the franco-prussian war - Strategy & Tactics

the franco-prussian war - Strategy & Tactics the franco-prussian war - Strategy & Tactics

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14THE FRANCO-PRUSSIAN WARby Omar DewittOmar DeWitt is the president of AHIKS, asociety since 1966 for those 21 and over whoare interested, primarily, in playing wargamesby mail. AHIKS offers a rules booklet, a Judge,two publications, and an opponent-matchingservice, among other things. More informationcan be obtained by writing DeWitt at 78Wickham Drive, Williamsville, N.Y. 14221.Lately, with so many titles being published, it isnot always easy to notice the really good ones.This is a good one. If for no other reasons thanthe several unique features of The Franco-Prussian War, it is an excellent game andshould belong in the library of all seriouswargamers.The French start the game with 11 counters onthe mapboard (plus 3 EB - RR units). The 11counters may include from one to six dummycounters, depending upon the order of battle.The Prussians start the game with 18 counters,one to ten of which may be dummy counters,plus an unlimited number of EB units.All counters are inverted during set-up and, inthe Standard game, remain inverted duringplay. In the Basic Game, all units are face up,and most of the unique features of the FPWare not used. Although it is a good way tobecome' familiar with the mechanics of thegame and is therefore useful, it does not havethe interest the Standard Game does. I will beconcerned mainly with the Standard Game.Although the idea of dummy counters hasbeen around for some time (Victor Madeja inthe General, Nov. 1964, the FPW is the firstgame, to my knowledge, that actuallyincorporates them. "Dummy counters," readthe rules, "represent the atrocious intelligenceavailable to both sides during the originalcampaign." They might be small groups ofenemy soldiers, rumors, or a Boy Scout troop.The inverted dummy counters are treatedexactly the same way as inverted combatunits.The only way to determine if an enemy counteris a dummy or a combat unit, or to tell thestrength of a combat unit (they vary in CombatStrength Points from one to ten), is to attackit. Another unique feature of the game, theHasty Attack, allows a counter to attack withonly part of its total strength, thereby gaininginformation with possibly lower losses (eachunit can take losses one Combat StrengthPoint at a time).Dummy counters that are revealed, andtherefore eliminated, are returned to play in thefollowing turn by being stacked with anyfriendly unitk). The result is that the dummycounters can be quite a potent weapon. Even ifa laver is certain that a articular counter is ad;mmy, that counter st111 exerts a Zone ofControl that ~nh~b~ts movement and cutssupply lines. And ~f a player is not certainwhlch are dummy counters, which is morelikely, the possibility of stronger threatsmust be met.At the beginning of the game, not knowing thestrength of the inverted combat units issomewhat of a problem. After combat begins,it is less of a ~roblem; even thouah the unitsare inverted after combat, an av&age Bridgeplayer should be able to keep track of which iswhich. Although counters can stack togetherat the end of a turn and disperse the followingturn, this rarely happens because the Frenchhave too few units to bunch them up, and thePrussians are too busy maneuvering. Thedummy counters returning to the game areeasy to stack, and so the problem remains,which are combat and which are dummy. Withenough dummies returning to play, it takesmore than an average Bridge player to keepthe possibilities straight. For those who areconcerned about it, play balance could beaffected by adding dummy counters to theweaker player's side.Fortification Units pose an interesting problemfor the offense. Since these units exert a Zoneof Interdiction affecting supply lines, and sincethe French forts exert this Zone over thenorthern half of the mapboard, the Prussianhas to decide whether to mask these Zoneswith units or to destroy the Fortification Units,which takes time and Combat Strength Pointsand therefore Victory Points (five VictoryPoints are earned for each Combat StrengthPoint eliminated). The forts cannot be ignoredif any penetration beyond Thionville is to bemade. If the French are weak in the Thionvillearea, the Prussian has a desire to push on whilethe pushing is good; but in the long run hemight give himself too much rooe. If there aresignificant French in the area, ihe tendency isto attack them for the Victory Points (there areno Victory Points for eliminated forts) and theforts remain intact. The problem is aninteresting one. On defense, the fortificationsoffer help, but the question of putting combatunits inside or outside or in what combinationof both is a good one.Prussian involvement in the south-east sectionof the mapboard is almost purely defensive,since there are no Victory Points forpenetration to be earned in that direction.However, it is the natural place for Frenchoffense: it threatens the Prussian lone supplysource, and it is the most obvious area to earnpoints for penetration into Prussia. Perhapsthis area poses a problem that is one of thelittle beauties of this game. How much shouldthe Prussian spend in this isolated area fordefense while the points are to be won halfwayacross the board? If one French unit inStrasburg at the start of the last Turn has aIgood chance of winning 50 points, whatof a threat would another unit be?The Victory Points Chart is clear and sereasonable. However, it does not sreasonable for all possible combinationFrench and Prussian OBs if the Optional Rtused. For instance, with OB "F" the Pru:gets only 41 Combat Strength Points towith (as opposed to 72 if the Optional Runot used) and gets only 20 morereplacements (against 13). In French OB75 Combat Strength Points are availimmediately (as opposed to 57 if the OptiRule is not used). If the game is playedthese two Orders of Battle, the result in VicPoints should be quite different. I wsuggest, therefore, that different Victory FCharts be used for different combinalof OBs.The accompanying table is based onassumption that a force twice as stagainst a given enemy force would earntimes the Victory Points (plus or minus apoints for the time of arrival of the reinfcments). The figures in the table representpoint spread in which a draw would occurinstance, if OBs A and J were used, a (would be obtained if the result in VicPoints were anywhere from 101 toinclusive (this is the same as the Victory FChart printed in the rules). If OBs D and Hused, a draw would result if the Victory Ftotal was 36 to 65 inclusive.Of course, the Victory Point total will usfall into Marginal, Substantial, or Decisive.Marginal range would run from 1 througpoints greater than the higher draw numb€the Prussians; French Marginal would run1 through 20 points less than the lower (number. German Substantial Victory wrun from 21 through 69 greater than the hidraw number; French Substantial Vicwould run from 21 to 40 less than the 11draw number. German Decisive Victory woccur when the Victory Point total was at70 points greater than the higher draw nunFrench Decisive would occur when the VicPoint total was at least 41 points belowlower draw number (These are the same 1spreads as in the chart printed in the riFor example, assume OBs E and L wereand that the Victory Point total was 89.higher draw number is 50, so the resultVictory Points above the higher draw nunwhich means a Prussian Substantial VicVICTORY POINT SPREADS FOR A DRAW WHEN USING OPTIONAL RULE OBSPrussianFrench OBG H J K L M101- -125 - lll-140v86-17B--141-170 136-165 141-170 136-165 151-180 126-155- - . -- - -C 101-130 96-125 101-130 96 86-115-- D --_-_-.41 -70. -- 36-65 41 -70 35 26-55*" - -- -E 11-40 6-35 11-40 6-: - 4-25 - -F 0-30 -525 0-30 -525 10-40 -15-15-.a"

AN EXAMPLE OF ACOMPLETE VICTORY POINT CHARTWHEN OBS " E AND "L" ARE USEDNetVictory Points Level of Victory-20 or less French Decisive Victory-19 through 0 French Substantial Victory1 through 20 French Marginal Victory21 through 50 Draw; neither player wins51 through 70 German Marginal Victory71 through 119 German Substantial Victory120 or over German Decisive VictoryNot surprisingly, I have not playtested these 25different Victory Point Charts, but I think theyare a bit more in line with what one canreasonably expect from the opposing forces.Although one might not suspect it, the sixFrench OBs are unique: no two have the samecities in their set-ups. Therefore, the Prussianplayer, by spending a little time checking, candetermine which OB the French player isusing. Actually, this parallels the originalconflict, since the Prussians did have muchbetter information about the French than theFrench had about the Prussians.One wonders how much this advantage for theastute Prussian would affect the Victory Pointtotal. If it is felt that this information gives thePrussian too much advantage, I would suggestthat the cities listed in only one of the OBs (say"J") be used for all French set-ups.Whenever an EB unit attempts to cross a riverhexside for the first time, a die must be rolledto see if the crossing is effected. At first, onemight wonder if two EB units were stackedtogether, would two dice be thrown. However,since any number of Prussian EB units can bebrought into play and stacked on any squarecontaining another EB unit, and since anynumber of die rolls are quite likely to turn up a1, 2, or 3, it seems obvious that only one dieroll is intended.It is possible for the Prussian to have EB unitson both sides of a river hexside (say, one inMetz and one in St. Privat) trying to cross. Inthis case, I would assume that two die rollswould be allowed.Yes, The Franco-Prussian War can be playedby mail. It should be played, however, betweentwo people who know each other well, andwho trust each other, because it is possible tocheat. Normal OB sheets (see MOVES #5,"Playing Wargames by Mail" for an explanationof the normal PBM process) cannot beused, since the identity of the units is notdivulged. Movement is indicated by writing, forinstance, "MM-38 to GG-33."Combat is a little more complicated whenHasty Attacks are made while trying todiscover dummy counters. Contingencymoves must often be included: "If L-26 is aDummy, then move. . .If L-26 is not a dummy,then move. . . ." This can be a fairly longprocess in some instances, but the fact thatthere are so few units in the game does notmake the process burdensome.The official AHlKS grid coordinates for theFPW are: Place the mapsheet so that west isat the top and letter the rows from top tobottom A through WW. The numberedcolumns run from SE to NW and begin in theupper lefthand corner. Column "4" runsthrough hexes numbered 176 and 177. Thecolumns are numbered 1 through 58. Checkpoints are: Langres is M-8, Metz is X-32, andKaiserslautern is 00-46.The Franco-Prussian War undoubtedly is notthe ultimate wargame, but it is one of the bestto come down the pike lately.

14THE FRANCO-PRUSSIAN WARby Omar DewittOmar DeWitt is <strong>the</strong> president of AHIKS, asociety since 1966 for those 21 and over whoare interested, primarily, in playing <strong>war</strong>gamesby mail. AHIKS offers a rules booklet, a Judge,two publications, and an opponent-matchingservice, among o<strong>the</strong>r things. More informationcan be obtained by writing DeWitt at 78Wickham Drive, Williamsville, N.Y. 14221.Lately, with so many titles being published, it isnot always easy to notice <strong>the</strong> really good ones.This is a good one. If for no o<strong>the</strong>r reasons than<strong>the</strong> several unique features of The Franco-Prussian War, it is an excellent game andshould belong in <strong>the</strong> library of all serious<strong>war</strong>gamers.The French start <strong>the</strong> game with 11 counters on<strong>the</strong> mapboard (plus 3 EB - RR units). The 11counters may include from one to six dummycounters, depending upon <strong>the</strong> order of battle.The Prussians start <strong>the</strong> game with 18 counters,one to ten of which may be dummy counters,plus an unlimited number of EB units.All counters are inverted during set-up and, in<strong>the</strong> Standard game, remain inverted duringplay. In <strong>the</strong> Basic Game, all units are face up,and most of <strong>the</strong> unique features of <strong>the</strong> FPWare not used. Although it is a good way tobecome' familiar with <strong>the</strong> mechanics of <strong>the</strong>game and is <strong>the</strong>refore useful, it does not have<strong>the</strong> interest <strong>the</strong> Standard Game does. I will beconcerned mainly with <strong>the</strong> Standard Game.Although <strong>the</strong> idea of dummy counters hasbeen around for some time (Victor Madeja in<strong>the</strong> General, Nov. 1964, <strong>the</strong> FPW is <strong>the</strong> firstgame, to my knowledge, that actuallyincorporates <strong>the</strong>m. "Dummy counters," read<strong>the</strong> rules, "represent <strong>the</strong> atrocious intelligenceavailable to both sides during <strong>the</strong> originalcampaign." They might be small groups ofenemy soldiers, rumors, or a Boy Scout troop.The inverted dummy counters are treatedexactly <strong>the</strong> same way as inverted combatunits.The only way to determine if an enemy counteris a dummy or a combat unit, or to tell <strong>the</strong>strength of a combat unit (<strong>the</strong>y vary in CombatStrength Points from one to ten), is to attackit. Ano<strong>the</strong>r unique feature of <strong>the</strong> game, <strong>the</strong>Hasty Attack, allows a counter to attack withonly part of its total strength, <strong>the</strong>reby gaininginformation with possibly lower losses (eachunit can take losses one Combat StrengthPoint at a time).Dummy counters that are revealed, and<strong>the</strong>refore eliminated, are returned to play in <strong>the</strong>following turn by being stacked with anyfriendly unitk). The result is that <strong>the</strong> dummycounters can be quite a potent weapon. Even ifa laver is certain that a articular counter is ad;mmy, that counter st111 exerts a Zone ofControl that ~nh~b~ts movement and cutssupply lines. And ~f a player is not certainwhlch are dummy counters, which is morelikely, <strong>the</strong> possibility of stronger threatsmust be met.At <strong>the</strong> beginning of <strong>the</strong> game, not knowing <strong>the</strong>strength of <strong>the</strong> inverted combat units issomewhat of a problem. After combat begins,it is less of a ~roblem; even thouah <strong>the</strong> unitsare inverted after combat, an av&age Bridgeplayer should be able to keep track of which iswhich. Although counters can stack toge<strong>the</strong>rat <strong>the</strong> end of a turn and disperse <strong>the</strong> followingturn, this rarely happens because <strong>the</strong> Frenchhave too few units to bunch <strong>the</strong>m up, and <strong>the</strong>Prussians are too busy maneuvering. Thedummy counters returning to <strong>the</strong> game areeasy to stack, and so <strong>the</strong> problem remains,which are combat and which are dummy. Wi<strong>the</strong>nough dummies returning to play, it takesmore than an average Bridge player to keep<strong>the</strong> possibilities straight. For those who areconcerned about it, play balance could beaffected by adding dummy counters to <strong>the</strong>weaker player's side.Fortification Units pose an interesting problemfor <strong>the</strong> offense. Since <strong>the</strong>se units exert a Zoneof Interdiction affecting supply lines, and since<strong>the</strong> French forts exert this Zone over <strong>the</strong>nor<strong>the</strong>rn half of <strong>the</strong> mapboard, <strong>the</strong> Prussianhas to decide whe<strong>the</strong>r to mask <strong>the</strong>se Zoneswith units or to destroy <strong>the</strong> Fortification Units,which takes time and Combat Strength Pointsand <strong>the</strong>refore Victory Points (five VictoryPoints are earned for each Combat StrengthPoint eliminated). The forts cannot be ignoredif any penetration beyond Thionville is to bemade. If <strong>the</strong> French are weak in <strong>the</strong> Thionvillearea, <strong>the</strong> Prussian has a desire to push on while<strong>the</strong> pushing is good; but in <strong>the</strong> long run hemight give himself too much rooe. If <strong>the</strong>re aresignificant French in <strong>the</strong> area, ihe tendency isto attack <strong>the</strong>m for <strong>the</strong> Victory Points (<strong>the</strong>re areno Victory Points for eliminated forts) and <strong>the</strong>forts remain intact. The problem is aninteresting one. On defense, <strong>the</strong> fortificationsoffer help, but <strong>the</strong> question of putting combatunits inside or outside or in what combinationof both is a good one.Prussian involvement in <strong>the</strong> south-east sectionof <strong>the</strong> mapboard is almost purely defensive,since <strong>the</strong>re are no Victory Points forpenetration to be earned in that direction.However, it is <strong>the</strong> natural place for Frenchoffense: it threatens <strong>the</strong> Prussian lone supplysource, and it is <strong>the</strong> most obvious area to earnpoints for penetration into Prussia. Perhapsthis area poses a problem that is one of <strong>the</strong>little beauties of this game. How much should<strong>the</strong> Prussian spend in this isolated area fordefense while <strong>the</strong> points are to be won halfwayacross <strong>the</strong> board? If one French unit inStrasburg at <strong>the</strong> start of <strong>the</strong> last Turn has aIgood chance of winning 50 points, whatof a threat would ano<strong>the</strong>r unit be?The Victory Points Chart is clear and sereasonable. However, it does not sreasonable for all possible combinationFrench and Prussian OBs if <strong>the</strong> Optional Rtused. For instance, with OB "F" <strong>the</strong> Pru:gets only 41 Combat Strength Points towith (as opposed to 72 if <strong>the</strong> Optional Runot used) and gets only 20 morereplacements (against 13). In French OB75 Combat Strength Points are availimmediately (as opposed to 57 if <strong>the</strong> OptiRule is not used). If <strong>the</strong> game is played<strong>the</strong>se two Orders of Battle, <strong>the</strong> result in VicPoints should be quite different. I wsuggest, <strong>the</strong>refore, that different Victory FCharts be used for different combinalof OBs.The accompanying table is based onassumption that a force twice as stagainst a given enemy force would earntimes <strong>the</strong> Victory Points (plus or minus apoints for <strong>the</strong> time of arrival of <strong>the</strong> reinfcments). The figures in <strong>the</strong> table representpoint spread in which a draw would occurinstance, if OBs A and J were used, a (would be obtained if <strong>the</strong> result in VicPoints were anywhere from 101 toinclusive (this is <strong>the</strong> same as <strong>the</strong> Victory FChart printed in <strong>the</strong> rules). If OBs D and Hused, a draw would result if <strong>the</strong> Victory Ftotal was 36 to 65 inclusive.Of course, <strong>the</strong> Victory Point total will usfall into Marginal, Substantial, or Decisive.Marginal range would run from 1 througpoints greater than <strong>the</strong> higher draw numb€<strong>the</strong> Prussians; French Marginal would run1 through 20 points less than <strong>the</strong> lower (number. German Substantial Victory wrun from 21 through 69 greater than <strong>the</strong> hidraw number; French Substantial Vicwould run from 21 to 40 less than <strong>the</strong> 11draw number. German Decisive Victory woccur when <strong>the</strong> Victory Point total was at70 points greater than <strong>the</strong> higher draw nunFrench Decisive would occur when <strong>the</strong> VicPoint total was at least 41 points belowlower draw number (These are <strong>the</strong> same 1spreads as in <strong>the</strong> chart printed in <strong>the</strong> riFor example, assume OBs E and L wereand that <strong>the</strong> Victory Point total was 89.higher draw number is 50, so <strong>the</strong> resultVictory Points above <strong>the</strong> higher draw nunwhich means a Prussian Substantial VicVICTORY POINT SPREADS FOR A DRAW WHEN USING OPTIONAL RULE OBSPrussianFrench OBG H J K L M101- -125 - lll-140v86-17B--141-170 136-165 141-170 136-165 151-180 126-155- - . -- - -C 101-130 96-125 101-130 96 86-115-- D --_-_-.41 -70. -- 36-65 41 -70 35 26-55*" - -- -E 11-40 6-35 11-40 6-: - 4-25 - -F 0-30 -525 0-30 -525 10-40 -15-15-.a"

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