From: "John Best" Subject: [consim-l] Using Markus Stumptner's NLC rules in a Luetzen game Dear Readers of Consim-l Some time ago I had written here of my "experiment" with the old OSG game, Napoleon at Leipzig, in which I had used a "Lanchester" combat model. My initial shot at this lacked a developed command and control model, which I tried to implement more recently in a play-through of NLB. Onto the Lanchester model I grafted a C&C model in which aides (represented by counters) conveyed various orders (represented by chits). I had hoped to show the dynamics of Napoleon's leadership by varying both the number of aides available to Nap. and his generals, as well as the aide counter's movement allowance (Not that the French aides had faster horses, just that their whole order delivery system was much more effective than that of the Allies). I had some limited success with my command system, but it was pretty rough. Even the combat system took a step backwards in the sense that I feel I overdid the defensive value of the villages in the 1815 campaign, and made it too hard (more specifically, too costly in casualties) for the French to duplicate their success on the first day of the campaign. That brings me to the current excursion. Like many of us, I have really wanted to try Markus Stumptner's orders system for games at the NLB scale (generally, regt/brigade level, 400-500 meters/hex, usually 1 hour per daylight turn). As I understand it, the thinking behind the design concept is to add more accuracy and detail to games that are the low-end of the "operational" Napoleonic scale. After some recent chat on this list about the old S&T game, Thunder at Luetzen, I decided to see if I could blend Markus' orders system, with the combat system I had developed earlier. I set up Thunder at Luetzen. Sort of. TaL is an interesting idea in many respects. But it doesn't really let you play the battle of Luetzen per se. Rather, the game starts with the entry of the French forces onto the map area a full 24 hours before the historical battle. This might be ok if the actual battle were a classic meeting engagement that could have taken place at any one of a number of locations. But it wasn't that. Luetzen can be better described as a case in which the Allies, for once, managed to sneak tens of thousands of guys up on the French under Ney, who, as a result of his poor recon discipline, did not realize they were there. Recognizing that Thunder at Luetzen wasn't going to be the vehicle I needed, I turned to another Luetzen game: Napoleon at Lutzen, which appeared in the Wargamer Vol 1, #32. What follows is sort of an after action report, in which I tried to learn Markus' rules, implement them in a game they were not explicitly designed to cover, and make some changes in my own combat system at the same time. The game starts at Noon. I put all the French on board units in Reserve (no orders), except for Marmont (VI Corps) who has a March order. When Ney (III Corps) arrives (he isn't on the board either at the start) he will be able to use his initiative to try to get something going. I did not really use the chit pull system on the first several turns, because the French, with the exception of Marmont, really didn't move. So the Allies were the only ones who got to move. I decided that French brigades that were attacked would go into automatic Defend orders. At 12:30, Marmont made it to Starsiedel (a few miles west of the crucial quadrangle of villages that the battle was fought over: Klein Gorschen, Gross Gorschen, Kaja, and Rahna) with his lead division, at which point he went into Reserve because the route of his march would take him through an Allied ZOC. At 1:00 PM both Ney and Marmont (who was now being opposed by Dolff's division of cavalry) roll for initiative--no effect for either one (Ney apparently *still* does not realize the gravity of the situation ;-) To do the initiative rolls, I had to make up some values for each leader; this game has counters for the leaders, but all they have is just a movement allowance. Here are the values I made up: Napoleon, 4; All other French leaders, 3; Bluecher, 3, All other Allies, 2. At this point, Souham's division (Ney's Corps) in Klein Gorschen has been attacked by the leading elements of Bluecher's Corps. There are a few differences between Markus' combat system and my own that needed resolution at this point. First, my movement system was just Igo-Yugo, with a simultaneous offensive-defensive fire phase *before* movement and charges. With the chit pull system, the formation moves first and then attacks, if it has those kinds of orders. There is an exception to this for artillery that bombards prior to movement, but nevertheless, the movement/combat relationship is quite a bit different in Markus' system compared to mine. I decided to handle this for the time being in the following way: I used the chit pull system, with all the units of a formation moving and firing. I moved the artillery into the same sequence as the infantry: In Markus' system, the bombarding artillery can disorganize people, in my system, the artillery just causes casualties like any other fire combat. One other difference was that the combat was not simultaneous: When the Prussians attacked, any casualties they caused were immediate. When I would finally pull a French chit out of the cup (I started using the chit pulls when the Allies came within attacking range of the French), the units might have less strength than they did at the start of the turn if they had been hit. Here's another issue, not directly pertaining to either system, but an issue that creates some different issues for each system nevertheless. In a lot of these "battle level" Napoleonic games, the units are evaluated at maybe one strength point for every 500 guys or so, to create a brigade with a strength of maybe 4, 5 or 6. But NatL is more like 1 strength point for every 200-300 or so guys to create brigades with strengths of 10, 12 or 16. Markus' system has a nice combat results table that could cope with these kinds of values, but I wanted to use my Lanchester system where the percentage to hit was tied directly to the unit strength. I handled this situation the same way we used to do it in the beloved Napoleonic miniatures rules system, Empire II. If a to-hit percentage goes over 100%, the "first" 100% puts an automatic hit on the enemy, and you roll for any remainder over 100% in the usual way. So a 16 strength unit has an expected casualty production of 1.6 hits per turn. At 1:30, Ney managed to get the initiative, and gave Souham orders to defend. Ney's other four divisions were strung out all over hither and yon. I guessed my options were for Ney to travel around and give orders to his divisions, under the premise that he now had the initiative to do so. There is also an option in the rules to use divisional initiative, in which the divisional commander tries for initiative on his own. This was the option I actually took, and the doughty Ricard, commanding the 11th division managed to get initiative and begin his march south to the battle. There is also a compliance role after the order reception and Ricard passed this roll too. Having taking both Gross Gorschen and Klein Gorschen, his original attack objectives, Bluecher has to be goosed with another attack order to march on Souham's beleagured division in Kaja. Bluecher complies with this order immediately and begins to move his forces forward. Meanwhile, out at Starsiedel, Marmont's brigades that have been charged have defend orders and they lay merciless fire into Winzingerode's cavalry elements, who in turn pull back when their chit is drawn. Dolff's division of cavalry also pulls back from Marmont's position. Yorck's forces advance against Marmont, and Berg (with a march order) recrosses the Elster to try to outflank Ney. Things are not looking too good for the French. 2:00 PM. Napoleon finally appears on the battlefield. Actually, he appears at Luetzen, which is some miles north of the actual battlefield. For some reason, his stirring response to the situation is seldom quoted in historical accounts of the battle, ("Dudes! This is no way to rock'n'roll!"). Napoleon immediately barks out orders to the Guard, including the Guard artillery. Drouot, commanding the Guard artillery, gets going immediately, but Mortier, commanding all the rest of the Guard decides that he can wait 30 minutes (1 turn) before complying. Meanwhile, Yorck continues his advance in Marmont's direction, while Winzingerode brings up both of his artillery echelons to fire against Marmont. Ney hastens Ricard's division south to Kaja, while, at that town, Souham's beleagured brigades, with the fire support of the III Corps artillery, blaze away at Bluecher's forces, inflicting heavy casualties on Ziethen's brigade. Dolff's cavalry outfit charges Friederich's division of Marmont's corps, which is also under pressure from Prinz Eugen's infantry brigades. For his part, old Bluecher decides that Ziethen's outfit has had enough for awhile, but he relentlessly presses Kluex's brigade into the attack. They surge forward, inflicting heavy casualties on Souham's first brigade in Kaja, demoralizing it. But still the brigade stands fast! Furious action! The counters in Napoleon at Lutzen are back printed (in some cases, three steps), with the back of the counter representing approximately half strength. The back of the counter features a very prominent white stripe across the counter (as I recall, the Napoleon's Last Battles counters are like that too.). When the losses reach that point, I flip the counter over and use it represent a "demoralized" unit. In my own combat system, I've experimented in this game with a rule stipulating leaders who are under orders to "attack" can do so with demoralized units, but demoralized units will not charge, only trade fire with adjacent units. I'm also toying with the idea of having demoralized units not able to fire at units when they are charged, but that might make them too weak. When at least half of the infantry units attached to a leader are demoralized, then if he is under attack orders, he has to revert immediately to something else (I'm thinking "Defend" or "Delay" orders). 2:30 PM. Souham's other brigade is demoralized when Bluecher's unit fire on it, nevertheless, they manage to repulse one of Roder's (Prussian) units that is trying to eject them from Kaja. Out on Marmont's front, one of Compan's brigades is first shelled for losses, then charged by one Winzingerode's cavalry units. But they see off the attack, inflicting heavy losses on the Allies. It's epic! But Winzingerode is not finished yet; another cavalry unit has been given a charge marker, and they launch into the same brigade. The smiles of the French turn to grimaces as they are forced to give ground. 3:00 PM Napoleon gets March orders to Brennier's division (historically, apparently Ney bundled this division forward as he made his way southward from Luetzen to the actual battlefield area). Bluecher is the recipient of the "initial action" chit, meaning that you don't have to pull his chit, he just activates first. He continues his pressure on Kaja. Meanwhile one echelon of French Guard artillery comes up in support of Ricard's division and fires out on a unit of Kluex's brigade. 3:30 PM Napoleon now issues an attack order to Drouot who receives it and complies immediately. The Guard artillery immediately brings down fire on Berg's Allied outflanking force. Brennier's division (Ney's Corps) also immediately complies with an order to launch an attack on Prinz Eugen's infantry forces. But Prinz Eugen is already surging forward to attack the lead brigade of Ricard's division, upon which substantial casualties are inflicted. Meanwhile out at Starsiedel, the able Dolff charges again! This time he attacks the flank of a brigade in Marmont's Corps (in my system, a unit charged in the flank cannot fire first in an attempt to "shoot down" the chargers). The French brigade is driven back with losses, and Dolff, having a few more movement points, charges again, this time driving to Marmont's very position. The attack finally loses impetus as Marmont's staff draw pistols to repel the spent Prussian cavaliers. Yorck's Corps, which has been on the attack, is now demoralized, and so his attack orders revert to defend orders (the way I'm playing it). Then Winzingerode's cavalry elements are also demoralized. Finally, back at Kaja, Kluex's brigade is also demoralized. Both sides' Guards' units are approaching the battlefield to write the final chapter in this titanic struggle. 4:00. Napoleon orders Mortier with the Imperial Guard to attack towards Rahna (south of Kaja where the most intense fighting is occurring). And he also orders Marmont to come out of his defensive posture and also attack towards Rahna. Wittgenstein orders Gallitzin to relieve Winzingerode's decimated cavalry force. Marmont is too far away to receive his orders this turn--he'll have to wait until 4:30. Mortier decides to think about his orders for 1 turn before complying. Gallitzin complies immediately however. The French get an "initial action" chit and a "coordinated action" chit which lets two formations act at the same time. Neither ones seems to help them much though as the most significant thing that happens on this turn is that Berg's cavalry formation hits a brigade of Young Guard in the flank and disperses them! I've begun to explore the use of a rule that would let artillery stacked lowest in the stack (stacking limit: two combat units--the bottom position is the "back" or second line in the hex) fire out out on an infantry unit in an adjacent hex that is the topmost position (which I'm playing as the "frontage" of the hex). Or the artillery can fire from the bottom position out on an adjacent artillery unit that is also in the bottom position of its hex. This lets the phasing player decide whether he wants to use his artillery in an infantry support role or in a counter battery role. Historically, I think that all the contending nations in the Napoleonic era used their artillery in both ways, but my reading and study suggest to me that the French seemed to be a little more likely to use artillery in the counterbattery role compared to other nations. 4:30 Ney finally figures out that he better replace Souham's shot-up division (it will turn out that he waited a little too long). Marmont receives his attack order, but fails his compliance role and has to wait one turn while he ponders the meaning of the order. Meanwhile, Wittgenstein, now seeing a formed body of troops approaching the battlefield on his left flank, (this is Bertrand's French IV Corps which hasn't actually arrived on the game map yet) decides to try to stop Tormassov's march to the front with the Russian Grenadier and Guards corps. Tormassov gets the order but rolls a truly poopy "4" on the compliance table and gets himself an "R4" result. So he'll just keep on going on his merry way to the front, at least for another turn, gliding on oblivious of the danger to the Allied flank. It's interesting isn't it? Without an order system, most wargamers would position Tormassov's forces where they knew the French were going to arrive. But with the order system in place, you can see that very "ballistic" quality that the large formations have: Once they are launched in a certain direction, it's very difficult to get them to alter their course. As it would turn out for the rest of the battle, this was a very pivotal die roll because the Allied position would be compromised very quickly without reserves to meet the flanking force. Meanwhile, in the action at Kaja, a Young Guard brigade attacks Berg's cavalry, which has found itself stuck in the woods. Ejecting them is no trouble for the Guardsmen. As we saw, Prince Eugene should have stopped his attack earlier, but apparently Wittgenstein forgot to give him a geographical location for his attack (it says to do this in the rules), so the Prince just keeps attacking, and now his flank is exposed. But the big action is that one of Berg's brigades charges into Kaja itself, first expelling a brigade of Voltigeurs, then expelling the remmants of one of Souham's shot-up brigades. At this point (getting ready to play turn 19, 5:00 PM), having felt that I had gotten a good look at Markus' rules, I decided to evaluate the current strength of all the formations, and assess the Allies and French chances against each other, taking into account the French forces that were about to arrive on the battlefield. Here's how it looks in strength points: French Inf. Cav. Arty Total On Board current strength 196 20 38 254 Arriving strength 76 0 16 92 Total 346 Allies (on board) 105 24 67 196 The French arriving strength is made up of the aforementioned Bertrand arriving on one flank at 5:00, and Macdonald arriving on the opposite flank at 5:30 with his corps. Wittgenstein had no forces under his immediate control (that is, in reserve) who could be given an order to meet either threat, so it seemed to me that the battle could go in only one direction from here on out. Historically, with their weight of numbers, the initiative finally swung to the French side permanently by 6:00 PM and the Allies relinquished the villages, all of which had been reduced to infernoes by that time anyway. Luetzen was thus a French victory, of sorts, although the casualties were horrific on both sides. It's significance was that Napoleon was able to continue his advance and perhaps continue to try his "master plan" for the Spring campaign which evidently included the retaking of Berlin. I didn't know that much about the details of the battle of Luetzen before I tried this game out, but as I view it now, it represents a great demonstration of the strength of the Napoleonic system in defense. Even though Ney could not have screwed up his initial dispositions of his five divisions any more than he did, and the Allies could not have done a better job of massing superior force against them, the other corps in the area had been positioned by Napoleon so carefully, and the leadership system of the French was so agile, that Napoleon could even the numbers very quickly, and get superior numbers within just a few hours. And once Napoleon had superior numbers on the battlefield, the outcome was all but determined. I think Markus' system did a great job of portraying these aspects of this particular battle, and that's saying something, since his game was not designed to simulate this particular battle. One of the things I would like to mention in particular concerns what I'm going to call here the "mapping problem". The mapping problem has to do with the huge number (infinity really) of possible real-language orders that have to be reduced, or "mapped onto" a relatively small number of game-language single words that are used to represent these orders. Historically, the commanders of the period used terms like "attack", or "march", and these orders are reflected in Markus' system. But they used other terms too, and I would say that the terms Markus used seem to capture pretty well the meanings used by the historical commanders, and that's no small feat right there. For me, this was a fun opportunity to explore a chit-pull system, an orders system, and to develop the combat system that I had used in earlier games. Some further development of this system is going to be my next step. I've made a play test map of the battle of Dennewitz, which occurred on Sept 6, 1813. In that battle Marshal Ney once again bungled an attempt to drive on Berlin, losing a battle he should have won. I'll keep the readership posted as my attempts proceed. Thanks for reading. John Best jlbest@advancenet.net