Re: Initiative - was RE: Piquet
From: "Allan Goodall" <agoodall@w...>
Date: Wed, 29 Sep 2004 08:55:12 -0500
Subject: Re: Initiative - was RE: Piquet
On 28 Sep 2004 at 20:26, The GZG Digest wrote:
> From: "B Lin" <lin@rxkinetix.com>
>
> However, it seems
> rather arbitrary to have so much of the game depend on a single roll
for
> each turn, with entire battles decided by a few opposed die rolls.
This is an issue with Piquet and the reason for the optional initiative
rules. It's a major pain playing a game of Piquet for the first time and
getting stomped by bad rolls. On the other hand this doesn't happen all
that often, and if you play often enough the odd time it happens isn't
too big a deal.
> The problem with house-mods and the huge variety of them is that when
you
> play at cons or other large gatherings, if all the players are not
playing
> with exactly the same mods, their level of play may be adversely
affected.
I definitely agree with you on this point. It's one of the reasons I've
pushed several times (with somewhat limited success) for official fixes
to the problems in SG2. Without a common set of rules you end up with
people playing radically different games under the same name.
> Historically battles are not won or lost by the commanding general's
> initiative, but by his knowledge of the battle conditions.
<<snippage>>
> These errors occurred, not because the general was slow in giving the
> order after the appropriate infomation was available, but is almost
> always due to incomplete information being available to the general in
> a timely fashion.
My area of expertise is the American Civil War, and I take exception to
this. Yes, knowledge of the battle conditions was a major factor in most
(if not all) battles of the ACW. Command initiative was _the_ deciding
factor in many of the major battles of the ACW. Actually, the initiative
of the _sub-commanders_ were the deciding factors in many of the major
battles.
A good example is Chancellorsville. Hooker told Howard to watch his
right
flank, but Howard did not take the appropriate measures. Hooker didn't
know that Jackson was planning to assault his flank, but it was a
definite possibility. Hooker issued the appropriate orders, but his sub-
commander ignored them. Hooker went a step further. He issued orders for
Reynold's corps to move up beside Howard the night before, at about the
same time Jackson and Lee were devising their plan. For some reason that
was never discovered, it took the dispatch rider 3 hours to travel 5
miles. Reynolds got the order just before sunrise. By the time his men
were moving, the sun was up and the Confederates on Marye's Heights
could
bombard the bridge across the Rappahannock. This delayed Reynolds by a
couple more hours. As a result, Jackson rolled up the Eleventh Corps
while Reynolds was en route.
Hooker told Sedgwick to march from Fredericksburg to Lee's rear as fast
as possible, but gave Sedgwick too much discretion in his orders.
Instead
of Sedgwick's corps hitting Lee in the rear on the third day of the
battle, Sedgwick struck a day later, when a groggy Hooker had already
moved the army across the Rappahannock. (There are several other
examples
in this battle, but you get the idea.)
Another example is Gettysburg, where Lee wanted Ewell to attack Cemetery
Hill on July 1, but Ewell didn't (claiming his troops were too tired).
On
July 2 he pushed Longstreet into attacking the Union left flank, but
Longstreet was slow to respond. On July 3, Lee wanted Ewell to
demonstrate against the Union right while Longstreet's Assault (better,
but less accurately, known as Pickett's Charge) went on in the centre,
but Ewell attacked too soon.
In each of these cases, the correct order was issued (though you could
debate the effect Ewell would have had on July 1 at Gettysburg) but the
battle was lost due to the time it took the order to be received, or due
to the lack of initiative on the part of the sub-commanders.
One thing I really like about Piquet is that it takes away some of the
player's abilities of co-ordination offered to him by the God's Eye View
and because the player is not actually on the battlefield. Incompetent
commanders and a clumsy command structure can be more easily simulated
in
Piquet than in most other games. I'm on the (mostly silent) playtest
list
for the Piquet naval game. In the Russo-Japanese War, at the battle of
the Yellow Sea, one of the Russian ships (I think it was the
Petropavlovsk, but I have a bad memory for Russian ship names) was
struck
in the bridge and had a rudder jam. Unfortunately, it was also leading a
column at the time. It slipped into a turn, with the ships immediately
behind it following along. This was the turning point of the battle.
This
is something very, very few naval wargames simulate. In almost every
case
a player would know enough to ignore the lead ship. Piquet offers the
possibility of this situation happening.
Piquet is not for everyone, as mentioned before. I don't find it better
than other games, just different. When I play it, I play it for those
differences.
---
Allan Goodall http://www.hyperbear.com
agoodall@att.net agoodall@hyperbear.com
"The time you enjoy wasting is not wasted time." - Bertrand Russell