Showing posts with label wargames. Show all posts
Showing posts with label wargames. Show all posts

Wednesday, 31 August 2011

Mass Samurai Battles in BECMI

What do you say we lighten things up and talk about the mass slaughter of the flower of youth?

The Rules Cyclopedia is (I think) the only iteration of DnD which makes a stab at a flavourful, quick and comprehensive mass battle system in its core rules. This has always been relevant to my interests, because I was always as much into Warhammer Fantasy Battle and Warhammer 40,000 as much as I was a role player, and I am to this day something of a wargame geek (incidentally, if any of the readers of this blog play Steel Panthers: World at War, I'm always available for a PBEM game).

The War Machine, as it is known, is a noble attempt, and ultimately a success - because, although the rules are simplistic, efficiency is art, and it clearly strikes the right balance between simplicity and flexibility. Let's run ourselves through a battle and find out why. Because almost nobody commented on it and it sank into the murky waters of the blogosphere with nary a trace, I'll randomly generate two samurai armies from my random feudal Japanese army generator to duke it out.

To be fair, we'll keep both armies roughly the same size [Force Size C on my generator, for those following along], but keep composition different. And, through the wonderful mystery of dice rolling, here's what we come up with:

Lord Bakayaro's Army (490 men)

49 light cavalry (0-level keikihei; unit contains 2 1st level warriors)
49 medium cavalry (1-level chukihei; unit contains 2 2nd level warriors)
122 heavy infantry (1-level foot samurai; unit contains 4 2nd level warriors)
74 archers (0-level medium archers; unit contains 2 1st level warriors)
196 light infantry (1-level foot samurai; unit contains 4 2nd level warriors)

Lord Bakayaro is level 5. He is a paladin.

The BFR for this force is 63, assuming 20 weeks of training with their general, and including bonus for having an average AC of 5 or better. This means their Troop Class is 'fair'. Their BR is 77 (63, +7 for having 20% mounted troops, +7 for speed).

Lord Do-Aho-s Army (390 men)

39 light cavalry (1-level keikihei; unit contains 1 2nd level warrior)
39 heavy cavalry (1-level mounted samurai; unit contains 1 2nd level warrior)
39 heavy infantry (1-level foot samurai; unit contains 1 2nd level warrior)
195 light infantry (1-level foot samurai; unit contains 5 2nd level warriors)
39 archers (0-level light archers; unit contains 1 1st level warrior)
39 no-dachi samurai (1-level foot samurai; unit contains 1 2nd level warrior)

Lord Do-Aho is level 9. He is a magic-user.

The BFR for this force is also, interestingly, 63, applying the same bonuses as above - giving a BR of 70 (+7 for speed).

Let's also assume that no other bonuses apply - the troops are meeting on an open field in neutral territory on a bright autumnal evening.

Now, combat results: both armies advance forwards, fanning out across the plain - a standard meeting engagement. Both players roll a d100 and add their BR: Lord Bakayaro gets 68 + 77, resulting in 145. Lord Do-Aho gets 37 + 70, resulting in 107. Lord Bakayaro's force drives Lord Do-Aho's backwards, winning by 38; examining the results table to find out what this means, we discover there is great slaughter on both sides - 20% of Bakayaro's men are casualties, compared to 40% of Do-Aho's, and after the day is done both forces are understandably fatigued (Bakayaro's moderately, Do-Aho's seriously) and retreat from the field.

Casualties are spread equally across all units, with a 50/50 split between dead and wounded, leaving Bakayaro with 402 men able to fight the next day if necessary, and Do-Aho with a mere 234. Bakayaro has 49 wounded men on his hands; Do-Aho, 78 - both sides were able to retreat in good order and save their injured.

I was able to complete the above battle in about half an hour while I was making dinner, including generating both sides. It would be a bit more complicated in other scenarios - if I was taking into account terrain, who was defending and who was attacking, that sort of thing - and magical or special monstrous troops through additional factors into the mix. But still, most battles can be worked out in 45 minutes or less. This makes it a robust and sexy little system for generating battle results.

There are two key complaints I suppose could be made:

  • Figures for dead and wounded. In most medieval battles, indeed in the entire history of human conflict, the wounded always far, far outweigh the dead. However, by the same token, the injured in pre-20th century battles would frequently die afterwards from their wounds and often from disease, and arguably therefore the 50/50 split makes sense (the "50% killed" figure could refer to the total number of dead during the fighting and after).
  • Bonuses are applied to the entire force - either the whole army is defending or attacking, the whole army is on higher ground, the entire army is in the woods, etc. This is a fairer criticism, although it is difficult to imagine how it can be resolved without recourse to counters and maps; and the beauty of the system is that you don't need either of those things.
A great innovation is the optional rule for tactics. Both players choose a tactic for their turn (attack strongly, attack, envelop, trap, hold, withdraw) and conceal a dice, face up with the corresponding number (1 for attack strongly, 2 for attack, 3 for envelop, etc.). Then they reveal their dice at the start of the turn and see what happens (if both sides attack strongly there are lots of casualties; if one side attacks strongly and the other holds, the attacking side suffers more casualties; if one attacks and the other withdraws, the withdrawing side suffers more casualties, etc.). Kind of a glorified version of Rock, Paper, Scissors, but also fun and easy to use.

The great tragedy, of course, is that you don't often get the chance to see the rules in action because high-level play is so rare. Playing once a month is not a recipe for success in this regard. NOISMS NEEDS A WEEKLY GAME.

Monday, 3 January 2011

Role Playing in the PBEM Wargames Community and the Roots of the Hobby

Something I have a mild interest in, from an anthropological perspective, is the way in which people tend to naturally role play during any sort of game scenario. (By "people", I mean irrespective of whether they have any experience with role playing games or even know what they are.) You get it a lot with games like Diplomacy and Risk of course - people begin to take on airs and behave in a self-consciously "ruler"-ish sort of a way (usually with their tongues firmly planted in their cheeks), or make threats to one another and talk with funny accents. I'm sure you've all experienced this.

But it also happens with games which are more abstract, like, say, Monopoly and even Snakes and Ladders - any sort of leisure pursuit, I suppose, which requires some level of investment in a character, counter, or other physical representation of some kind. (You can't really imagine it with a genuinely abstract game like Go, Backgammon or Poker...) Immediately the little toy iron or piece of plastic that acts as your avatar takes on a kind of personality of its own, and suddenly you feel as if you really are travelling around an early 20th Century London buying houses on Regent Street or climbing up a ladder to beat your spouse in a race to the prize.

Given the historical connections between role playing and wargaming, we shouldn't be surprised to discover that wargames elicit the urge to role play very readily. This is something I've noticed a lot of during my career as a Steel Panthers: World at War PBEM player. Not content to merely trade insults or commentary on battles as they develop, I've discovered that most opponents very readily engage in fantastical accounts in which they are a battalion commander on the Eastern Front (or wherever), communicating with their troops and often coming up with highly detailed and entertaining fictional After Action Reports of their encounters. In their email exchanges they pretend to be SS or NKVD officers issuing humorous, over-the-top commands to take no prisoners, or British majors twiddling moustaches and swilling port. The roots of our hobby are very clear in these exchanges; the gap between pretending to be a Red Army colonel advocating death for those who retreat, and between pretending to be a Red Army colonel on a secret mission with a close group of comrades is very small. The only thing separating the two is, in the end, scale and rules.

In light of this one begins to suspect that the development of role playing games was inevitable once wargames became popular. I'm reminded of that old saying that, given the achievements of Newton, Einstein and Da Vinci, you would choose the latter as more important, because somebody somewhere would have eventually made the discoveries of the former two whereas the latter's were by definition unique. In a similar way, though Gygax and Arneson et al have to be commended for their creations, somebody else in the wargaming community, given the nature of gaming in general and wargaming in particular, would likely have come up with them sooner or later. Though obviously in a very different form.

Sunday, 29 November 2009

The Military Game

The good thing about all-night drinking on a Friday night is that it means you can legitimately spend all day on Saturday being hungover and doing self-indulgent things. Yesterday I spent much of the day playing Steel Panthers: World at War!, a freeware remake of an old PC WWII tactical wargame, and probably the most realistic and accurate of them all. Like all wargame junkies I have graduated from the marijuana of fighting the AI to the pure heroin of PBEM against human opponents; I've found that this game is just about the best online experience you can get, offering just the right level of playability and challenge - you can take your World of Warcraft and shove it.

It's got me thinking about role playing in a wartime setting. I've not played in many modern-era military-set games (I suppose Twilight 2000 is the only really noted example of the genre); I'm reasonably sure that their relative paucity in the hobby is that people assume that the Chain of Command takes away from player freedom.

This needn't necessarily the case and I would argue that many of the major wars of the last two centuries (especially the Napoleonic wars, the American civil war, the Russian civil war, the Chinese civil war, World War II) offer plenty of opportunity for adventure, primarily if the group of PCs are set up as either deserters, brigands or guerillas. For example:
  • The Kelly's Heroes campaign (or Three Kings campaign, if you will), in which the PCs go AWOL from an armed force to find fame, fortune, or something else.
  • The The Ants campaign, where a group of soldiers (the PCs) are left behind deep in enemy territory after an armistice.
  • The Russian-or-Chinese-civil-war campaign, in which the PCs are a band of mercenaries in a gargantuan country splintered into different political entities.
  • The Sharpe campaign, in which the PCs are ostensibly members of an army and have to follow orders, but seem to spend most of their lives somehow contriving to go off on special missions and generally buckle their swashes.
I like the idea of the Kelly's Heroes and Sharpe campaigns best, myself.