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Resolving Close Combat Assaults on Strongholds

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Resolving Close Combat Assaults on Strongholds Empty Resolving Close Combat Assaults on Strongholds

Post  marsbarr Sat Dec 24, 2016 1:56 am

I'm trying to figure out exactly how the Too Fat Lardies, Reisswitz Kriegsspiel is supposed to work for this.

Under Close Combat Assaults, they show a table for .... presumably the effects of defenders in various types of Strongholds. Ok but how do you use it? What are the table results? They are showing roman numerals so I'm assuming this correlates with the dice somehow?

They aren't very clear in explaining what you are supposed to do. -or at least I'm not very clear at trying to understand it! Smile

I'm looking at the top of pages 46-47 in the rules.

What do you guys do to resolve assaults like this?

Marshall


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Resolving Close Combat Assaults on Strongholds Empty Re: Resolving Close Combat Assaults on Strongholds

Post  mi98c10 Sun Jan 15, 2017 6:04 pm

In the 20+ games I've ran over the years I've never had an attack on prepared defenses but here's how I would run it.

First let’s assume a couple of things to make it easy.  Let’s say and attack on a village with light defenses maned by enough troops. (1 battalion every 400 paces) and the attackers have multiple battalions in waves ready let’s say they are attacking one side of the village with waves of 3 battalions each on a front 600 paces.

1 First wave where the rules say II would use the #2 dice 3 to 2 odds to the defender if the die comes up black (2 or 3) attack has broken through if the die comes up white 4,5,6 attack fails

if attack fails and the 2nd wave is launched first there must be a one turn pause between attacks the second attack is dice I 1 to 1 black face attacker wins 1,2,3
white defender wins 4,5,6
if that attack fails then the next wave would be dice 2 for the (they win on white sides 4,5,6 defender wins on black 2,3

If you are reattacking with the same troops then you would use the tired troops table.

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Post  King_Rufus Wed Jan 18, 2017 8:29 pm

I suspect the usual method in Gaddesden, where rapid play is our overriding aim, would be to extrapolate a result as far as possible from the most similar scenario in history (Hougomont, La Haye Sainte, Alamo, Siege of Peking, Rorkes Drift, Badajoz, Borodino redoubts, New Orleans, Gettysburg, Verdun, in fact of course an endless list of assaults is available).

If the umpire deemed it too close to call on the basis of IMP (Inherent Military Probability), then a die or two might well be rolled to introduce a small luck element to settle the matter one way or the other.

Not scientific I know, but at least stops the players getting bored waiting on lengthy calculations.
King_Rufus
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