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Sunday 15 November 2009

The Invasion of Morschauserland: Play-test 1 – The Infantry Assault

The Invasion of Morschauserland: Play-test 1 – The Infantry Assault
This short battle was fought to test my adaptation of Joseph Morschauser’s ‘Modern’ period wargames rules for use on a 3-inch square gridded battlefield. I decided that this battle would be confined to Infantry and Artillery only as I wanted to get a feel for the way the rules worked before moving on to use Armour as well.

Scenario

Morschauserland had enjoyed over forty years of peace, but growing tension with her neighbour – Eastland – had made both countries prepare for war. The Morschauserlanders had reinforced the troops guarding their borders, hoping that this would persuade the Eastlanders to refrain from taking military action; the Eastlanders regarded this movement of troops as a direct provocation, and decided to cross the border and teach the Morschauserlanders a lesson.

The map shows the terrain over which the battle was fought. The top of the map is North, and the Eastlanders entered from the right-hand side.


Forces Deployed
    Morschauserland
    • 4th Grenadiers: 1 x Rifle Unit; 1 x Machine Gun Unit
    • 5th Grenadiers: 1 x Rifle Unit, 1 x Machine Gun Unit
    • 6th Grenadiers: 1 x Rifle Unit; 1 x Mortar Unit
    • 1st Artillery: 1 x Howitzer Unit
    Eastland
    • 101st Rifles: 3 x Rifle Units
    • 102nd Rifles: 3 x Rifle Units
    • 101st Machine Guns: 1 x Machine Gun Unit
    • 101st Mortars: 1 x Mortar Unit
    • 101st Artillery: 1 x Howitzer Unit
Initial Positions

The following map shows the initial positions held by the Morschauserlanders and the main axes of attack used by the Eastlanders. The 101st Mortars were ordered to follow behind the 101st Rifles, and the 101st Machine Guns were to advance behind the 102nd Rifles. The 101st Artillery was to remain just off the battlefield and only move forward once the 102nd Rifles had captured the village on their axis of advance.


4th Morschauserland Grenadiers.
5th Morschauserland Grenadiers.
6th Morschauserland Grenadiers.
1st Morschauserland Artillery.
Turn 1

Both sides threw a die to see which side would move first; the Morschauserlanders threw a 3 and the Eastlanders threw a 5; therefore the Eastlanders moved first.

The leading Rifle Unit of the 102nd Rifles reached the outskirts of the village and engaged the Machine Gun Unit of the 5th Grenadiers in a melee. The 102nd Rifles threw a 1 and the 5th Grenadiers threw a 5; because the dice score of Rifle Unit of the 102nd Rifles was equal to or less than their Melee Power, they were destroyed.

The 102nd Rifles reached the village and began to melee with the Morschauserland defenders.
The aftermath of the melee; the Eastlanders had lost a Rifle Unit.
Whilst this fighting was going on the 101st Rifles and 101st Mortars continued their advance unseen and unopposed.

It was then the turn of the Morschauserlanders to move. The Machine Gun Unit of the 5th Grenadiers opened fire on the leading Rifle Unit of the 102nd Rifles. They threw a 6, and the Rifle Unit was destroyed.

The Machine Gun Unit of the 4th Grenadiers then opened fire on the Machine Gun Unit of the 102nd Rifles, which was just in range. They threw a 2, and Machine Gun Unit was also destroyed.

The Eastlanders were fired on by two Morschauserland Machine Gun Units and lost a Rifle and Machine Gun Unit as a result. The 102nd Rifles were now down to 25% of their original strength, and were unlikely to achieve their objective.
Turn 2

Both sides threw a die to see which side would move first; the Morschauserlanders threw a 6 and the Eastlanders threw a 1; therefore the Morschauserlanders moved first.

Both the Morschauserlander Machine Gun units opened fire on the remaining Rifle Unit of the 102nd Rifles. They threw 4 and 5, and the Rifle Unit was destroyed.

The combined fire of both Morschauserland Machine Gun Units cut down the remaining Rifle Unit of the 102nd Rifles.
It was now the turn of the Eastlanders to move, and the 101st Rifles and 101st Mortars continued to advance. They did, however, deploy from column into a much looser formation.

Turn 3

Both sides threw a die to see which side would move first; the Morschauserlanders threw a 1 and the Eastlanders threw a 4; therefore the Eastlanders moved first.

The 101st Rifles moved forward to seize the main North-South road whilst the 101st Mortars moved forward and opened fire on the 1st Artillery. The Mortars threw a 5, and therefore missed their target.

The leading Rifle Unit of the 101st Rifles then opened fire on the 1st Artillery. They threw a 1, and the 1st Artillery remained unharmed.

The fire from both the 101st Mortars and the leading Rifle Unit of 101st Rifles failed to destroy the 1st Artillery.
It was now the Morschauserlanders turn to move.

Alerted to the presence of more Eastlanders to their North, the 5th Grenadiers charged out of the village and through the woods. The Rifle Unit meleed with the 101st Mortars and the Machine Gun unit opened fire on the nearest Eastland Rifle Unit.

The Rifle Unit of the 4th Grenadiers threw a 4 and the 101st Mortar Unit threw a 1; because the dice scores of Rifle Unit and the Mortar Unit were equal to or less than their Melee Power, it was a draw and the dice were thrown again.

The Rifle Unit of the 4th Grenadiers threw a 6 and the 101st Mortar Unit threw a 2; because the dice score of the Mortar Unit was equal to or less than their Melee Power, they were destroyed.

The 4th Grenadier Machine Gun Unit threw a 4, and the Mortar Unit was destroyed.

The 1st Artillery then opened fire on the nearest Rifle Unit of 101st Rifles. They threw a 3, and missed their target.

The final stages of the battle.
At this stage the Eastlanders were down to just two Rifle Units, and as it was obvious that they were outnumbered and unlikely to be able to retreat homeward, they surrendered.

Conclusions

This battle was fast and furious, with casualties being quite easy to inflict. The melee rules are a little confusing, and I will need to re-read them, and possible re-write them before my next play-test. I can see that with a larger battlefield and more Units things would probably be more balanced. Finally, the lack of rules regarding cover does not seem to cause any problems. If units are in cover and cannot be seen, only indirect fire weapons can target them. This seems reasonably realistic, but only further play-testing with prove or disprove this assertion.

9 comments:

  1. Hi Bob,

    In your playtest of the Morchauser Modern rules, did you do the Melee exactly backwards?

    The rules as listed on your web site and in his book say that if a unit rolls less or equal to it Melee Power, the enemy unit is destroyed.

    I think you played it that the unit that rolled less or equal to its Melee power was destroyed.

    Otherwise infantry are worse at Melee than all other unit types.

    For example, in the first Melee comat, the leading Rifle Unit of the 102nd Rifles reached the outskirts of the village and engaged the Machine Gun Unit of the 5th Grenadiers in a melee.

    The 102nd Rifles threw a 1. Melee Power 4. 4 is less than or equal to 4. Destroys 5th Grenadier MG.

    The 5th Grenadier MG threw a 5. Melee Power 2. 5 is not less than or equal to 2. No effect.

    Or am I just confused? Again!

    Jim

    ReplyDelete
  2. Hi Bob, again,

    More suggestions.

    For Machine Guns Only: Roll one die for each shot. A 4, 5, 6 is a hit. Not 2, 4, 6.
    For All Other Weapons: Roll one dies for each shot. A 5 or 6 is a hit. Not 4, 6.

    Easier to remember?

    For Firing you always want to roll high.

    For Melee you always want to roll low.

    I guess one could change the Melee values around so one would want to roll greater than or equal to the Melee Power to win. Then in both combats one would want to roll high. Even easier still to remember.

    Basic Unit Type: Rifle
    Move: 3 grid squares
    Melee Power: 3
    Weapon Range: 5 grid squares for rifle; 1 grid square for A.T Grenade

    Basic Unit Type: Machine Gun
    Move: 3 grid squares
    Melee Power: 5
    Weapon Range: 5 grid squares

    Basic Unit Type: Antitank Rocket
    Move: 3 grid squares
    Melee Power: 5
    Weapon Range: 3 grid squares

    Basic Unit Type: Mortar
    Move: 3 grid squares
    Melee Power: 5
    Weapon Range: 5 grid squares

    Basic Unit Type: Antitank Gun
    Move: 2 grid squares
    Melee Power: 6
    Weapon Range: 8 grid squares

    Basic Unit Type: Field Gun
    Move: 2 grid squares
    Melee Power: 6
    Weapon Range: 12 grid squares

    Basic Unit Type: Field Howitzer
    Move: 2 grid squares
    Melee Power: 6
    Weapon Range: 8 grid squares

    Basic Unit Type: Tank
    On Roads: 4 grid squares
    Off Roads: 3 grid squares
    Weapon Range: 8 grid squares

    Basic Unit Type: Armoured Scout Car (armed with a machine gun)
    On Roads: 6 grid squares
    Off Roads: 2 grid squares
    Weapon Range: 5 grid squares

    Basic Unit Type: Pillbox (armed with a machine gun)
    Melee Power: 6
    Weapon Range: 5 grid squares

    The game is not changed by these simple number changes. Its spirit and mechanism remain unaffected.

    Just a thought.

    Jim

    ReplyDelete
  3. Jim,

    I sat and re-read the melee rules three times before using it the way I have. I checked the book ... and his use of a double negative confused me even more.

    I think that it should be the way you say it should be ... but that is not how it reads with the punctuation he has used. The common sense solution is the one that you have written, and it is the one I will be using in future.

    I had also concluded - like you - that 4, 5, or 6 for MGs and 5 or 6 for everything else is much simpler and easier to remember.

    This is the joy of play-testing; it makes you realise where the faults and/or problems are.

    Many thanks for the feedback. As ever it is very, very helpful!

    All the best,

    Bob

    ReplyDelete
  4. Looks like a typical fast,furious and bloody Morschauser game! I like the look of the gridded field. Occurs to me that a smaller grid could be used for say a travelling board with no impact on the game.

    On the melee, I'm afraid you did get it backward and yes the language is confusing. In essence, whenever a unit makes its melee power or less, its opponant is destroyed. If they both make it both are destroyed, if only one does then only the one that failed is destroyed. The easy way to check is that MG shoot better than riflemen but are less effective in melee and the modifier for attacking uphill is meant to be a penalty, not a bonus! (perhaps even clearer if you look at the shock period values)

    I'll confess that it only took 1 game initially for me to do just what Jim said and changed the shooting scores to adjacent numbers. I held on to the low is good in melee for another 3 years before public pressure led me to reverse them.

    Thanks for sharing that. Ross

    ReplyDelete
  5. Ross Mac,

    When reading the melee rules before the battle, they made sense; the first time I used them during the battle made me realise that I had not understood them correctly.

    By then, however, it was too late to change any results I had adjudicated for this battle. After I had finished and whilst I was contemplating what to do next, Jim's comments - and more expansive email - arrived.

    I will redraft the melee rules so that I (and others)can understand them, and I shall be going for a 'high scores = success' option for both the fire and melee rules.

    It might not be pure Morschauser, but it will be close!

    All the best (and thanks for the very helpful comments),

    Bob

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  6. Tradgardmastare,

    I am glad that you enjoyed it.

    Keep reading ... there is more to come very soon!

    All the best,

    Bob

    ReplyDelete
  7. Reminded me of the fast and bloody games I used to have when I was (much) younger... seemed to play well (the melee discussion aside);

    The only thing that struck me was the ability of the machine gun to fire on the other m/c gun in move 1 - are there target priority rules in Morschauser or is that too granular for the level of play??

    ReplyDelete
  8. Steve,

    The game took much longer to write-up than to play!

    It was fast and furious, and very enjoyable.

    There are no target priority rules as such; just common sense. As Joseph Morschauser writes in his book "If in doubt LET THE DICE DECIDE".

    All the best,

    Bob

    ReplyDelete

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