader.  The leader counts as the last pip lost, but does have a d6 worth of health points to be killed.  Any unit within Command Range (3") of a leader gains a bonus of 1 to its Morale Value. If a leader is killed/captured, any units within Command Range must make an immediate morale check. Each leader can activate one unit in Command Range per turn independent of the normal number of activations per turn.
Once I've played out the scenario, I'll detail the results in another blog post.  So stay tuned!