donderdag 3 augustus 2023

Playing cards to represent time.

The encounter is placed in late Autumn in the wood and marshland area of Swedish Pomerania. The Polish-Lithuanian have invaded the region and are aware of Swedish forces in the area.

Test game two.

The Swedish vanguard formed two lines and awaited the deployment the infantry and artillery of the centre column. Not long afterwards, the rearguard appeared, but lacking space split their force to negotiate the wood to their front.

Across the field, the Pancerni and Hussars, likewise formed a line to screen the deployment of their infantry and artillery.

Once in position, the Swedish infantry and artillery began their move forward hoping to provoke the Polish cavalry, however, the Polish left division held their ground due to the proximity of the marsh. On the right, Polish cavalry supported by Cossack light horse swung into action and moved to within charge distance of the Swedish cavalry wing. Battle would soon heat up.

Charge and counter charge, the clash of cavalry was brief and meant to test each other’s determination. The Swedes caused alarm on the Polish left, flanking their line and threatening the baggage train. The threat was beaten back by the determination of Cossack light horse, but little else could be undertaken as night approached and both sides withdrew to their respective camps. 


Note:

The columns met late morning leaving nine hours (36 turns) of daylight. The score of 36 was easily reached after nine turns with both sides incurring light casualties. A second battle seemed probable, though this was not planned. 

The following day, both sides deployed as per standard game and returned to their original strength; the assumption being, casualties recovered but late comers would join the army during the night.

 

Day two.

Taking advantage of the woods to secure both flanks, the Swedes formed two lines; infantry in the first line and the bulk of the cavalry in the second.

Opposite, the Polish positioned their infantry in centre flanked by heavy cavalry, positioned at the rear on both flanks, Cossack light horse.

Eager for battle, the signal guns marked the start at 0700 hours.

Probing for weaknesses, the Cossack light horse encircled the wood to threaten the Swedish left flank and their camp. The Swedish left received further dose of attention as the Polish right wheeled to attack the Swedish cavalry.


The cavalry fight that ensued shattered the Swedish left. The Polish commander, hoping to create a similar result on the opposite flank, sent the heavy cavalry to attack the Swedish infantry. The latter held their ground sending Pancerni and Hussars recoiling.

Timing the moment correctly, Swedish reserve cavalry moved forward catching the Polish cavalry in disorder. This action tipped the balance the Swedes gaining them a marginal victory, 4 – 3.


Observations.

As previously mentioned, the second battle, though not planned for seemed a reasonable consequence of the skirmish action. The card system worked well with day two having ample time for a battle. Below is a brief description of the system. 

Determining time.

DBM players will recognise the following table representing the hours of daylight for each season:

0400 to 2200 in Cold for summer

0500 to 1900 in Cold if Spring or Autumn, or in Warm or Dry if summer.

0800 to 1600 in Cold, Warm or Dry if winter.

1600 to 1800 in other climates or seasons. 

Our campaign season began in late Autumn with daylight lasting on average 14 hours. The time of the encounter is determined by both players casting a die, the total equals the elapsed time from departing camp to first contact. In our case, a score of five placed the encounter at 10.00, leaving nine hours (36 turns) of daylight. At the end of each attacker’s bound a playing card (no face cards) is drawn to determine the amount ‘turns’ that have passed. This is done each turn until the total reaches or surpasses 36, thus ending the day’s encounter. 

This system offers players an interesting option to the traditional set piece game. Multiple day battles can be easily simulated with casualties carried forward adding an extra level of tension to the next engagement. Larger armies of two or three commands can mix troop types for their three columns with each column commanded by a general. Options.  

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