Showing posts with label Clash for a Continent. Show all posts
Showing posts with label Clash for a Continent. Show all posts

Sunday, February 21, 2010

Units of Hold the Line

Hold the Line, along with its French and Indian War expansion and the very similar predecessor Clash for a Continent uses a relatively small number of disparate unit types to recreate a large number of battles in North America during the 1758 to 1781 period. It will be interesting what adjustments the system will see as it moves into the more complex Napoleonic era later this year.

Warfare in North America in the latter half of the eighteenth century was very much a foot soldier's fight due to the challenges of the wilderness and its distance from European bases of supply. In Hold the Line and its sister games a lot of the interest provided by the battles is in the interaction between the orders of battle and the terrain. This makes the more flexible command system it uses seem more appropriate to its setting than the more formal left-center-right breakdown used in Borg's game system would be. That seems better suited to the more formal nature of European warfare.

Still, it's the units that decide the action, so here they are. In each case the order is, from left, British, American and, when present, French:



Regular Line Infantry -- These are the ubiquitous, core element of the game, appearing on at least one side in every single scenario. Most of the time the infantry has a morale point (MP) strength of 4, but occasionally understrength units appear with an MP of 3. The forte of these units is staying power. Except in rare cases, they cannot be destroyed by a single volley and most of the time will have to be whittled down by repeated attacks. At full strength they will probably succeed in making a Close Combat morale check. Likewise they will probably hold their position when facing a Close Combat attack.

Elite Infantry -- Only the British and Americans have these units. They're pretty common in British armies, appearing 21 times in the 33 scenarios of Hold the Line, HTL French and Indian War expansion and Clash for a Continent. The Americans get elite infantry in just four scenarios. In most cases the "Elite" infantry doesn't represent formal elite units such as Grenadiers (although they can represent them sometimes) but merely regular line units that distinguished themselves in the particular fight. Elite infantry shares all the characteristics of Regular Line Infantry with some additional benefits. One of the more important benefits is that they get a +1 bonus on all morale check rolls, which means that they are very likely to stick around for Close Combat. Their most useful characteristic is that they get a saving roll whenever they might lose their last step and half the time they don't. While certainly not something to build a battle plan around, their refusal to die can be very annoying to your opponent and a source of good cheer to you. The advanced/optional rules give them an additional benefit -- at full strength they roll 4 dice when attacking. The British counter appears to depict fusiliers.

Light Infantry -- Their forte is movement -- moving twice as fast as line troops, while having equal firepower. They have slightly less staying power than most line troops with a maximum strength of 3, but their biggest foible is simply numbers. While they show up fairly often (there are just 12 scenarios where they don't appear on at least one side), it's never in large numbers. The most any side will ever have is two in its order of battle, making them just supporting units.


Militia Infantry -- They have no forte, aside from existence. They show up a lot, there are only 13 scenarios where they don't appear. Unlike the Light Infantry, there's often a lot of Militia Infantry. On the positive side, they fire as effectively as the regulars, but with just 2 MP they are always just one bad roll away from sudden disappearance. It's rarely worth spending action points to rally them so the best thing to do with a damaged militia unit is pull it out of the line, if you can. There are no French militia in the countermix, they use the Tory militia


Indians -- While sharing the vulnerability to fire and bad morale of Militia Infantry, Indians have some special abilities which go a long way towards making them useful units. For one thing, they can move and fire or, perhaps more importantly, fire and then move, making them good at harassing enemy troops while being tough to come to grips with. Combined with the fact that they do NOT have to stop when passing through woods hexes and they become quite dangerous. There are a a half dozen scenarios that involve a large number of Indians such as the Battle on Snowshoes, Bloody Bridge, Fort Dusquesne, Lake George, Oriskany and Bushy Run, but the other four times they show up only one or two appear, making them bit players. There are only two battles, Lake George and Oriskany, where Indians appear on both sides in a scenario. Interestingly, the Indian "flag" on the counter is the flag of the Iroquois Confederation. The different colors are used to tell the units apart on the few occasions where Indians were on both sides.


Rangers -- Definitely the best units in the game, they have the mobility of the Indians and the firepower and benefits of being Elite troops. Their only drawbacks are their MP of 2 and the fact they are exceedingly rare, appearing in just the five scenarios of the French and Indian War expansion. And except for the Battle for Snowshoes, where they represent the entire force, they have just one or two units present, making them another supporting unit. They only fight on the British side, although they are colonials. Oddly, the Ranger counter is double-length, even though they're only a 2 MP unit. They are the only such unit in the system. All other 2MP units are square, while all the other double-length counters have maximum MPs of 3 or 4.

Dragoons -- Unlike European warfare of the era, fighting in North America rarely involved more than a handful of mounted troops. Often the dragoon unit in a HTL scenario represents as few as 20 or so troopers, which would be a negligible number on a European battlefield. Their very rarity could give them an impact far outside of their numbers in North American fighting, as many troops (militia, Indians) had no training at all in anti-cavalry techniques and even the line troops could be caught by surprise. The Dragoon units are speedy, moving up to three hexes, and have the ability to move and attack, although less effectively than infantry. They cannot Close Combat, which seems a little odd, frankly. They also have a maximum strength of 2, which means they won't take much punishment. They don't appear very often, in just 14 scenarios. In just two cases (Brandywine and Cowpens) are there enough dragoon units on both sides that anything like a cavalry battle might occur. In nearly every other case there's just one of two dragoon units present, often only on one side. There are no French dragoons in the counter mix. The British Dragoon shown is from Tarleton's Legion.

Artillery -- If North America wasn't good cavalry country, it was even worse for gunners. If using the optional/advanced rules, artillery units are nearly useless against troops in woods, and in any case they will find the terrain in many scenarios working against their forte -- range. Artillery units have the longest range of units in the game, although it's not much of an edge -- just 3 hexes compared to the 2 hexes of infantry units. The artillery fires a little more effectively than infantry, but doesn't have the option of Close Combat. With a strength of just 2, the guns are subject to quick silencing by good rolls. They do appear often, however. There are just 6 scenarios with no guns at all, and in most of the other scenarios there are 2-3 gun units on at least one side.


Leaders -- Personal leadership plays a big role in the game, so leaders appear in all scenarios, generally two per side. Leaders provide many direct benefits -- the ability to rally units to replace losses, morale benefits for attack and defense, increased movement and, if using the advanced/optional rules, more dice in close combat. Their drawback is that they can be killed while providing these benefits, giving the enemy a VP. The game mechanic for this (potential hits on a die roll of 1, followed up by another die roll of 1) basically give the attacker an extra bite at the apple when it comes to scoring VPs in an attack, so players need to carefully consider the risks and benefits of leading from the front. Hold the Line introduced leaders with additional combat value and hit values. All the leaders in Clash for a Continent were, in effect 1/1 leaders, which means they added 1 die in combat or +1 to morale and dies when taking a single hit. In HTL and the French and Indian War expansion there are 2/1, 1/2 and even 2/2 leaders. A 2/1 leader adds an important combat benefit, a +2 is a big deal in this game system, but at high risk because a single hit will take the leader out of the game for a VP. Examples of 2/1 leaders are guys like Wolfe, Levis, Murray, Rahl, Kyphausen, Arnold, Campbell, Ferguson and Marion -- inspirational who sometimes took a bullet. Slightly less common are 1/2 leaders. These men, who include Dumas, Fraser, Howe, Greene, Williams, Clinton and Shelby, can be risked at the front a little more freely because they'll get a chance to pull out if they get hit once. The 2/2 leaders are, of course, definitely worth putting in charge of your main effort, providing robust and powerful leadership. The leaders getting this honor include some of the most legendary figures of the wars such as Rogers, Wolfe, Pontiac, Washington, Cornwallis, Rawdon and Mawhood. Leaders move 3 hexes and have combat value of their own, but enhance friendly units.

Wednesday, June 17, 2009

Clash for a Continent, Ticonderoga session report

Mark and I both went into this scenario highly dubious about the British army's chances. I got the British for the first go-around,

While the British host grossly outnumbered the French, half of it was American militia, which experience had already shown us were as likely as not more trouble than they were worth. I know I had no intention of letting many of them anywhere within the range of the French.

The remaining British were high quality 4-factor line, a couple of 4-factor elites and a 3-factor light infantry and led by two officers, so they had an edge over the French, who were all 3-factor infantry, except for a couple of generals. But the French manned a line of entrenchments with a 2-hex wide field of fire, so it looked like t would be tough for the British to avoid losing six VP worth of units before they killed a like number of French, and the three VP counters deep inside the French position looked quite out of reach.

My plan as the British was to extend my left through the woods facing the French right, mostly to pin those French in position. Then I would attack the opposite end of the French line, next to the waterway, hoping to induce a gap in the French center which would then be assaulted by my third wave, the two elite units and a helper.

In the actual event the waterway flank assault, despite taking some grievous losses from French volleys, managed to get a full-strength British line unit next to the entrenchments. With a hurrah they scaled the parapet and gained entry. The immediate French counterattack failed and I rushed some more nearby British units into the breach, including one of the elites. The French were forced to fall back to the central hill. After a slight detour to collect the victory point inside the fort hex, the British successfully stormed the hill. Between the VP markers on the hill and French casualties they made their six points.

We were a little surprised by the result and concluded that the scenario was more competitive than it first appeared. It does leave me pondering what the French defensive policy ought to be, because it appears that the entrenchment line isn't quite the obstacle I thought it was, based on previous battles. One key difference in this particular fight is that the French have no artillery at all, whereas in previous scenarios the forts always had a cannon unit which was usually devastating to some attackers. In this scenario on the other hand, it's all up to the muskets.

While a Clash for a Continent scenario and played under that game's rules, we used the pieces from Hold the Line. this worked so well I'm considering freeing up some shelf space by eBaying my copy of Clash.

Sunday, May 17, 2009

Clash for a Continent session report

This will be an experiment. I'm going to discuss the scenario and my planned strategy ahead of the game, save it in draft form and then discuss how things actually unfolded later and post it.

The scenario will be the Battle of Lake George, 8 September 1755 from the game Clash for a Continent. This was part of a full day of gaming with Mark K.

The map from the scenario:


The basic situation is that the British have sent out a force (in the middle of the map in red) from their fortified camp (at left) that is about to be ambushed by larger force of French and Indians (in black on three sides of the British force).

The first thing to do is check the victory conditions.:

British: 6 Victory Pointss (VP) or avoid French victory for 25 turns

French: 7 VPs in 25 turns or less

Victory points are mostly scored by eliminating units, including generals, at 1 VP each. The French can also earn VPs for capturing the VP markers inside the British camp. These VPs basically exist to keep the British from simply abandoning their camp and making a sortie to rescue the ambushed force. Unless the British strip the camp of defenders these VPs are out of reach for the French. The burden of attack is on the French, if time runs out without a resolution the British win.

Terrain analysis

The left side of the map is dominated by the British fortified line, which both reduces the effect of enemy fire while providing a morale bonus to the defenders. There's a two-hex wide cleared zone in front of the trench line meaning the defenders will have a clear line of fire on any attackers. The line is anchored on one end by an impassable swamp and the other end by the board edge.

Most of the rest of the map is covered with light woods, in which hexes of woods and clear terrain are inter-spaced. There's a clearing in the middle of the map where the British force is marching. The woods provide some benefit to defenders, reducing the effect of fire and providing a morale benefit, but they block fire and slow non-Indian movement.

Order of Battle:

Both armies are the same size, with 13 combat units and two leaders.

The British are mostly American militia with a couple of allied Indian units and a single unit of cannons in the fort. Half of the militia, the Indians and the leader Williams make up the ambushed force. The historical notes say that Mohawk chief Hendrick observed of the detached force that if the men "were to be killed, they were too many; if they are to fight, they are too few."

This is reflected in the game by the fact that the entire force is worth 8 VPs for the French if they wipe it out, more than enough for them to win without attacking the British fort. But the force is also outnumbered nearly 2-1 by the ambushing French force.

The other half of the militia, the cannon and leader Johnson are behind the fortified line.

The French are likewise divided into two parts, each under a leader. The larger part, assumed to be under leader Dieskau, comprised of two regular French infantry, three militia and two Indians lies in wait North of the British detachment. The other portion, under De Saint-Pierre, comprising one regular, two militia and three Indians is to the South.

Although both sides are equal in numbers, the French regulars give them an edge in overall strength of 32 to 26, and 32 to 14 at the ambush site.

Strategy:

For the French and Indians the strategy has already been set and its really a matter of execution. A classic three-sided ambush as been set up and the French side has overwhelming force. The only thing standing in their way is that the game system makes it hard to bring all that force to bear at once. The best possible command roll will allow less than half the French army to move or fire at any given time. Still, the British command situation is just as bad.My French plan will be to use the mobility of the Indians to finish encircling the British force and block any breakout while the French regulars move in for the kill. Priority for commands will be Indians, regulars next and militia last. The militia units will be used to support the Indians and regulars as necessary. The goal is to wipe out the British detachment and get the 7 VPs before they can escape to the fort.

The British situation is challenging. The obvious course of action is to simply hightail it for the British forts. There's a good chance half of them will escape, although it means forgoing any chance of causing much damage to the French because any actions spent shooting will not be spent running. This could result in an almost pristine French army being able to attack the fortified line, with a good chance of breaking through, given the fragility of militia units.

The doctrinal US Army solution to being ambushed is to attack the ambush and I think that is what I will try to do. I will attack the southern, weaker half of the French ambush force with my militia and leader while the Indians cover the rear. The idea is for the British detachment to make its way into the woods along the south side of the clearing and then use the woods to provide cover during the retreat to the portion of the fort between the cannon and the swamp. If 3 or 4 of the units from the detachment make it back then that will be a success, so long as they kill 2-3 VPs worth of French units. With prior losses, the French task of breaking into the forts without losing 6 VPs is much harder.

The battles:

I ended up playing the British side first, and it ended up being even more of a disaster than I thought it might be. The very first couple of Indian attacks wiped out a pair of militia units, fatally compromising my plan to have some guys cover the rear while the rest tried to fight their way through the ambush. There was no rear and Mark's French simply kept running and gunning down the fleeing militiamen. The only survivors ended up being the Leader Williams and the British-allied Indians, who had been unmolested.

Things looked pretty grim, with an untouched French force slowly gathering just outside of range, the British having already lost 5 VPs worth of units. Mark didn't bother bringing up any of the French militia, who were largely spectators throughout the battle. His Indians were mostly near the scene anyway after their pursuit, so he spent the next few turns bringing up the French regulars. When the final assault came it was led by the two French leaders, each at the head of one unit of regulars, while a pair of Indian warbands joined in on the French right. (Top map edge in the map above)

The French regulars who attacked the portion of the fort with the cannon suffered heavy losses, but were still standing when the end came, having done their job of occupying the guns while the main assault went in on the French right. There the sole French casualty was the leader, who fell while gloriously leading his men over the parapet. The militiamen were no more stalwart on the walls then they had been in the woods and the last two VPs soon came the French way.

The final score was 7-1 in Mark's favor with the game ending around Turn 15. A decisive victory.

My original plan with the British never really got started and I ended up switching to the high-tailing option, but that worked as badly as I thought it would. I wondered if the British might be better off standing and fighting, but Mark's experience in our next game makes me doubt that would work either.

When we switched sides I decided I would do my best to execute my pre-game French strategy and the French once again caught an early burst of good fortune as one of the first Indian attacks not only eliminated the British militia unit closest to the fort but also eliminated British leader Williams! This move and a couple of others effectively slammed the door on any British flight and the British column was swarmed by French militiamen and Indians. I think the regulars only got off one volley, although it was an effective one, destroying a British militia.

As the militia melted away the British-allied Indians desperately sought an escape. One band slipped by the French militia after taking a hit, but the other band of Indians was trapped. While the French-allied Indians would not shoot at their fellow Indians, they also would not let them pass. Flushed like quail from the bush, the British-allied Indians dodged a few volleys from French militia units until their luck finally ran out.

The sole witnesses to make it back to the fort was a half-strength warband of Indians. The final score was 7-0, with the game over around turn 7 or 8.

Given the disproportionate results in both battles I'd have to conclude that the British side has a tough time in this scenario. While it's true that the French in both episodes benefited from early good fortune, the results were so lopsided it's hard to credit luck alone for the outcomes. I proved the British can't run. Mark proved they can't stay and fight, either. The only French unit loss in either battles was a leader, which is a function of luck.

Militia in the Wars for America system is extremely fragile. It's not uncommon to roll a few pairs of sixes when rolling trios of dice, so the militia units are prone to disappear with little notice. While theoretically the French Indians and militia were just as vulnerable, it is a theoretical vulnerability if they aren't shot at. Neither Mark nor I found many opportunities to shoot as the trapped British always seemed to need to try moving to escape the trap.Wars for America is a fun system, so I think we enjoyed playing, but I do think that this one is almost a gimme for the French side as far as competitive play goes.

Friday, May 15, 2009

Comparison of advanced optional rules between Clash for a Continent and Hold the Line

A comparison between the advanced and optional rules in Worthington Games' Hold the Line and Clash for Continent games.

Hold The Line advanced/optional rules 11.1-11.3 are the same in Clash for a Continent. They deal with attacker morale checks, rally and elite units, respectively.

Clash 11.4 refers to Indians and gives them a -2 vs forts and towns. Not mentioned in HTL.

HTL 11.4 & 11.5 are the same as Clash 11.5 & 11.6, dealing with increased artillery range on hills and reduced effect firing into forest, respectively.

Clash option 11.7 giving an attacker a +1 firing on units in waterways is a standard rule in HTL

Clash 11.8 and HTL 11.6 both deal with leaders. Clash simply has leaders add one extra die when attacking. HTL rule makes a few leaders better by adding more dice, taking more hits to eliminate or both. In HTL terms all Clash leaders are 1/1.

Clash 11.9 (flank/rear attacks) is the same as HTL 11.14.

Clash 11.10 (attacker advance) is the same as HTL 11.7

Clash 11.11 (force march) is the same as HTL 11.8 & 11.9 together.

Clash 11.12 (easier hill movement) is the same as HTL 11.10

Clash 11.13 (dragoon retreat before combat) is the same as HTL 11.13.

Clash 11.14 and 11.15 are the same as HTL 11.12 and 11.13 and have to do with changing the Command Action Points for play balance.

Finally, HTL includes two optional rules not mentioned in Clash.

The first is HTL 11.15 which only applies to Long Island and Brandywine scenarios. reducing the range of units.

The second is an optional rule in the French & Indian expansion that makes Indians and Rangers deadlier in close assaults in the woods (4 dice).

Other differences in the rules:

In Clash for a Continent victory is only checked at the end of a turn, in HTL it's checked at the end of each player turn.

In HTL leaders are a little less vulnerable to FIRE COMBAT. No matter how many 1's are rolled, only 1 confirmation die is rolled to see if the leader is actually hit. In Clash one confirmation die roll is made for EVERY 1 rolled in the fire attack. In both games a confirmation roll is made for every original 1 during Close Combat.

In HTL nothing is said about what happens when a leader is caught alone in a hex by an enemy unit. In Clash a leader caught alone is eliminated. I think this is just an oversight in HTL and players should use the same rule as in Clash for a Continent.

Sunday, December 7, 2008

Brief session report: Clash for a Continent

Mark K and I had the opportunity to get in a very full day of gaming. Among our achievements was a match of Clash for a Continent, the Fort Dusquene scenario.

Fort Duquesne is Braddock's famous defeat by a French and Indian ambush in the French and Indian War.

Being more experienced in the game system, I took Braddock for the first game. We used most of the optional rules, but did keep the Command Action Point allowance at the Historical 1 + d3 roll for Braddock compared to the 3 + D3 die roll for the French. This meant that my force would have between 1-4 CAPs while Mark's had 4-6 per turn.

Recognizing that maneuver would be difficult, my basic plan was to push against the French and Indians facing the left front of my column while spending the absolute minimum elsewhere. This worked as well as one might hope, actually, as Braddock and some British regulars was able to do some significant damage to the Indians in his neighborhood and proved nearly invulnerable to fire while on the hilltop near the river. Unfortunately young George Washington caught a bullet, decreasing my already meager CAP state (as well as prompting some discussion about how events a generation later would have been different without the "indispensable" man.

In the end the French and Indians were able to get their six VPs in lost Anglo-Americans while just losing a few themselves.


We switched sides, but this time gave Mark's Braddock the same 3 + D3 CAP allowance as the French.

In this case I decided I needed to take my time because I knew I wouldn't have a CAP edge over Mark. I did, however, still have a maneuver edge, due to the Indians speed in wooded terrain and I followed a policy of retreating any Indian that took a loss. I likewise pulled the French back after they took a few losses. Mark, meanwhile, was less willing to pull troops out of the fight and this resulted in several of his units being eliminated. After spending a few turns rallying Frenchmen and Indians, the restored Franco-Indian force returned to the fray and got the last couple of losses needed for victory.

This battle took longer to win without the CAP edge, but overall the awkward tactical position of the ambushed British column was too much for either of us to overcome, although I do think that the battle is winnable for the British player. Still, in the historical event they did lose, and this scenario reflects that rather well.