[Consim-l] At all Hazards
Markus Stumptner
mst at cs.unisa.edu.au
Tue Feb 13 07:52:55 EST 2007
A couple of weeks ago I obtained a copy of Ivy Street Games' At all
Hazards, a very low level operational game on the Cold Harbor campaign:
half a mile per hex, four turns per day plus one night turn, units are
divisions, supply, fatigue, and stragglers are tracked explicitly and
supply is replenished from supply units following the army (that are then
used up). Sequence of play is using chitpulls (a chit per corps, plus a
chit for the supply wagons on each side, leading to nice traffic jams).
Overall, this looks to try something similar to what Clash of Arms' Armee
du Nord/Iena system or Kevin Zucker's "Days" system does for Napoleonic
times. I would argue that this system works better than Zucker's although
the conditions in the ACW were of course different. Can't tell since so
far my only exposure to Armee du Nord is through John Best's comments here
although I have read Ed Wimble's ideas on why he designed the games the
way he did and that was interesting enough to probably make me buy them
eventually.
Well, I liked what I read in the At all Hazards rules enough to set up a
game of the introductory scenario, Haw's Shop, and played it through. It
starts with both sides' cavalry units in contact and infantry marching up
in support. The victory conditions essentially revolve around losses and
(in this scenario) pushing the other side back. In the campaign and larger
scenarios of course, how close the Union gets to Richmond is a significant
factor.
6:30: The Confederate cavalry moves first and attacks Sheridan's cavalry
at Haw's Shop in a short an indecisive battle. F.Lee's cavalry takes a
step loss, everybody else is disorganised and suffers some stragglers. The
Union cavalry starts digging in.
10:00: Both side's cavalry is busy digging trenches; the Union finishes
first, while the infantry corps are marching towards the battle. The
Confederates have the longer way due to their cavalry's initial advance
towards Haw's Shop and must conduct a forced march. They arrive rather
winded but cannot yet quite take over the battle line. Now all depends on
whether the confederate cavalry can finish their entrenchments before the
Union II Corps arrives.
13:30: Hancock moves first and the II Corps marches with two divisions
against the right of the Confederate line before their defenses are
entirely ready. Hampton realises that resisting the attack would mean
being smashed and retires. His cavalry flees through the lines of Rodes'
advancing infantry, stopping to regroup behind the Enon church. However,
the other cavalry brigades finish their trench preparations. The Union
cavalry opposite them could have interfered but with their lines already
resting on Haw's Shop the risk of becoming vulnerable by a failed attack
seemed to high. I realised a bit belatedly that Hancock could have sent
Birney with the 3rd Division around to do the same thing on the right
flank. Rodes, warned of the presence of the Union infantry to his front,
digs in, while Ramseur and Gordon advance from the march to cover his
flanks.
17:00 The Confederates begin to dig in on the wings, but Hancock's attack
comes first. He sends Birney around Ramseur's flank in a forced march and
a 3:1 attack goes in on the Confederate right flank. Ramseur pulls back
after some skirmishing. At this point both sides' troops are almost
exhausted and the attackers are disorganised after their advance. In the
meantime Sheridan's cavalry has resupplied ammunition.
At night, both sides rest, though Ramseur's men do spend part of the night
feverishly digging trenches since they expect an assault in the morning.
Also, the resting means that both sides will be required to have most
units spend a turn resupplying the next day.
6:30: Ramseur finishes his trenches and Gordon's division falls in on his
side to protect his flank. The Confederate main line now runs E-W in front
of Enon's church. When it's Hancock's turn, he has two options. Send
Birney around to the other flank to attack the cavalry (but his men are
still not quite recovered), do a full assault along a line that's now 2/3
entrenched, or send Birney alone against Gordon's unentrenched troops. He
chooses another alternative and sends Birney on a force march through the
woods behind his line, all the way to Pudney's church. That completely
changes the complexion of the battle - now the Confederates are
outflanked. Of course, Birney's troops are again tired and he is now far
from Hancock's supply train.
10:00 As it turns out, Birney's flank march has decided the outcome. At
this point, the final result would be a draw. Birney gets the first draw
and has a headstart in digging in. (Time of the second photo.) The
Confederates would dearly like to dislodge him, but to do so would risk
losing Enon Church and turn the battle into a Union defeat. As long as
they hold their position, Hancock's other two divisions will be too weak
to overcome Early's smaller corps. Conversely, although only one cavalry
brigade is between him and the Enon Church, Birney cannot leave Polly
Hundley's Corner or Hampton's brigade will simply reoccupy it. The rest of
the day ends in a standoff waiting for the arrival of the main armies.
Very enjoyable system. Some people might find the record tracks fiddly,
but at division level, there are not that many units to keep track of.
I really liked the interplay between fatigue, stragglers, and supply. You
are constantly on the lookout what you can expect your troops to perform
and this enforces a very historical pace of actions as you realise you
have to let them rest, or replenish, or reorganise depending on what you
have done with them and how you have driven them during the day and the
previous days, and if you're unlucky, all three. Frontal assaults,
especially of course against entrenched troops, are appropriately bloody,
but if you manage to turn a flank you can still lever a strong force out
of a good position. There are some draft command rules that look good but
are not openly available. The only disadvantage is that the system, at
this point, has no fog of war, but it would be easy to introduce some sort
of hidden force markers that replace a corps or any unit when it is out of
line of sight.
Actually, the real disadvantage is that the game is out of print and at
this point it seems as if Hampton Newsome won't do any further games.
Which is really a shame; he is a real asset to the hobby with a unique and
clever vision. His brigade level games (there were four or five I think)
had a rather elegant order system although I think the orders were not
prescriptive enough to really make a difference. Will have to dig these
out again and try them at some point.
Markus
Last 3 games played: Gunslinger, ASLSK #1, At all Hazards
--------------- http://www.dbai.tuwien.ac.at/user/mst/games/ ---------------
"We've got them now." -- last dispatch to General George Crook by
General George Armstrong Custer
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