tag:blogger.com,1999:blog-34346082.post4735509809374040469..comments2024-02-21T12:43:58.833-08:00Comments on MurdocK's MarauderS: Campaign CasualtiesMurdocKhttp://www.blogger.com/profile/08693711825249632305noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-34346082.post-13758818254307286742012-12-28T18:53:25.630-08:002012-12-28T18:53:25.630-08:00I like the 1/6ths simplicity.
What could you do w...I like the 1/6ths simplicity.<br /><br />What could you do with a system that does not take in 'accurate' casting other precise casualty counting?MurdocKhttps://www.blogger.com/profile/08693711825249632305noreply@blogger.comtag:blogger.com,1999:blog-34346082.post-83727669757361532822012-12-28T17:59:16.186-08:002012-12-28T17:59:16.186-08:00I still prefer figure removal for casualties over ...I still prefer figure removal for casualties over other systems, mainly as battle bookkeeping is kept to a minimum (i.e. zero). Campaign bookkeeping is of course an entirely other matter.<br /><br />For campaigns I sort of divide losses into sixths. Two sixths are lost for the duration of the campaign - dead and permanently incapacitated. Two sixths return to the colours overnight, having 'straggled' for this or that reason during the course of the day. Some of these might be fairly trivial wounds that might count as a casualty but don't require the soldier to leave the ranks.<br /><br />The middle sixths are the interesting ones. The battle winner gets half these back and loses the other half. This other half might be injured enough to keep them out of the action for some time - a month, say. The loser also finds one of the middle sixths lost for a period of time. But the other sixth is carried off by the victors as prisoners of war.<br /><br />POWs have the effect of a hedge against campaign attrition, as they can be exchanged for prisoners lost. So far in my Ulrichstein campaign, the forces backing the Bishop have given up 11 figures as POW; the rebels 4. <br /><br />In general I have tended to halve cavalry casualties (which for my purposes is near enough 40-60),<br />but an alternative method is to roll as many dice as there are nominal casualties, and count the number of 'even' scores and the number of 'odd' scores and take the greater as the total loss.<br /><br />For instance, the cavalry take 6 'casualties' at the standard rate. Rather than halve them, roll 6 dice. Suppose we rolled 1,1,3,4,5,6. There are 2 even scores, but 4 odd ones, so 4 cavalry (man and/or horse) are lost. One could make this system a deal more complex to approach more realistic numbers and ratios, but I prefer to keep things fairly simple, whilst retaining the similar sorts of considerations that might confront an army commander or his staff.Archduke Piccolohttps://www.blogger.com/profile/15533325665451889661noreply@blogger.comtag:blogger.com,1999:blog-34346082.post-66224977731685140142012-12-28T13:10:51.103-08:002012-12-28T13:10:51.103-08:00Thanks Rafa,
Yes I am also not keen on constantly...Thanks Rafa,<br /><br />Yes I am also not keen on constantly tracking all the hits ... indeed such an action in FPGA or SHAKO would be a wasted effort for the precise numbers are not even discussed in those systems. To do all that extra book-keeping was something done in games played in the 1970's I am suspecting.<br /><br />For our campaign game we are still in discussion about this issue.<br /><br />For my own plans on this subject, I am proposing to keep some 'track' of how a majority of casualties came, who controlled the battlefield at the end of the battle and the means/ability of egress for those escaping the battlefield.<br /><br />So not so much a 'precise' numbers game, however I think it might be good to examine what I am doing when I am coming up with my 'survivors' list.<br /><br />Base number surviving 50%. Why? Well most units in FPGA or SHAKO are dispersed at 30% casualties (from any source - artillery, musketry, melee) then, of the remainder, they are likely to desert or be taken prisoner, thus reducing to 50%.<br /><br />Keeping the battlefield gains 10-15% (depending on how 'hot' the conflict - if there are lots of casualties with certain units then they may not get this bonus)<br /><br />Terrain on the retreat path.<br />River: -20% for the last units hit<br />Woods: -10% for the side that does not hold the field +10% returning for the side that does hold the field as the troops will have a tendency to 'cling to cover'.<br />Built up area: -20% for the side that does not hold the field, +30% for the side that does, I rate it this high as there is a combination of factors the town will act as cover like the woods and often has the hospital supports for the army co-located, thus increasing the prisoners taken and the ability to have lightly wounded troops return.<br /><br />Special circumstances in the battle also have an effect on these sort of numbers, as a river that cannot be crossed which has been cut off by he battle will see up to 90% losses by the losing side as their troops will simply surrender. Any casualty counts over 60% also leads to a 2% drop of the winning side per 5% of the losing side over 60%; this is due to the need for sentries and guards for the prisoners.<br /><br />While not totally inclusive of all potential issues this is something of a start to this important campaign consideration.MurdocKhttps://www.blogger.com/profile/08693711825249632305noreply@blogger.comtag:blogger.com,1999:blog-34346082.post-33858352897385071392012-12-28T03:11:08.581-08:002012-12-28T03:11:08.581-08:00A good subject when you are playing a campaign. I ...A good subject when you are playing a campaign. I used the Quarrie's method some years ago and the main drawbacks was the need to note the source of casualties: artillery, melee and so. I played solo but it was something boring!<br />Regards<br />RafaRafael Pardohttps://www.blogger.com/profile/00482026140017463557noreply@blogger.com