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A Tangled Mass: Evolving Close Combat Thoughts. . .

 

Another atmospheric Menzel engraving, this time showing a Prussian infantry attack at The Battle of Leuthen.
 

A bit of an edit here since this was first posted earlier this week after a couple of comments and a bit of rethinking. . .  

 

This particular facet of tabletop historical miniature wargaming, close combat, can get complicated fast.  But I have tried to keep things pared down enough to avoid getting bogged down during games and hold my son's interest (another reason for our fairly contained games with just a few units per side thus far).  Here goes:

First, any charges are declared at the start of a turn.  We move the charging unit half of its charge move toward the enemy target.  Whether the charging unit can close with the enemy target, or not depends on a morale check at this halfway point.

We place a colored Bingo chip (Paul likes these) behind charging units, as a reminder, before attending to other matters on the table during the turn.  Once those have been seen to, we return to the charge, check to see if the units involved actually close with one another, and work out the possible results: hits, saves, actual casualties, morale check, and compulsory moves.

Let's first look at whether or not close combat actually follows declaration of a charge:


Infantry versus Infantry

Line infantry in the open facing an oncoming bayonet charge often ran off according to what authorities on the subject have written about battle during the horse and musket era.  On the gaming table, each player rolls a D6 at the halfway point of the charge with close combat occurring only if both players manage to roll the same number.  If not, the unit(s) facing the oncoming bayonet charge retire at the double directly to the rear.  In other words, the run away, while the oncoming infantry occupy and hold the vacated space if possible.


Cavalry versus Cavalry 

Cavalry units counter-charge automatically when facing an oncoming charge by enemy cavalry.  Each player rolls a D6 at the halfway point of the charge with close combat occurring if both players manage to roll the same number.  If not, the two cavalry units pass through each other, turn about, and return to their own lines to reform.


Cavalry versus Infantry

Both cavalry AND infantry must check their respective morale when cavalry charges infantry.  Will the cavalry continue its charge to close and get in among the infantry?  Or will the infantry hold steady and repel the approaching horsemen with a well-timed volley?  Each player rolls a D6 at the halfway point of the charge.  If the cavalry rolls high, it closes with the fleeing infantry and chaos ensues.  If the infantry rolls high, it holds steady and unleashes a volley into oncoming cavalry, which must assess hits, saving throws, actual casualties, check its morale, and carry out any compulsory moves.

 

Artillery Crew and Light Infantry Types

These troops will evade approaching charges, which is to say they run to the hills, with apologies to Iron Maiden.

 

As mentioned in previous recent posts, we will talk more about morale, and how Young Paul and I check or test it in an upcoming posts.  We're trying to avoid complex, confusing, lengthy processes, so a degree of compromise in the name of playability is key!  That said, there are probably considerations I have not thought of, or 'holes' in the rules that I have missed.  

One of the challenges of committing Paul's and my approach to writing is trying to consider and legislate for every possibility, which increases complexity.  We naturally want to avoid the pitfalls of the old 1685-1845 WRG rules, which, while still an interesting read now and then, have confusing sections that I've never been able to work out during almost 40 years. 

I know.  Slow normal.

So, the way we have often handled situations like these in the past is make something up on the spot, roll a die, and accept the result in the name of moving the game forward.  Sadly, though, my son tends to throw better dice than I do!

As always, please feel free to chime in with your thoughts or ideas.  I'd love to hear 'em.

-- Stokes

 

Another Painting P.S.

Getting very close to wrapping up brushwork on the first 32 musketeer figures for my version of the Schaumburg-Lippe-Bückeburg Infantry.  Just brass scabbard hilts and tips, sword knots, and a few brass buttons plus some final touching up.  Look for a photo update soon.
 

Comments

Like the simple approach to HtoH - it can become the most complicated section of any rule set and in this era rarely happened I think .
Rob said…
Nice and simple but it does encourage infantry to charge into contact with infantry. I agree it takes nerve to stand and fight when charged but if you you stand it takes even more nerve to to close. Think about it, which would you rather do: close to bayonet someone who can shoot at you; or, stand there and shoot at him as he comes towards you? It's a giant game of chicken but only one side has its resolve tested in the Tangled Mass - perhaps an opposed dice throw with a modifier or two? A fight then only results on a draw, anything else and the attackers either stop short or the defenders run away / fall back. The key will be in picking a couple of modifiers* that are easy to remember and gives the balance that feels right to you. You don't have to add/subtract, you could allow extra dice to be thrown for each advantage and pick the best score - that way more committed / advantaged troops are to fighting the greater the chance of a combat (drawn score). I think I would go for better quality troops and better tactical situation if limited to two 'modifiers' - the latter shouldn't be a problem to agree in a 'fun' game.
[This only applies to formed infantry in the open.]
Unknown said…
Hi
I really like these rules for bringing troops into arme blanche! I will be unashamedly stealing them for my own. I will be adapting cavalry to come to blows one pip either side of the corresponding rolls as I think that particular arm was more likely to clash - though plenty of accounts of them 'missing'. I do agree with Rob above about building up the nerve to be able to charge home. The British / Hessian AWI of course got used to militias running - until they didn't! A bit more complex to play. Will look forward to reading how it pans out for you and your son.

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