Latest topics
» SOW Scenario Generatorby glennthom Sat Jul 20, 2024 11:36 pm
» SOWWL Artillery batteries
by Uncle Billy Thu Jul 11, 2024 3:15 pm
» Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
by Uncle Billy Tue Jul 09, 2024 10:35 pm
» The New SOWWL Is Now Available On Steam
by Grog Mon Jul 08, 2024 8:14 pm
» Grog can't make it
by Grog Fri Jun 28, 2024 5:39 pm
» Boxed KS set Wallington NT near Morpeth
by Martin Sat Jun 08, 2024 3:50 pm
» Help Request-Artillery Behavior
by Dutch101 Mon May 27, 2024 4:08 pm
» Grog a little late
by Grog Fri Apr 19, 2024 6:33 pm
» Impromptu Games
by Uncle Billy Fri Mar 15, 2024 3:35 pm
» Beginner doubts
by Martin Sun Mar 10, 2024 7:07 pm
» New player advice on maneovring to attack
by Uncle Billy Sun Feb 25, 2024 3:52 pm
» Our KS Group and 2024
by Martin Wed Feb 14, 2024 9:20 pm
Statistics
We have 1577 registered usersThe newest registered user is errik100
Our users have posted a total of 30522 messages in 2300 subjects
Log in
Resolving Close Combat Assaults on Strongholds
3 posters
Page 1 of 1
Resolving Close Combat Assaults on Strongholds
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](https://2img.net/i/fa/i/smiles/icon_smile.gif)
I'm looking at the top of pages 46-47 in the rules.
What do you guys do to resolve assaults like this?
Marshall
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](https://2img.net/i/fa/i/smiles/icon_smile.gif)
I'm looking at the top of pages 46-47 in the rules.
What do you guys do to resolve assaults like this?
Marshall
marsbarr- Posts : 5
Join date : 2016-11-16
Re: Resolving Close Combat Assaults on Strongholds
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.
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.
mi98c10- Posts : 7
Join date : 2010-05-31
Re: Resolving Close Combat Assaults on Strongholds
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.
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.
![-](https://2img.net/i/empty.gif)
» Temporary retirement, and Close Combat
» Speeding up combat
» MS Excel for artillery resolution combat
» 2011 Events
» Speeding up combat
» MS Excel for artillery resolution combat
» 2011 Events
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|