Baggage Train Strategy

Managing baggage trains can seem overwhelming at first.  As wargamers, we aren’t used to thinking like this.  Does it sound tricky?  It can be but that’s what makes it so fun!!!  It is worth the effort. 

Here is the basic rundown:

1. Combat flips your pieces to Spent.

2. Only Unpacked baggage can rally them back to Fresh.

3. Unpacked baggage can’t move.

4. If your baggage gets sacked, you lose.   Game over.   

Easy. 

Here are a few basic tips to get you up and running quickly:

When to Unpack Your Baggage?


The Baggage Trains are critical to victory.  Here are a few tips to get you started and keep you out of trouble:

Defense


Don’t unpack too soon.

Don’t unpack too far forward!

Example

Let’s say we’re running the Feds at Gettysburg, Day 1.  We deployed Reynolds’ I Corp along McPherson’s Ridge.  The Confederates launched their first assault.  We drove the Rebs back and mostly held.  Fantastic but our line is now Spent. 

At this point, it is very tempting to unpack.  We are off to a good start.  If we unpack we can now rally this line and maybe hold much longer!!  Sure that’s true but it’s not good enough. 


Don’t marry the first girl you kiss!  Yes, you need to have commitment issues!!


Unpacking is a huge commitment.  Don’t unpack because things are looking good right now.  Sure you may be able to hold for another assault.  Especially if you start rallying.  Maybe you can hold for another couple of turns.  Still not good enough. 

Here is the key question you need to ask yourself: 

If you unpack, can you hold this for the rest of the battle?

Yeah, not a few turns.  Can you hold this line for the next 3 days?  Come what may?  What happens when Ewell comes storming down out of the north 2-3 turns from now?  What if Jackson and Stuart unexpectedly show up?  Can you still hold that for 3 more days?  I didn’t think so.

With Baggage Trains, you need to think very long term.  The whole battle depends on it, so think in terms of the battle.

The beginning of a battle is the trickiest part.  You need to be constantly asking yourself these questions:

Where is the enemy’s main threat?  How strong is the enemy?  Where can I delay?  Where and when will reinforcements arrive?  Where can I fall back to?  Where can I make a stand and hold for the entire battle?  How can I minimize casualties until then?

Blow by blow, as the battle is developing, all these answers will be changing.  You need to constantly reassess the situation.  Where can you fight?  Can you even fight here at all?  Maybe the best solution is to never unpack.  Just fight a delaying action for a day and then bug out.  Sometimes that’s all you can do.  Is this really a battle you can fight?  Is it a battle you can win?  

Once you unpack, things get much more simple.  None of that matters anymore.  You’re all in.  Now the question becomes:  How on earth can I possible hold this line?  How can I take pressure off and distract the enemy?  Where are his unpacked trains?  Can I get to them before he can get to mine? 

Did the enemy break through?  Can you counter attack and drive him back?  How much longer can you hold out?  Is it time to give up and pull the plug?  It is much better to voluntarily bug out than let your baggage trains just get sacked.  Pack up and go home.  You can fight another day.    

Offense


For Offense, unpacking is more simple.  Two key questions:

Has the enemy unpacked yet?  Where?

Do NOT unpack unless you are sure the enemy already has.  If you unpack too early, you will be hopelessly overextended for the rest of the battle.  You will never be able to mount a serious threat.

Once you are sure the enemy has unpacked, you need to formulate your overall strategy for the battle.  Where is his line going to be?  How can you crack it?  What is the weak link?  Where are you going to make your main effort?  Think long term:  For the whole battle, not just the next turn or two.  You need to plan ahead for this.

Wherever your main effort will be, your trains need to be able to effectively support that.

Where to Unpack Your Baggage?


Now that we know when, the next question is where?  Where is the best place to locate your Trains?  This is fairly simple.  It just requires a little careful planning. 

Work this backwards.

Defense:  Where is the line you plan on holding? 

Offense:  Where is the defender’s committed line?  Where will your line be to assault that? 

Ok now, where will your troops be when they retreat off that line?

Your Baggage Trains need to be able to rally this spent line efficiently.  Simple place them where their range will extend over most of this area. 

Rally range is 1/3 Mounted move.

Finally, don’t worry too much.  You don’t have to be perfect.  The enemy won’t be perfect either.  Just dive into a battle and try something.  Experience is the best teacher.  “Ah, now I see why I shouldn’t have unpacked there.”  Yeah, well the upside to making a big mistake with baggage trains is that the battle will be over soon.  Now you know.  Now you’ll remember.  Now you have plenty of time to start a new battle. 

Ancient Cavalry Charge

Quick question on Pub Battles Ancients…Regarding Cavalry Charge – What is the benefit of the charge?  Is it they can make a partial move…combat…and then move again and combat?  I assume the target of combat is allowed to reciprocate and attack as well?  Just not grasping cavalry charge.


Normally, you move all your activated pieces THEN resolve all the combats that result.

If a Cavalry piece Charges, it makes a full move and attacks an enemy piece.  Now you immediately resolve that combat between the cavalry and the enemy, BEFORE you finish moving the rest or your pieces.  You resolve the combat normally with the enemy rolling dice.  The enemy doesn’t get any special move or attack back or anything. 

Cavalry on Flank

After you resolve this combat, your cavalry piece, assuming it’s still alive, MAY move and attack again IF there is an enemy target within 1/3 move.  You can keep moving and attacking with that cavalry as long as you want to.  Once you are finished with that Cavalry, THEN you can continue moving all the rest of your activated pieces. 

Cannae

Very powerful.  Especially if most of the enemy is spent from previous attacks.  That gives you the plus mods.  With a little luck, the right timing and elite cav, you can ride down and obliterate most the enemy army in 1 turn! 

You need to get things setup right first.  The key is to get most of the enemy spent while you have Fresh Cav ready to strike!

Cannae. Fate sealed.

Top 4 Reasons Why Wargames Are Better with More Luck

1)  It is more realistic.  Like it or not, that is the way the real world works.  You want your wargame to be more realistic right?  There ya go. 

2) More tense, more excitement, more fun.  People don’t flock to play Chess like they do to the Casinos do they?

3) It makes the wargames more accessible to new players.  Yes, you hate it when you play better and some new guy, that made lots of mistakes beats you because of luck.  Well, so what?  That’s life.  It happens in real war.  So let the new guy enjoy a cheap win.  Why not?  You still had a fun time playing an interesting, historical strategy game and learning a few things.    

Look at this from the new guys perspective.  Would you like to play a new game where you are 100% guaranteed to always lose for the first 40 games while you are learning it?  Doesn’t sound like fun to me.  We complain about shrinking numbers in our hobby.  Why is it so hard to find new players?  Well, gee.  Maybe if the hobby was a little more welcoming to new comers, it would get better.  Even if you are very nice, losing EVERY time is not welcoming.

More luck opens up more opportunity for new guys to actually win.  This is a good thing! 

4) It teaches you good, real world, command/leadership skills.  In the real world, things often go wrong too.  Many things are out of your control.  Murphy’s law.  Do you ever see problems come up at work?  Things that break and go wrong when they shouldn’t?  The schedule gets completely blown out?  Sure.  It doesn’t do any good to complain about the odds or explain about how that should have never happen.

What can you do?  What do you do now?  How well can you react?  Did you have a contingency plan?  Why not?  That is what the best leaders do!  It is a big part of what made Napoleon so fast and devastating.  (Not that he just had a big + combat modifier.)  Plan for things possibly going wrong.  Look for new opportunities to exploit now that things did go wrong.  When one door shuts, new ones open up.  Learning to live with and manage luck, trains you to be a better leader in real life.                      

Road Marching

I get a little confused while changing into Road Column, marching and back out again. Can you explain exactly how this works?


Sure! Great question. The process is simple, it can be a little tricky to keep it straight in your mind while doing it. This is how I do it:

It takes 1/3 move to change formation. While in Road Column, you move double. So I think of it this way: you have 6 little, 1 third segments that you can use during your turn; at Road Column speed, right?

So let’s say I’m sitting on a road but I’m in line. I have a total of 6 segments to use right? It takes 2 of those moves to change into Road Column. That means I have 4 moves left to march along the road.

How far can I go if I want to change back into Line? Well, just remember it is going to take 2 of those little moves to change back right? So if I’m already in column, on the road, I can move 4 moves along the road and then spend my last 2 to change back into line.

So how far can you move if you start on a road, change into column and then back out into line again at the end of my move? Simple. It takes 2 moves to get into column right? It will take 2 more to get back into line at the end of your move. So that means you can use 2 moves to march along the road.

That’s fine but that works out to be 2 thirds of a regular move right? If you are going to do that, you might as well just stay in line and march there. It works out the same if you are going through bad terrain.

This is a good base line to keep in mind. In order to make it worthwhile, you need to be moving further than 2 thirds of a regular move; assuming you are getting in and out of road column all in the same turn.


Do you plan your moves differently? That’s ok. If you already have a way that makes sense to you fine. Keep doing it that way, as long as it works. There are different ways to think about it.

Strategies for Dominating a Board Game

Board games come in all different shapes and sizes. While there is no one size fits all board game there are certainly positives to be said about any game you may be interested in playing. Board games, especially ones involving strategy are good for healthy brain development.

 

The gameplay is beneficial in many ways including the development of your brain’s frontal lobe and well as executive function control. Many families take time out of their busy lives to have regular family game nights because it has shown to help kids in many segments of life.

 

Board games can benefit not only children of course, as playing games has been shown to help ward off dementia. Games help the mind stay sharp and competitive and that spirited approach can really help you not only succeed intellectually but when playing all manner of card games, video games, and online tabletop games as well.

 

While every game is played differently there are some strategies for playing board games that remain key no matter which game you’re playing. These ideas may not work completely for the game you enjoy playing most but the spirit of the tip should ring true in a high percentage of the games you’re bound to encounter. (Feel free to substitute the word money for army etc.)

Play By Yourself

With many games giving you the ability to play as one player, getting some practice games played is a great way to find the perfect strategy for you. When you first begin to play a new board game it can be hard to figure out what your strategy should be as you’re still trying to grasp the rules and instructions.

 

So once a game is introduced to you set out to play it by yourself, even if it isn’t a one-player game. Getting deeply familiar with a game will bring you a sense of reassuring comfort so you can actually focus on creating a strategy and not keeping the rules straight.

 

But after you have played a few times and you understand the basic goal of the game, you are going to need to develop some strategies. There’s no better way to test out your strategies than by playing yourself. Whether your game is capable of being played one player or whether you control two different pieces or units you can see what works and what doesn’t.

 

Obviously, if without an opponent it can be difficult to see how a technique will hold us when you’re actually playing but nevertheless, playing solo can give you a competitive advantage in you can bank the knowledge you obtained and can pull from it in different scenarios you may face.

Think Economically

Because many games incorporate randomness into the gameplay there are risks to be taken with any strategy as you can never fully predict what will happen. While strategic board game enthusiasts can run a risk assessment before making their move when a game requires a specific role of the die or a drawing a certain card, there’s always a chance things could go poorly.

 

 

Yet, being skilled in assessing the possibility and the probability of each event will still only get you so far because of the randomness during play. In this case, you should bear in mind basic economic principles, especially when playing games involving resources or funds.

 

Just like in real life, whoever has the most money has a significant advantage during a game and can opt to bleed the opposing players dry based solely on the fact that they control the highest cash flow. Being conservative in giving up resources/armies/money can be a really sound gaming strategy.

 

It’s possible to have a great strategy while being creative and brilliant but still lose based solely on the fact that you cannot finance your gaming strategy. Therefore when you are playing a game with money or resources, collecting more money is never a bad strategy to have in place.

Be Flexible

As you develop your strategy for playing games you will have to make some key choices and then execute the choices while actually playing. You can use a strategy for the entire game attempting perhaps to earn as many points as possible. You can use a strategy for a number of turns such as collecting cards to eventually make a move that will earn you points.

 

But rarely can you enter a game and keep the same strategy throughout the entire time of gameplay. It is one thing to create a strategy in your mind and another to execute while playing. You can commit to your goal for a time but if an opponent begins to advance to quickly it may pay off to switch to your plan B.

 

Don’t get caught up in other people’s strategies. If your plan is to go on the offensive then go for it. If you’re always attacking no matter what, the other players will have no choice but to retreat and will not be able to achieve their own goals within the game.

 

However, The offensive strategy only works if you can achieve success, since as you advance your fellow competitors will likely retreat. In some games, this can result in a cat and mouse game that will become boring very quickly. Other times playing agressively will certainly pay off. Part of the fun and excitement of a board game is never really knowing what’s going to happen.

 

Being too conservative, especially in wargames isn’t going to result in a fun game. It’s key to remember that while winning is great, having a fun time with your gaming companions is also one of the reasons board games are so popular. While you should typically never make a move if you won’t survive the worst result of that attack if you aren’t having fun, what’s the point?

 

All the strategies in the world can’t account 4 random card drawings and what your opponent will be doing. That’s why part of having a good strategy is being flexible and adaptable with your gameplay actions. you need to be able to react quickly and make contingency plans no game is ever going to develop the same way twice so you have to be able to adapt.

Conclusion

It can be hard to break into a board game community that’s new to you, maybe these people have been playing for years but it’s important to remember that while board games can bring out negative traits in our personalities, they can also help you to see the strengths you have. Board games are a great way to expand your social relationships and to exercise your brain.

 

The more times you play a game the better you’ll be and the larger variety of games you are familiar with will give you more strategies to fall back on. Take some risks and focus on your strategies, once you start winning you won’t want to stop.

 

 

 

 

“Who ever saw a dead cavalryman?” Gettysburg

John Mosby

 

 

To me, it’s not at all complicated to distinguish an Infantry unit from a Cavalry unit in PBs.  There’s such a thing as carrying “minimalism” too far, to the point of “bland.”  I might order a Scotch without water, but water without Scotch is simply rehydration.


We are very fortunate to have such a talented and knowledgeable group of play testers in our design team.  We have great discussions.  I often wish they were public.  This is a small example.  Just 1 email picked out of hundreds of our banter back and forth.  I hope you find it as interesting as I do!


 

Sorry to differ, but saying Artillery in PBs is “not an abstraction” beggars reason.  The Artillery units in PBs don’t represent 1-2 guns—I know you know this, of course—but these units also don’t represent “usual concentrations” except in the sense of portraying sections of the battlefield where Artillery is particularly focused/targeted (and at this, Artillery Range, from the physical location of the Artillery unit to the targeted unit, is still an abstraction—those guns would be firing from other in-range locations, not just in a hub-to-hub line of cannon).

 

Troops were very accustomed to Artillery “falling silent and withdrawing.”  It happened all the time.  Batteries redeployed at the orders of the Division or Corps commander to which they were assigned; batteries withdrew when ammunition-depleted; batteries shifted location sometimes when particularly effective counterbattery fire (actually rare in the ACW; Federal batteries firing on Alexander’s concentration on Day Three were ordered to hold fire by Hancock in order to preserve rounds for the infantry attack he knew was coming) began to impact them adversely (usually in terms of a caisson exploding or an unsustainable number of horse losses in the battery).

 

Batteries might even just fold and fall back in the face of an attack (Infantry was very accustomed to orders to “Save the guns!”).  Such things did not disconcert any but very green troops.

 

Re ACW cavalry, most infantry never saw them engaged on a battlefield.  The bitter slogan “Who ever saw a dead cavalryman?” reflected not only infantry’s contempt for cavalry (especially in the Federal Army, at least up to Gettysburg) but the fact that ground-pounders rarely saw cavalry in action—they were more likely to be deployed to the infantry’s rear with orders to shoot any man who routed (there is a statue of a dismounted Federal cavalryman, kneeling with carbine at the ready, right behind the “High Water Mark” position at G’burg!  He was NOT there to personally help repulse Pickett’s Charge.)

John Buford

 

Reynold’s troops saw some casualty in Buford’s battle area, but understood that the troopers had bought them time to come up with tactics and with blood.  They were hardly shaken at the sight of a couple dozen troopers in their immediate front (despite the phrase “shattered brigades” in the text narrative at the end of the “Gettysburg” movie, Buford’s division had not been shattered, only wearied; they were withdrawn to Westminster to replenish ammunition, draw rations, re-shoe horses where needed and rest, and were very much involved in the pursuit after G-burg—read the account of Buford’s no-nonsense handling of a Southern spy captured between Westminster and the Potomac).

JEB Stuart

On the Southern side, Confederate infantry may have thought more highly of Jeb Stuart for the reputation he had built, but were singularly unimpressed with his Gettysburg Campaign wagon-train-raiding shenanigans.  But they were not shaken by his defeat by Custer on the East Cavalry Field, they didn’t even see it—it was out of sight and virtually out of the hearing even of the left-flank Confederate infantry.

 

The destruction of Pickett’s Division and failures of Pettigrew’s and Trimble’s infantry, coming after the “flat finish” of the second-day Confederate infantry attacks, are what really shook the ANV (and its commander) as never before.

 

This last not to undermine your statements vs friendly dragoons in the AWI, but out of genuine curiosity: where are some sources I could read re Infantry liking “having dragoons around” and the “infantry line” becoming unnerved at the dragoons’ absence? 

 

by Barry Kendall

Alfred Pleasonton

Commander MIA

Here is an interesting Kriegsspiel situation.  You never see this in regular wargames.  What if you lose contact with your commander?  What should you do? 

 

Our campaign began with our army dispersed wide over a province.  The enemy declared war and intell reports that a large enemy army has crossed the border and is heading our direction.

 

I received no starting orders.  Of my own initiative, I moved my Corps to a central location, in anticipation of a concentration.  I immediately sent a report to the Army commander informing him of my intent and planned march. 

I have been marching and fighting now for a week.  I have destroyed 1 enemy Corps and am about to attack and destroy a second.  I have been sending 1 Sit Rep every night to my Army commander.  Reporting on my daily events, enemy positions and strength, and my intentions for my next maneuvers. 

 

What is the response from the Army commander?  Silence.  I have yet to receive any orders or messages for the entire game.  What does this mean?  What should I do now?  What would you do?  Have I over stepped my bounds?  Am I going way too far?  Am I on the right track? 

 

We usually think of silence as peaceful and serene.  Here I find it fearsome and disturbing.    

Gettysburg Replayability

I have just completed another game of Gettysburg,  and this was a Union Major Victory (Confederate concede on turn 7 of Day 2 with ten blocks lost).

First off, for simplicity purposes, I count all blocks no matter the type. In this particular game all losses were infantry and both elites were lost.

I find that Gettysburg has a certain flow. On day 1, Lee has a shot at a major Victory. This is a little misleading as he actually has the smaller force for the first half of the day, and not much more than the Union by the end of the day.

Lee may have a chance on the first few turns of Day 2, but somewhere the tide turns. When that has happened is the critical point of the game, and the one that tests the player’s judgement.

If the South switches to the defensive a turn late, they can lose quite quickly. If they switch too soon, they might miss a chance at a major.

Switching from a desperate bid for victory, to a cool withdrawal, is such a major shift in thinking that it more frequently results in pushing too long.

Frequently,  the game then becomes very tense for the Union player, as now they hold the cards. They must push Lee over the edge without ending there themselves.

This is made tricky by approaching night. Come morning, Lee will have had a chance to recover, and Stuart will arrive!

In the best games, Lee manages to wrest initiative away from Meade, as the game see-saws back and forth.

This is why this game has so much replayability.

 

Mike Strand

Kriegsspiel Example

Here is a fun little example of a Kriegsspiel problem / situation.  What would you do if you were in command here?


Civil War era.  Operational scale.  Each block represents a Division of about 5,000 men.  You are in the Confederate Army of Northern Virginia.   

The Army of Northern Virginia has been marching NW for several days.  The Army of the Potomac is reportedly to the NW and is moving in your direction.  You are closing with the enemy and a battle is soon expected.  Comparative strength is unknown. 

The Army of Northern Virginia is divided into roughly 3 equal Corps.  You are in command of Jackson’s II Corps.  You are in the center.  Longstreet is to your left.  Hill is to your right.  Those little flag / HQ cubes mark your best guess as to where your friendly columns are currently.  You have marched for 3 days at a leisurely but steady pace:  5 miles per day, then stopping to forage the area for supplies and setting up camp for the night. 

 

You have marched 5 miles today since dawn.  It is now mid morning.  You have just halted the column and are preparing to send out foragers when you hear a fight break out to the SW of your position:  musket and canon fire.  This is likely in the vicinity of Longstreet’s Corps which is about a 2-3 miles away.   This is the first contact with the enemy. 

Map ahead. Enemy is expected to be approaching from the NW or upper left. Your LOC runs back to the SE.

Lee’s HQ is about 2-3 miles east of you. What do you do?  What are your orders?

What are the options?  What is the best move here?  Why?  Keep in mind that the clock is ticking.  Every minute you spend thinking and writing, delays your troops response.

Comment below. 

Do you need more information?  Have questions?  Ask!  I’ll provide Umpire answers.  🙂

 

 

 

Do Board Games Suck?

Anita Louie brings up many good points in this article.

I agree with her in many ways.  During design, we always start with a key question:  What is the ‘game’?  How do you win?  What is the point? 

All too often in board games, I feel like the point of the game is a bunch of boring work.  Collect and track a bunch of resources.  They make me feel like a worker drone on an assembly line.  Why are we doing this?  To me, that is not fun.  It’s doing a bunch of busy work.   

 


What is the point of most video games?  To practice and memorize the proper sequence of buttons to be pushed quickly?  Find the right weapons on the level in the right sequence so that you can beat the level?  Do it a 100 times until you can get fast enough at it to succeed?  Is  your goal is to develop rapid hand eye coordination and memorize a bunch of moves?  There is a time and place for this but then what?  Not my idea of fun.

 


To me, games like Monopoly, Life, Clue, Battleship, etc. are really for kids.  The point is to teach basic skills like counting, taking turns, following rules, making change for money, etc.  They are really just slightly more advanced versions of Candy Land and Chutes & Ladders.  There is an educational purpose to this but for adults?  Not fun.   

 


Where do most  wargames fit in here?  I hate to say it but I have to agree with her.  Most wargames fall into the same category.  What is the game?  They amount to attritional exercises of accounting, record keeping and tracking resources.  Busy work.  How much fun interaction is there with another live human?  A contest of intelligence and wits? 

 


One goal she doesn’t mention is education.  Why do we play games?  I feel that a big goal in wargaming is learning.  Maybe the game isn’t fun.  Maybe it’s not an engaging battle of intelligence with a live opponent.  Still, I like playing them because I want to learn about this war, campaign or battle.  I want to understand better how and why it was fought.  How and why it was won or lost.  I see many wargames more as interactive models of historical conflicts than an actual ‘game’. 

 


Does Anita have a driving need to learn and understand military conflict and history?  No.  For her it is all about fun and meaningful interaction with friends;  with live people.  If I wasn’t a military history nut, I’d feel exactly the same way.

 

I wonder what Anita would think of Kriegsspiel?  I have to imagine that she would love it!  To me, Kriegsspiel is exactly what she is talking about.  What is the ‘game’?  It is people.  How do we interact with them?  Working together.  Teamwork.  Communication. 

 

These are the things I love about Kriegsspiel.  Anita would love them too, IF you could ever convince her to try it.