FPW "Sappy Nappy" Campaign

Started by kipt, 24 October 2014, 07:17:42 PM

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kipt

24 October 2014, 07:17:42 PM Last Edit: 25 October 2014, 01:24:20 AM by Leon
We will be playing the one day FPW campaign using my adaptation of Snappy Nappy by Russ Lockwood tomorrow the 25th of October.  I call my adaptation Sappy Nappy (poor Napoleon III).

I have 7 tables set up and we will have 12 players if everyone attends.

Here are the tables from several views.  I will also post the initial setups as I get them done.

http://s915.photobucket.com/user/kiptrexel/library/10-25-14%20Campaign%20Game/Game%20Boards

Scroll through the pictures to see views of all 7 tables.

Hopefully this will show up.

Hertsblue

Interesting terrain, Kipt. Will you do some pics with the troops in place?
When you realise we're all mad, life makes a lot more sense.

www.rulesdepot.net

Duke Speedy of Leighton

Looking good! Let us know how it goes! :)
You may refer to me as: Your Grace, Duke Speedy of Leighton.
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Duke Speedy of Leighton

What scale are you using on these tables?
Saarbruken heights looked small, then I noticed how far each table was stretching, so fab! 8)
You may refer to me as: Your Grace, Duke Speedy of Leighton.
2016 Pendraken Painting Competion Participation Prize  (Lucky Dip Catagory) Winner

kipt

Here are the initial setups.

http://s915.photobucket.com/user/kiptrexel/library/10-25-14%20Campaign%20Game/Initial%20set%20up

Strategic scale on the boards is 3/4" = 1 mile.  Tactical scale is 1" = 150 yards.

Duke Speedy of Leighton

You may refer to me as: Your Grace, Duke Speedy of Leighton.
2016 Pendraken Painting Competion Participation Prize  (Lucky Dip Catagory) Winner

Duke Speedy of Leighton

VI Corps at Chalons looks more complate than they ever actually managed!  ;D
Good luck, I'm gaming all weekend but fascinated to know how it goes.
8)
You may refer to me as: Your Grace, Duke Speedy of Leighton.
2016 Pendraken Painting Competion Participation Prize  (Lucky Dip Catagory) Winner

kipt

VI Corps has all of its assigned troops, other than the 3rd and 4th divisions who are without their mitrailleuse, using a 4# instead.  All the French, except the Imperial Guard, will be downgraded at the start of the game until their reserves catch up (a -2 to their rolls until I, as the umpire, decide to let the corps roll - an even and the -2 becomes a -1; odd roll again next turn).  Then, sometime later I will let the corps roll again to eliminate the -1.  Each corps may be different.

I have limbers for all the artillery (1 limber stand to each 2 gun stand, which represents 2 batteries) but will not use them for this game.  When we play a tactical game only, the limbers will be used.  They can be seen in my previous FPW post.

Leman

That looks terrific - interesting to see the bronze barrels of Bavarian artillery actually put into practice. Still working on my stuff- slowly but surely.
The artist formerly known as Dour Puritan!

kipt

Having finally written up the campaign and put descriptions on the pictures, I post it now.  To follow will be the French and Prussian Special Conditions.

Franco Prussian War Campaign
"Sappy" Nappy Rules

A FPW Campaign game on 7 tables was fought on October 25, 2014.  We used my adaptation of the Snappy Nappy rule set by Russ Lockwood, which I call "Sappy Nappy".  We had 5 French players and 8 Prussian/Allied and myself as the umpire.  The tables were set up in separate rooms, except for two in the same room.  Figures used were the Pendraken Franco Prussian War line, which is a very complete set.

The initial table layout is shown here:
http://s915.photobucket.com/user/kiptrexel/library/10-25-14%20Campaign%20Game/Game%20Boards

Initially the French and Prussians were only on one table together.  All the rest were on tables with no adversaries.  The initial troop set up is shown here:

http://s915.photobucket.com/user/kiptrexel/library/10-25-14%20Campaign%20Game/Initial%20set%20up

After a pregame briefing, each side gathered to set up their initial strategy. Then the players were led to their boards.  Up to this point they had not been allowed to view the tables.  They only had the player map to go by.  Time for each table was independent.  There is not attempt in these rules to have each table move in conjunction with the others.  When troops from one table moved to another, they took the game turn that table was on.
I allowed cavalry to peek at an adjacent table and then move back.  This allowed some planning before running into a hornet's nest.

The Prussian initial strategy was to defend in the middle of the map but attack with the Bavarians on the left.  The French had orders to probe into Germany for its center corps, with the I Corps moving west from Strasbourg to reinforce the middle.  The VI Corps at Chalons was to entrain and move to Metz for further orders.

Fighting on the center table, Table 5, started immediately, as the French and Prussians were in close contact.  Action on this table was slow due to the large numbers of troops.  During the combats here,  Marshal Bazaine, the French III Corps commander, saw reinforcements entering from the right rear, only to be disappointed when they mysteriously (to him) turn around and march off the table. The Prussians had notice of other Prussian and Bavarian appearances on their right and left rear respectively, while the IV Corps arrived on their right flank and immediately crossed the Saar to attack the French left flank.  If the game had continued past a 4:00 stop time the 4 Prussian/Saxon corps on this table would have seen most of 2 more corps enter as reinforcements. (This was a concern to me as I didn't want all 13 corps gathered on one table.  Ultimately action was occurring on 3 of the initial 7 tables that were set up).

As the game drew to an end, the French were receiving reinforcements on their left rear from the Imperial Guard and the VI Corps.

Table 3 was the initial set up of the Prussian Guard Corps and the III and IV Prussian Corps.  While moving to the east toward table 5, the French IV Corps appeared on the south edge of the table.  The fortress of Saarlouis fired at the French left flank, which had moved too close, and eliminated a cavalry brigade.  Action on this table moved back and forth until the respective gun lines were set up.  The Prussian IV Corps was able to reinforce table 5 in the center, though Konig Wilhelm took over its corps artillery to help contain the French IV Corps attack.

Table 7, which contained the fortress of Strasbourg, was the initial deployment area of the French I Corps plus the 2nd Reserve Cavalry Division.  Orders from Napoleon III were to move west and reinforce the III Corps, which was in position between St. Avold and Sarralbe.  As the last of the corps was moving off the table, the Bavarians appeared on the north edge, moving south from table 6.  Hasty messages went to GHO from Marshal MacMahon announcing the presence of the enemy.  Napoleon then ordered a return to table 7 and to confront the Bavarians.  This was the reason that Marshal Bazaine saw troops appear and disappear on his right rear.

Ultimately confronted by numerous Bavarian guns, the I Corps was in a defend posture.  This enabled the Bavarian II Corps to start moving toward table 5.

Table 1 held the French VI Corps at Chalons.  They had orders to entrain and move to Metz, which was the location of the Emperor and the Imperial Guard.  Once there, they received additional orders to move to St. Avold, on table 5.  However, when the first train arrived at St. Avold, it was discovered that only infantry could detrain there, but no artillery.  Not wanting to divide the artillery from the divisional infantry, the trains reversed and returned to Metz.  Here they detrained and marched toward table 5.  They were making an appearance at game end.

Table 2, with the fortress of Verdun, only saw the trains with VI Corps passing through.  No other troops appeared on this board.

Table 4 had the fortresses of Thionville and Metz.  The troops on this table were the Imperial Guard and the IV Corps.  IV Corps was ordered to probe north and so vacated this table.  It saw action on table 3.  Initially the Imperial Guard followed, but because the IV Corps did not get far beyond the edge of table 3, fell back to table 4.  VI Corps arrived from Chalons by train, and was ordered to St. Avold.  However, as noted above, only infantry could detrain there so returned to Metz.  There it detrained and started marching to reinforce the center, along with the Imperial Guard.

Table 6, which was the Bavarian Palatinate area, contained the Bavarian I and II Corps.  They had orders to move on Strasbourg and did so, finding the French I Corps in the process of evacuating the board.  However, their appearance pulled the I Corps back to confront them.

These are pictures of the action during the game:

http://s915.photobucket.com/user/kiptrexel/library/10-25-14%20Campaign%20Game/Game%20Day

These are random pictures of the initial briefing and views of the players at their boards.

http://s915.photobucket.com/user/kiptrexel/library/10-25-14%20Campaign%20Game/Miscellaneous%20Game%20Day%20photos

We ended the game at 4:00, the players having arrived at 9:00, with an hour for lunch. All in all it was pretty successful for my first multi-table campaign.  Several of the players had never seen the rules but caught on quickly.  The following pictures are the final positions for tables 3, 5 and 7, where the actions occurred.

Table 3:

http://s915.photobucket.com/user/kiptrexel/library/10-25-14%20Campaign%20Game/Table%203

Table 5:

http://s915.photobucket.com/user/kiptrexel/library/10-25-14%20Campaign%20Game/Table%205

Table 7:

http://s915.photobucket.com/user/kiptrexel/library/10-25-14%20Campaign%20Game/Table%207

These are the comments from the two commanders.  First the French.

"Napoleon III's general orders were "Probe" and for the III and IV Corps to proceed immediately northeast into Germany and confront enemy troops there. I Corps was to march west from Strasbourg to support III Corps.  And VI Corps was to embark by train for Metz then hold there without debarking so as to receive further rail movement orders. When III Corps signaled it was facing multiple German corps, HQ replied that I Corps was on its way from the east. IV Corps signaled that it was facing several German corps moving in various directions—perhaps retreating—and the Imperial Guard began moving northeast toward the border to assist them. When I Corps signaled that it was facing two Bavarian corps descending on Strasbourg, HQ reversed the orders for I Corps, directing them to return to defend against the Bavarians. Then HQ sent the VI Corps on foot east from Metz to assist III Corps and sent the Emperor and Imperial Guard after them. VI Corps was forming up at the foot of the table, and the Imperial Guard was about to enter the battle when the game was called."

And now the Prussian.

"As the Kaiser, my first impression was that the French would attack on what was the dining room table (table 5). My orders were to merge forces, and maneuver, defensively, in order to bring long-range artillery fire to bear.
The standing order in game terms was, Maneuver.
The Bavarian force was the exception. I ordered them to advance into France and swing west. Engage and destroy any forces they grapple with.
Since I knew we were going to be immediately in a tactical battle, I didn't see how it was possible to make strategic gains. Functionally, the campaign only lasted four hours.
As I recall, historically, it was the extermination of the French army that allowed the Prussians to make the ultimate breakthrough. This was my strategic objective.
Figuring this would be the case, the grand strategy for the day was to dig in and murder as many French units as possible.
The central board did a fair job, but what happened in the seven hours the III Corps and Guard Corps battled against the French IV Corps was my concept ideal.
For a real campaign, things like force pool maintenance would have to be created. The morale system does not account for casualties, at least not to my understanding.
I really love the epic scale that you laid out! A giant board game encompassing the entire borderlands is awesome!"

In addition, these are the messages passed back and forth.  I as the umpire collected each message, writing the time it was given to me.  Then, depending on how far the recipient was from the message author, I delivered it at the time noted.

The time of the message is given first, then the delivery time, author, recipient, table the message is from and the message.  French in italics

(1014) (1024) XII Korps to Konig Wilhelm, table 5:  Fortress to my front across river from Zweibrucken, blocking my movement.  What are my new orders?
(1020) (1040) I Corps to GHQ, table 7: Past Saverne, moving south. With move west at Phalsbourg. No contact with enemy yet.
(1023) (1033) III Corps to GHQ, table 5: First turn facing 3 enemy corps across border, probably Saarbrucken.  I will screen by moving to forward most villages/towns. Fortress in Bitche will have to defend itself.  Need reinforcements!
(1044) (1054) GHQ to III Corps, table 4: Order moves up to Probe. No reinforcements available but will order I Corps to your position.
(1044) (1104) GHQ to I Corps, table 4: Three German Corps sighted by III Corps in Saarbrucken.  Move north toward that town, valley thru Bitche.
(1056) (1101) GHQ to IV Corps, table 4: Order advances to Probe.
(1103) (1123) Bavarian II Korps to Konig Wilhelm, table 7: The Bavarian II Corps has taken the town of Wissembourg after tough resistance.  Proceeding to Soultz.  Took us 7 hours to take Wissembourg and advance.
(1103) (1133) I Corps to GHQ, table 7: A large force of Bavarians has appeared before Strasbourg.  What should I do? (½ of my Corps is pm the Strasbourg board, the other half on the Phalsbourg board).  The Bavarians are approximately Corps strength.
(1106) (1126) I Corps to GHQ, table 7: I will continue moving towards Bitche until otherwise directed.
(1107) (1133) Bavarian I Korps to GHQ, table 7: I am at French border.  Lots of enemy artillery and 12 stands of infantry headed west out of Strasbourg.  No other enemy visible in area between Landau and Strasbourg.
(1113) (1118) IV Corps to GHQ, table 3: First corps left the field to the east.  This was the one that I thought was defending.  The second corps in front of my troops.  Still in road formation and crossing a river.  The third German reserve corps moving up to reinforce second corps.
(1125) (1130) GHQ to IV Corps, table 4:  Have Imperial Guard prepared to follow you.  Do you need assistance? Or should I head for III Corps position? (Please sign your messages)
(1125) (1145) GHQ to III Corps, table 4: Where are you and do you need assistance from I Corps, which is ordered to follow you to Saarbrucken?
(1131) (1151) GHQ to I Corps, table 4: Return to Strasbourg and deal with the Bavarians.  Happy hunting!  I will send VI Corps to support III Corps.
(1137) (1142) GHQ to III Corps, table 4: Will send VI Corps to support you from St. Avold.
(1137) (1140) GHQ to VI Corps, table 4: Move by train to St. Avold, follow III Corps north into Germany and support him.
(1138) (1140) I Corps to General Bonnemains (I Corps div CO), table 5: Defend order [I corps CO was on a different table than Bonnemains]
(1138) (1158) I Corps to GHQ, table 7: 2 Bavarian Corps before Strasbourg now.
(1140) (1200) Bavarian II Korps to Konig Wilhelm, table 7: We have captured Soultz, French fleeing Strasbourg to the west.
(1144) (1204) Konig Wilhelm to Bavarian I Korps, table 3: If you wish besiege Strasbourg (ask siege master [umpire] how to determine sapper/artillery attack) otherwise swing west
(1145) (1205) Bavarian I Korps to Konig Wilhelm, table 7: I am turning west from Rhine, between Seltz and Strasbourg, following enemy on primary road heading SW from Strasbourg
(1147) (1152) IV Korps to Konig Wilhelm, table 5: Large fight in Saarbrucken.  Amassing my forces near Volklingen to thwart charge of enemy to our guns
(1148) (1153) III Korps to Konig Wilhelm, table 5: French heavy cavalry entered from south.  Will screen south with light cavalry.
(1148) (1153) IV Corps to GHQ, table 3: 3 corps, 1 in movement.  Closest 1 in defensive position.  1 in reserve.  Should be able to tie up all three.
(1149) (1159) Konig Wilhelm to XII Korps, table 3: Go south – Prussian side of river – skirt the fort's range
(1154) (1204) Bavarian II Korps to Konig Wilhelm, table 7: We have captured Worth.  French cavalry engaging. Most French have fled west.
(1206) (1226) GHQ to I Corps, table 4: Your order is now Probe, freeing you to attack Bavarians at Strasbourg
(1207) (1227) Bavarian II Korps to Konig Wilhelm, table 7: Captured Niederbronn. I Korps fighting French cavalry.  We are eating weisswurst und bier!
(1215) (1225) III Corps to GHQ, table 5: (please print more neatly. I cannot read your writing). Turn 3. More Prussians coming from my left flank.  I Corps is on the table on my right rear.  Trying to hold in Forbach and Saaralbe but will fall behind river soon. More Prussian cavalry coming in from NE.
(1225) (1245) Bavarian I Korps to Konig Wilhelm, table 7: Enemy troops now returning east toward Strasbourg after previous withdrawal.  I and II Bavarians are considering engaging returning troops, not besieging Strasbourg.

LUNCH BREAK

(1307) (1317) Konig Wilhelm to IV Korps, table 3: Please give your corps artillery to Von Pape at the frontier [part of IV Korps on 1 table with corps artillery on another – Von Pape is a Guard Div CO]
(1313) (1333) Konig Wilhelm to Bavarian I Korps, table 3: Engage returning troops and push west
(1337) (1343) IV Korps to IX Korps, table 5: My corps artillery are moving west of Volklingen. Town will be exposed
(1338) (1344) IV Korps to IX Korps, table 5: Disregard last message
(1406) (1416) IV Korps to Konig Wilhelm, table 5: Volklingen defended.  Saarbrucken under heavy attack w/more French brigades approaching.  If you can circle behind at Rouzonville, will flank enemy
(1433) (1443) IV Korps to Konig Wilhelm, table 5: More divisions coming up from south of Rouzonville.
(1505) (1535) IV Corps to GHQ, table 3: Ze guns! They hurt!  Seriously though, 17 batteries suck. Shoved off the right (eastern side) and getting pushed back by weight of steel.
(1535) (1545) GHQ to IV Corps, table 5: C'est dommage. L'histoire l'revinait! Cherche le frontier.

GAME ENDED AT 1600.

I will post the Prussian and French Special Conditions next.  They explain train movement and the effect of fortresses.

kipt

And now the Special Conditions.

French Special Conditions:

1.   Except for the Guard, all French Corps are struggling to fill out their ranks and material.  To represent this, each corps has a box at the top of their sheet with a
-1 and a -2.  These are negatives per stand when firing or meleeing.

2.   When announced by the umpire, the player can attempt to roll off first the -2 by rolling an even number on a d10.  If an even number is rolled, cross off the -2.  Some of the reserves have caught up with the Corps.  It applies to all troops in the Corps.

3.   If the first attempt is not successful, roll each turn until an even number is rolled.

4.   When announced a second time by the umpire, the player can attempt to roll off the -1, using the same method.

5.   The French railway system can be used to move troops.  To do so, the stands are moved adjacent to the railway at a town or city (not a village).  The next turn is spent boarding (no movement).  When boarded, trains move 48" per turn.

6.   Trains can hold:
a.   All the infantry and artillery of a division plus the Division CO
b.   All the Corps cavalry division plus the Division CO
c.   One cavalry division plus the Division CO
d.   All the Corps artillery plus the limber stands plus the Division CO (the CO can travel where he wants)
e.   Four batteries plus limbers of the Artillery Reserve.

7.   Trains are unloaded by halting at a location, town or city and spending a turn after stopping not moving.  Infantry can disembark anywhere along the track, but guns and cavalry can only disembark at a town or city.

8.   Certain of the French cities either have or are fortresses.  They have inherent garrisons and heavy artillery.

a.   The scale again changes at a fortress; the danger zone is 12".  Artillery cannot fire at a fortress outside of this zone nor can fortress artillery fire beyond 12".
b.   All fortresses have 6 bastions.
c.   Turn sequence for sieges:
i.   Besieger moves and/or sets engineer companies digging a sap.
ii.   Fortress fires all guns that bear.  If a engineer company is hit, no sap is dug that turn from that company (see below).
iii.   Besiegers guns fire
iv.   Fortress always fires first every turn.
d.   Garrisons are represented by a colored d6.  Fortress artillery is represented by a different colored d6.  The amount of garrison and guns in each bastion is based on the size of the fortress.
e.   Sorties from a fortress can only be done by regular troops.  Note a fortress can hold one division of regulars in addition to its garrison.
f.   Engineer companies can sap forward one section per turn (each section is 1-1/2").  A sap can hold one stand of infantry or artillery (no columns in a sap).
g.   Troops in saps get a -2 die modification when fired at.  A hit causes a MC.
h.   Fortresses get a -4 die modification when fired at.  A hit reduces either a garrison factor or a fortress artillery factor by 1.
i.   Fortress artillery uses the Prussian 6# range with the 12" range a 3d10.
j.   A hit on an engineer company only causes a loss of work for the turn.  The engineer company does not take a MC.
k.   Troops in the open within the 12" zone can be targeted by all bastions that can bear.

9.   To start the game, counters will be used.  A Corps has a HQ, a counter for each infantry division, a counter for the corps cavalry division and one for the corps artillery.

10.    Victory conditions: fortresses and cities are worth points.  Eliminated brigades or artillery stands are negative points.  The high total of points at the end of the game is the victor.

Prussian Special Conditions:

1.   The Prussian railway system can be used to move troops.  To do so, the stands are moved adjacent to the railway at a town or city (not a village).  The next turn is spent boarding (no movement).  When boarded, trains move 48" per turn.

2.   Trains can hold:
a.   All the infantry and artillery of a division plus the Division CO
b.   All the unattached cavalry of a corps plus the Division CO
c.   One cavalry division plus the Division CO
d.   All the Corps artillery plus the limber stands plus the Division CO (the CO can travel where he wants)

3.   Trains are unloaded by halting at a location, town or city and spending a turn after stopping not moving.  Infantry can disembark anywhere along the track, but guns and cavalry can only disembark at a town or city.

4.   Certain of the Prussian cities either have or are fortresses.  They have inherent garrisons and heavy artillery.

a.   The scale again changes at a fortress; the danger zone is 12".  Artillery cannot fire at a fortress outside of this zone nor can fortress artillery fire beyond 12".
b.   All fortresses have 6 bastions.
c.   Turn sequence for sieges:
i.   Besieger moves and/or sets engineer companies digging a sap.
ii.   Fortress fires all guns that bear.  If a engineer company is hit, no sap is dug that turn from that company (see below).
iii.   Besiegers guns fire
iv.   Fortress always fires first every turn.
d.   Garrisons are represented by a colored d6.  Fortress artillery is represented by a different colored d6.  The amount of garrison and guns in each bastion is based on the size of the fortress.
e.   Sorties from a fortress can only be done by regular troops.  Note a fortress can hold one division of regulars in addition to its garrison.
f.   Engineer companies can sap forward one section per turn (each section is 1-1/2").  A sap can hold one stand of infantry or artillery (no columns in a sap).
g.   Troops in saps get a -2 die modification when fired at.  A hit causes a MC.
h.   Fortresses get a -4 die modification when fired at.  A hit reduces either a garrison factor or a fortress artillery factor by 1.
i.   Fortress artillery uses the Prussian 6# range with the 12" range a 3d10.
j.   A hit on an engineer company only causes a loss of work for the turn.  The engineer company does not take a MC.
k.   Troops in the open within the 12" zone can be targeted by all bastions that can bear.

5.   Prussians must have a clear supply line to the Rhine: either Mainz, Bingen or Coblentz.  Bavarians must have a clear supply line to Mannheim. If the line is broken, the corps will suffer a -1 penalty to the die roll for firing and melee.  If the line continues to be broken, the penalty will go to -2.  The duration will be decided by the umpire.

6.   To start the game, counters will be used.  A Corps has a HQ, a counter for each infantry division, a counter for the corps cavalry and one for the corps artillery.

7.   Victory conditions: fortresses and cities are worth points.  Eliminated brigades or artillery stands are negative points.  The high total of points at the end of the game is the victor.

We did not use counters nor did I figure Victory Points.  It was more of a learning experience for all, but at the post game talk, all seemed to enjoy it and were asking when the next would occur.  That has to be determined, but not until sometime next year.  We will go a large tactical game next, perhaps St Privat.

Duke Speedy of Leighton

Good reports, great photos, looks like a superb days gaming. Wow. 8)

Having played out this campaign it's always interesting to see what happens when someone with some initiative takes control of Napoleon III!
You may refer to me as: Your Grace, Duke Speedy of Leighton.
2016 Pendraken Painting Competion Participation Prize  (Lucky Dip Catagory) Winner

fred.

Awesome effort - I missed this when it was first posted.

I will have a more detailed read later.
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Ithoriel

Great looking game and clearly fun had by all.

Also, beautiful house.

Jealous of both! :)
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Le Manchou

Very interesting concept and reports, congratulations !
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