OHW rule question: garding units.

Started by GridGame, 19 January 2020, 01:48:54 PM

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GridGame

I would be interested in views on unit grading. I have run a few games, based on OHW rules, where once the units are selected they roll a D6 grading them 'Poor', 'Steady' or 'Elite'.  (The score corresponding to grading varies dependent upon the unit concerned). Correspondingly 15 hits is assigned to 'Steady' units, but 'Poor' units only get 12 hits whilst 'Elite' get 18 hits.

Norm

I think this would generally work as described for your preferred period of ECW, but I note, in the ACW that I have been playing recently, it would cause a problem because the system already creates an elite (strangely called zouaves) and in that era, I find the 'elite' tag too strong, as elite units are very difficult to prise out of defensible terrain, with it typically taking 2 ordinary units to overcome a single zouave (elite) in woods etc.

I am looking at Table 1 on page 64 for the army list, if accepting that Neil Thomas is having zouaves represent elites, then we see that in a six unit army, of the 6 options available, there are 2 chances that no elites will be called, 3 chances of 1 elite and 1 chance of 2 elites,

I don't know whether that could or should be representative of an ECW army, but Thomas seems to be capping the potential for elite capability.

To deal with the powerful elite units, I brought a morale system into my own ACW play, so that as units took casualties there was an increasing chance they would pull back and take additional casualties - I suppose what I am suggesting is that in these small armies, Too much eliteness seems to be a problem, especially when there is defensive terrain around and some control may be needed. 

Shedman


d_Guy

One Hour Wargames.

Your question seems to be familiar, GridGame.  ;) :)
I like the idea but have not tried it. Obviously the grading would have to be adjusted relative to the opponent (and year). For example, the three foot regiments of Montrose's Irish Brigade would grade out at 18 against Covenant Levy (a mix of 12 and 15) but 15 against Covenant veterans (generally 15) and maybe only 12 in late 1645.

Norm's ACW morale system is what I imported into my own ECW rules. Without it it is near Impossible to push enemy foot out off towns or woods.
Encumbered by Idjits, we pressed on

GridGame

Responding to Norm's points:

Norm raises some good points about creating 'super troops' but in the quoted example of Zouaves / Elites for ACW is the issue an ability to take extra hits or that of other benefits? In OHW rules the Zouaves get +2 shooting, (basic) infantry the die score and cavalry & artillery are -2. (There is no hand-to-hand).

The principle benefit for me in creating poor/steady/elite is the number of hits a unit can absorb before being routed. Also whilst Elite is a benefit then 'managing' Poor graded troops is also challenge.

Generally the dice score for grading are 1 = Poor and 6 = Elite. My limited grasp of Probability suggest that for a 6 unit army, on average, 1 unit will be Poor, 1 unit Elite, (and the remainder Steady).

[I would at this point say that the Parliamentarians have complained to the 'referee' many times that the dice are far from 'average' and fixed in the Royalists favour!]

Orcs

Quote from: Shedman on 19 January 2020, 04:30:10 PM
Excuse my ignorance but what's OHW?


I too was trying to understand the abbreviation. thought it might be a typo abbreviation for "Honours of War"

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Ithoriel

So, not an abbreviation for a combined command involving OKW and OKH? Such a disappointment :)
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GridGame

Responding to D_Guys points:

Familiar to you strange that!  :D I was advised to ask my questions to a wider audience to get a broader more informed view................................

Army composition & troop types:
Once you move away from OHW (One Hour Wargames) troop types in the interest of historical accuracy it naturally follows that having made that distinction also taking into account a unit's historical competence is a natural step. Accepting this might then give one sided games is just that extra reach for a bit of historical accuracy?
(Having said that starting with a great plan is one thing: getting the dice to play ball is rather different).

Point of explanation for those not so conversant with OHW (One Hour Wargames). This simplistic system contracts (force fits??) all types of troops in to four categories, which most wargamers would consider wrong for the ECW. As a consequence the OHW framework gets stretched.
I recognise 8 types of unit: Cuirassier ('Lobsters'), Trotters, Gallopers, Pike (Only), Pike & Shot, Dragoons, Artillery and Command Shot. [This is for the early years of the ECW in England].

Curiously I am using your 'in red rags attired' ECW rules which I have adapted for the early war years in England. In using these rules I have by default started using 'Norm's ACW Morale Rule'. It is easy to apply and I agree rather than Neil Thomas's 'to the death' in close combat does give a more realistic 'push back' result.

'Norm's ACW Morale Rule'
If a unit takes 'hits' in a move it must test its morale, (assuming it has not received 12, 15 or 18 hits and so is routed). This is done by rolling 3 x D6 and the total score must equal or exceed the cumulative hits of that unit for it to 'pass'. A 'loss' results in taking 2 extra hits and a push back or 3 extra hits if a push back is not possible.

I find this a good progressive rule as the greater the number of hits a unit has received the greater the probability it won't pass the morale test. Note it also tends to negate the benefit of the 3 extra hits an Elite unit can take compared to a Steady unit. In fact in games I have found Elite units less of a benefit then Poor are a detriment.

Norm

To make that morale system work with your intent on increasing the robustness of elite units, you could give elite units a +2 when taking the morale test.

I also agree that the limit of 4 troops types to an era is not something to easily swallow in your preferred period, I mean what ancients player worth their salt could field armies without nellies or chariots :-)

As an observation to the wider audience, the reasoning behind my failed morale test causing a fallback AND 2 extra hits, is that often in OHW rules, it is actually an advantage to fall back as the defender because you now force the attacker to close on you again! And while they are closing (moving) they cannot also fire, while the defender can, so the extra punishing hits on the defender is to give the failed morale result some teeth ...... plus, if a unit fails its morale, it is fair to say that it is likely already heavily mauled, so those 2 extra hits can be quite nasty and means that a unit falling back is probably an early indicator that it is not going to be around too long.