Saturday, January 28, 2006

Battle for the Rhine Bridges

I ran a large Ogre demo with the help of Eamon Honan (again). We used miniatures and terrain for visual effect, though the terrain and felt used was hexed for use with the Ogre/GEV boardgame rules.


To give you an idea of the size of the demo: the table was 18 by 4 foot (or 105 by 25 hexes), points per side were 1200-1350, this was divided evenly between the 6 players on each side.

Panorama of Southern Netherlands from Rhine

Essentially the table was the southern half of The Netherlands, from the North Sea to the Rhine.

The scenario was based on Operation Market Garden (which you may remember from the classic film “A Bridge too Far” or the TV show “Band of Brothers”) except that with Ogre canon making paratroopers impossible, I opted to have a large Combine Marine contingent march up the Scheldt Estuary and up the rivers to seize control of the bridges at the Dutch cities of Arnhem, Nijmegen and ‘s-Hertogenbosch. Two large armour columns with Ogre support rush up the motorways from Antwerp, and two large GEV columns up the rivers to relieve them.

Massed Combine GEVs and a Landing Craft rush up the Scheldt Estuary

This advance was primarily made of GEVs, with significant numbers of light and personnel-carrying GEVs, but there were also two large LCACs (Landing Craft-Air Cushion) carrying heavy tanks.

The PanEuropean defenders were strung out in small groups outside all of the cities on the board, negating their points advantage. Their attempts to concentrate were hampered by the Marines controlling all the major bridges and by the stream of civilian refugees who were evacuating the cities in front of the Combine army.

As the Combine GEVs hurtle upriver, a small force of PanEuropean GEVs move downriver to spoil their advance. The aim being to give the PanEuropeans outside the major cities time to clear out the marines before relief arrives.

PanEuropean GEVs head down-river to spoil Combine advance

The major Combine armoured thrusts approach surround Breda and begin moving eastwards towards 's-Hertogenbosch, skirting the northern suburbs of Tilburg. The small PanEuropean frontier battalion at Breda attempts to slow their advance. Allowing civilians inside the city time to evacuate.

Combine Armour Brigade overwhelmed PanEuropean garrison at Breda, with some help from MkII Washington

The Combine forces display no regard for civilian lives, unleashing a strike on the Breda city centre, knocking out single light tank for the cost of over 5000 civilians.
This causes some consternation at PanEuropean High Command.

A suspicious-looking snorkle in the estuary reveals itself to be a MkIII Ogre, much to the dismay of the PanEuropeans. This completes the encirclement of the Breda force as the rest of the Combine units advance towards 's-Hertogenbosch.

MkIII Einsenhower pops out of Estuary with MkV Petraeus in background

With the swift advance of one of the Combine amphibious commands, the defence of the 's-Hertogenbosch bridge is crushed, and all PanEuropean forces west of the canal are destroyed. Although their loss is heavily felt at HQ, the single Combine bridge-laying unit was taken out, forcing the conventional Combine units to cross at the bridge

PanEuropean Armour and Infantry prepare to defend canal bridge and 's-Hertogenbosch

PanEuropean losses mount as all four Ogre units merge on the bridge and prepare to cross the canal.

Massive Ogre assault on Canal Bridge

Meanwhile Combine Marine units are under huge pressure, especially at Nijmegen where a huge amount of effort is being put into clearing the city. Even armour units from Arnhem are being utilised in the assault!

As the larger amphibious command advances upriver to flank the defences of 's-Hertogenbosch, Nijmegen is cleared of the last Marine resistance.

Aerial shot of Combine GEVs rushing into 's-Hertogenbosch from north-west

But, Combine HQ is aghast when strategic missile assets are unveiled right under the noses of the surrendering Marine units in Nijmegen. Due to the flagrant lack of concern shown for civilian casualties by Combine in Breda, PanEuropean High Command in Berlin has authorised the use of strategic nuclear weapons.

PanEuropean Theatre HQ in Oss is conservative with its deployment of the single strike, minimizing the possibility of a shoot-down.
Still the strike takes out over a dozen GEVs and with that the concentration of PanEuropean armour near Oss has little trouble dispensing with the remainder of the command.

Strategic Nuclear Missile takes care of that then!

Although the Combine forces were stopped well short of their objectives, serious losses were inflicted on the PanEuropean command, but it looks like Combine will have to find an alternate route to Berlin...

Monday, October 31, 2005

Battle of Gettysburg - Day 3

Pleasonton leads a sabre charge!

Sickles Corps marches up the Baltimore Pike

Slocum's Corps advances past the Wheatfield

Stuart leads a charge up Benner's Hill

Pennsylvania and New York Zouaves take on Louisiana Zouaves (and most of Hill's Corps)

Sunday, October 30, 2005

Battle of Gettysburg - Day 2

Confederate Positions overlooking Gettysburg

Fierce fighting over the railway cut and York Pike Bridge

Main battle lines

Union prepares to hold the railway, while reinforcements hold Cemetary Ridge and Culp's Hill

Saturday, October 29, 2005

Battle of Gettysburg - Day 1

Heth's Division finds it difficult to cross Willoughby's Run, given Buford's Division's masterful defence in depth, retreating when pressurised and then advancing again to hit on advancing Confederate units.
Unwisely, Heth neglects to advance his Artillery brigade sufficiently to control the crossing, and frustrated with his attempts to cross at the bridge, personally leads a brigade to cross the Run away from the bridge.
That brigade is destroyed and Heth himself captured by Buford's boys.

Buford pounces on Heth's Brigade

Reynold's leads his Corps towards Gettysburg along the Hanover Road, to take up positions along the railway cut and into Gettysburg itself. There's not a moment to lose, with Rodes' Division advancing down the Carlisle Road towards him.

Ewell advances on Reynolds in Gettysburg

Fighting quickly turns bitter along the railway cut, with Reynold's clinging to that defensive feature with everything he's got. His position looks less secure as Pender's Division quickly advances down Chambersburg Pike to overlook Gettysburg from Seminary Ridge.

Pender's Division finally crosses Willoughby's Run

As the rest of Ewell's Corps, Early's and Johnson's Divisions hurry down the Carlisle and Harrisburg Roads. But help is at hand for Reynold's beleagured position. Howards entire Corps is marching with all due haste up the Taneytown Road towards Gettysburg.

Rebel Sharpshooters slow down Howard on Taneytown Road



Fate has struck a cruel blow to Union hopes, as a company of Rebel sharpshooters, basing themselves near Little Round Top throw panic into Howards' column and they deploy out of their marching formation to deal with what must be a Confederate advance! While the sharpshooters are dealt with they have spoiled any opportunity for the Union to have a strong well-developed line for the morning...

Thursday, September 29, 2005

Battle of Gettysburg - Background & Design

How it came to pass

This was our first foray into running large wargames using Richard Borg's Command & Colours games. The initial impetus to run something other than a single board game of Battle Cry came quickly enough, and since these were the days before Borg published Memoir '44 with its 'Overlord' rules we had to come up with something ourselves (very similar in the end).
Regarding Gettysburg specifically Eamon lent me his copy of the Osprey Campaign book Gettysburg 1863: High Tide of the Confederacy
where in the wargaming section at the back was writ:


Gaming the entire battle is either a test of endurance or intellect, because with standard miniatures rules, most games that try to be comprehensive recreations of the battle run for multiple days, certainly much longer than the actual battle itself.

This seemed like a challenge to me!

The Eamon & Donogh Collaboration Project

Eamon and I have different talents when it comes to wargaming, and by-and-large we stick to our spheres with great success - Eamon does production and I do rules.
He's the Sullivan to my Gilbert I suppose...


Gettysburg was the first real outing of this partnership.
Firstly it was our intention to have high production values - fully painted up scenery and miniatures.
Secondly it was our intention to be as historical as possible, while allowing gameplay to veer away from what actually happened.
Thirdly (and most importantly) we wanted the game to be fun!

Deciding on Scale, Scope etc.

For figure scale, we quickly decided on 6mm (1/300)
It has advantages in terms of visual impact - yes, even against 28mm or other larger figures.
Our reasoning was that looking at a battlefield, the impression of a body of troops is much better when you see 72 6mm figures depiciting a unit when you see 5 or 6 28mm. (whether this be a company or a division). In terms of occupying a space, 4 strips of 6 6mm figures actually occupies (more or less) the same footprint as a single 28mm figure.

There are also significant advantages logistically - it's much easier to transport 6mm figures than 28mm (I think the entire orders of battle for both sides fit into 4 or 5 video cases - although we were still working out of a metal tool-case at the time).

They're also easier and quicker to paint up - yes, even against 28mm or other larger figures.
Even though the figures are smaller, one doesn't attempt to fit in as much detail as you might for a 28mm figure.

When working towards a convention event these two issues are hugely important.


On scope, we decided to attempt to cover the entire three days of battle, from Buford's initial skirmishes to climactic advances on Cemetary Ridge.
I also wanted to give players the opportunity to maneuver, to take up positions which weren't gone near during the battle itself, to allow the alignment of the battlefield to change as days passed, and as the fortunes of battle waxed and waned.

(as a complete aside this is one thing that always annoyed me about setup rules in BattleTech, where the recommended ratio for number of units to number of mapsheets almost completely obliterated any advantages in maneuverability and long-range firepower certain 'mechs might have, and encouraged all-out close-range assaults)

Coming up with rules for movement in reserve, dusk bring fighting to an end and night marches were all part of the process bring the full scope of the battle to light.


Using Borg's Battle Cry system, with infantry units of 4 stands, cavalry of 3 and artillery of 2, and with notable leaders, we defined infanty, artillery and cavalry units as being brigades, and leaders as being the various Corps Commanders. This put a potential of 130 units on the battlefield.

But everything would start with Buford and Heth along Willoughby's Run - just 8 units under the command of two players.

Reinforcement would come on the roads, and as new sections of the battlefield opened up, additional players would join in.

Adding Bells & Whistles to Battle Cry

Out of the box, Battle Cry is quite generic, and doesn't give a lot of colour. So we wrote up special cards (12 for each side) to model specific events which did (or could have) occured during the battle.

A few examples:

Enraged Rhetorician (Union)
“Stand firm ye boys from Maine”
Play in the confederate turn, immediately after a confederate player has declared an attack against an adjacent Union infantry unit. The Union unit may immediately battle counting retreats as crossed swords.
[Modelling Strong Vincent's Brigade's defence of the Little Round Top]

Wooden Leg (Confederates)
"You see how much better fixed for a fight I am than you are.
It don’t hurt a bit to be shot in a wooden leg"
Play to save a general from a “Sharpshooter” card
[Modelling Ewell's close call with a sharpshooter]

Misread Orders (Confederates)
"It was not through any misinterpretation of orders"
Play in the union turn, immediately after a union player has moved units. You may now move those unit an additional hex, and they may not battle.
[Modelling Sickles' advance]