This issue includes two long pieces. The first is also our very first interview
- with key "JodieCon Network" staffer, Nigel Marsh. Players should pay close
attention, as he takes you through the basics of the Carnage & Glory system
we'll be using for Borodino. This is followed by our usual "Ramblings In The
Tavern" column. Today's visit to our favorite inn includes a consideration of
1812 Russia, and a sea story. Enjoy!
-Charley
TGR INTERVIEW: NIGEL MARSH
(Nigel Marsh is the designer of the Carnage & Glory computer system, which is
used to "moderate" a miniatures wargame (see more at ).
It will be employed at JodieCon 2002 Borodino. When I mentioned to Nigel that I
had been in an American Civil War game using that system a couple of years ago
up at Crusades Con in Connecticut, he said: "I would have been at Crusades,
but I didn't run an ACW game--that would have been perhaps John Covello or Dan
Kinley. I tend to run Napoleonic, SYW, or Franco-Prussian games using Carnage
& Glory." I then asked him to tell me a bit about his background).
NM: By profession I am a principal in a firm of architects. But I have
been computer programming for the past 14 years. Any stifled creative spirit I
may have from my work is always directed into my passion for gaming and the
computer rules I develop to moderate my wargames.
Personally I've been involved in serious wargaming for at least 30 years. I put
my first rule set on paper when I was 10 years old (I'm 41 now). My first love
has always been the Napoleonic period, and I feel comfortable in any horse and
musket/rifle time--hence my spread of computer rules, which cover the Marlburian
through Franco-Prussian eras. I came to the United States from the UK in 1987,
purchased my first computer, and started to develop Carnage & Glory. Having
gamed with dice and chart, and having suffered many headaches as a result, I was
convinced that the computer could perform all the basic tasks of record keeping,
factor checking and die rolling of the traditional rule set, and introduce many
aspects of warfare that were beyond the reach of traditional rules from a
practicality standpoint. Initially the computer rules were merely for home
use--I had little interest in marketing the systems. But with prompting from my
gaming buddies here in the States, I realized that there was a potential but
small marketplace for the systems.
The earliest systems were launched in 1991. These were all in DOS format, which
had been perfectly appropriate in 1987. However, by 1998 the systems looked and
felt dated, so I commenced the development of the new Windows versions. The
programs had to be completely rewritten in a new language and I was therefore
able to introduce many new features, and fundamentally alter the method of
storing the information about the units and officers involved. In this way, more
units and officers can be used. Naturally, the use of Windows has also
dramatically improved the visual appearance and user friendliness of the systems.
I am no longer selling the old DOS systems, unless someone is insistent. Instead
I am focusing on the marketing, development and playtesting of the new Windows
versions. I introduced the Napoleonic version of Carnage & Glory II at
Historicon 2001, and released the system in August 2001. I am currently
playtesting the American Civil War version, which I plan to release at Cold Wars
2002. The next project will be the development and playtesting of the SYW and
American War of Independence versions, which hopefully will also be ready for
Cold Wars 2002.
I recently attended Crusades, and ran a Napoleonic game which was very successful.
I plan to attend Cold Wars and Historicon 2002, and will be potentially running
games with all my systems, including the Napoleonic, American Civil War, Seven
Years War and American War of Independence.
TGR:One of the things that makes me nervous using a computer system,
is not knowing what kind of decisions it is making "behind the scenes." What
kinds of factors should a player be considering that a non-computer wargamer
might not always take into account? For example, one After Action Report on
JodieCon Austerlitz (last year) mentioned fatigue. NM: You're correct. In a computer moderated game there does appear to be
a lot going on 'behind the scenes.' The gamer is actually only responsible for
the tactical deployment of his forces, moving and engaging them in and out of
combat. The gamer is not responsible for any record keeping, or calculating
morale checks or casualties. As a result, the gamer can concentrate his mental
efforts to the actual disposition of his troops. Since the computer can maintain
and update enormous quantities of data, many non-traditional aspects of wargaming
can be introduced to the game. The computer keeps track of not only the physical
strength of the combat units, but also their relative morale levels, and mental
and physical fatigue. At the same time, the computer tracks the weather and
ground conditions (which may affect fire potential), movement, and the bounce of
artillery projectiles. I believe mental and physical fatigue is a very important
aspect of real warfare, and I have incorporated the effects of fatigue into the
system. Accordingly, men get tired and horses get blown--this is common sense.
Charging, changing formation, engaging in firefights, and hand-to-hand combat
will all incur fatigue. Naturally, a fresh soldier will be more effective than a
tired soldier.
Using a computer does involve an element of trust. But the computer's memory
holds all the necessary information relevant to each situation. It knows when to
make morale checks. It knows what the status of the firing unit might be, how
many men are involved, what type of weapons are being used, what the relative
morale and fatigue levels are, what the weather conditions are, and it doesn't
miss a trick. Accordingly, the results are calculated in an unbiased and
accurate way--whether you are calculating morale, fire losses, or combat losses.
TGR:What information does a player need to give you to "make a move?" NM: Moving a combat unit around the terrain is done automatically by the
gamer. The computer only needs to be informed when a unit attempts to charge, or
change formation, or perform other non-standard movements, such as passage of
lines, or double movement. These are activities that might require the
calculation of a morale check, or which may incur some level of mental or
physical fatigue. However, if the unit is moving normally within its normal move
allowance, no moral or fatigue effects need calculation.
As an example of non-standard movement: if you wish to change formation from
column to line, the gamer should inform the computer operator of the unit number
(this ID number enables the computer data base to identify the unit or officer),
and state that he wishes to change to line. Providing the unit is not the target
of a charge, the formation change will be automatic. The computer operator will
advise the gamer of the movement possible for the unit, which will be a percentage
of its normal move, and will be based upon the unit's fatigue and experience
ratings (veterans will normally perform formation changes better than conscripts).
The computer will automatically calculate the unit's fatigue levels, and its
state of order or disorder.
TGR:What does the player not need to do (roll the die, add and subtract, etc.)? NM: As outlined above, the player will not roll dice, he will not check
charts, and he will not keep records. He will simply move, and engage in combat.
The player will have to determine the best formations and the best ranges for
combat. He will have to determine when to reinforce a position, when to replace
broken or fatigued formations, and when to rally his forces.
TGR:Have you made special modifications for JodieCon? NM: There will be no special modifications for JodieCon--the basic system
will moderate the battle.
TGR:What did you learn from the experience of running the Austerlitz
game that a player would want to know about? NM: Austerlitz was run using the old DOS version of the game. One thing
that has been incorporated into the new system that came out of the Austerlitz
game was the effect of weather. Austerlitz was fought on December 2, 1805 during
the early Winter season. We used three separate tables and three separate
computers. Therefore, as the weather was variable, the weather conditions tended
to be different on each table during the same turn. The northern sector was
hindered by snow, which reduced visibility dramatically, affecting fire action
and charge distances. The Pretzel was fought under mainly clear conditions. The
new Windows version now enables you to set the weather conditions to hold
throughout the game, so that the same conditions can be established across all
the tables, without it changing independently. Historically Borodino was fought
in early Fall, when temperatures were not too high, and under largely clear skies.
This we can recreate.
Another important improvement from the older version is the adoption of alternate
movement based upon army initiative. This avoids the inherent failings of
simultaneous movement, and incorporates additional tactical decision making
required of the gamer. At the end of each turn--and based upon the relative
strengths, fatigue, and morale of the forces involved--the computer will calculate
which army holds the initiative. The army with the initiative (which may vary
from table to table) can elect to either move first or have his opponent move
first. Charge declarations are always simultaneous, and made before either side
moves or changes formation. The side moving first declares all of their charges,
after which the other side declares their own charges or counter-charges. If you
miss a charge declaration--too bad. It's too late.
TGR:Do you know what communication system will be used and how it
will work? The system used in the past for JodieCon was with mounted couriers.
(Pete has just announced that this will be the case). Is the "Message Center"
handled by your system as well? NM: The system controls the combat orders of the forces, which can be
preset before the battle begins to either Attack, Defend, or Support. Units with
Defend orders can only attempt to charge if a general officer is attached to the
unit and gives the appropriate order. Units under Attack or Support can elect to
charge without the presence of a general officer. The delivery of new orders and
dispatches are controlled by the system using the 'Issue Orders' option. The
quality of the officers to issue and receive the orders or dispatches, as well
as the distances to be traveled, will be taken into account using this option.
TGR:Are you yourself doing all inputting, or will you have assistants? NM: The scale of the battle precludes the use of one table. In fact, the
terrain will be divided into four areas. Each area will have a computer associated
with it. As such there will be at any one time four computer operators inputting
the information relating to movement, fire, combat and rallying.
TGR:What is your functional relationship with the game umpires? NM: The game umpires will ensure that the computer operators receive the
required information during the Movement, Fire, Combat, Rally and End of Turn
phases in a clear and comprehensible manner. They will also be required to ensure
that rules are adhered to and "gamesmanship" is kept to a minimum. They will
ensure that formation changes are made appropriately. A gamer can physically
change a unit from column to line. But unless the computer is advised of this
change, it will continue to moderate the unit's movement, fire, combat potential,
and losses as if it were still a column. This would be incorrect, and it must be
the umpire's job to ensure that this is not the case.
TGR:Are you planning any other exhibits at the event on Carnage & Glory? NM: There will probably be an introduction to the rules. There may be some
side games being run using Carnage & Glory II. For example, I believe David Bonk
may be running Shevardino.
TGR:Is there a version for sale which gamers can purchase? NM: Yes, the Windows version is available, and can be purchased directly
from me--cost of the system is $35.00 plus $4.00 P&P. Payment is by personal check,
payable to Nigel P. Marsh, and sent to 52 Dryhill Road, Norwalk, CT 06851.
TGR:Anything else you'd like to say to our players? NM: Carnage & Glory II has been in development for 14 years, and is based
upon the wargaming experience and historical research of 30 years. My goal has
always been the recreation and simulation of an accurate, realistic, and playable
historical model of warfare on the tabletop. Use common sense and the tactics of
the day, and the results will be rewarding. But with failure to use common sense
and the appropriate tactics, expect the worst. Reinforce success and don't expose
your forces to unnecessary losses. Realize the importance of fresh troops. Attempt
to maintain tactical reserves at all levels: brigade, division, corps, and army.
Have fun! And remember: its only a game!
RAMBLINGS IN THE TAVERN: JOYFUL NOISE IN TIMES GONE BY
Welcome back to the tavern. Here we put our feet up, hoist a brew or two, and
meditate upon topics like history, song, and strong drink in the Eighteenth and
Nineteenth Century. Not long ago, in his invitation for players, the Bad Blue
Dwarf (hereafter BBD) mentioned "the primitive Russian world." His contemporaries
would agree with him about the Russia of 1812:
"Russia is like a girl of twelve, wild and awkward, who has been
dressed up in a fashionable Parisian hat. We are living here in the fourteenth or
fifteenth century."
--Katherine Hamilton, 1806
"There is so much space in Russia that everything becomes lost, even
the chateaux, even the inhabitants. One would imagine one was crossing a country
which had been abandoned by its people. The lack of birds intensified the silence;
herds of cattle are rare, or at least they graze a long way from the road. The
spaces make everything disappear except space itself, which haunts one's imagination
like certain metaphysical ideas of which the mind cannot rid itself once it has
been gripped."
--Madame de Stael, 1812
There were few roads in Russia. Only St. Petersburg, Moscow, Smolensk,
Kiev, and Kazan could be considered cities. Most of the land was broken up into
huge estates, the largest of which was about twice the size of the state of
Connecticut. In 1777 only three Russians in ten lived in a town. Parkinson writes
that "the aristocracy dwelt in an artificial, honeycombed structure, conforming
to rigid social rules, riddled with scandal and intrigue, and members of this
hierarchy displayed a peculiar mix of naivety, sophistication, Asiatic emotions
and European culture." (The Fox of the North, p2).
The strange individuals who occupied the Russian throne just before the Napoleonic
period and after Peter the Great included Elizabeth, who died in 1761 owning
15,000 dresses, Peter, the Emperor buffoon who reigned for six months before
being murdered by his wife and successor; Catherine, (nicknamed 'Figgy') a royal
nymphomaniac who favored Kutuzov and who employed a special lady-in-waiting as
essayeuse to sift through the lovers waiting at her bedroom door; and finally
"mad" Czar Paul, murdered only an hour or so after he had entertained Kutuzov to
dinner. His son Alexander (our Borodino Czar), would always be affected by the
guilty feeling of patricide--and by dislike of Kutuzov, whose regiment had taken
over from the regular imperial bodyguard duties, just before a gang of royals had
beaten and strangled his father to death in his own palace.
Well, nobody's perfect! For Europeans, the Russia of Napoleonic days was a wild,
mysterious realm where fantasy met reality. For the Russians themselves, Russia
was the only true, pure land. To them it combined the virtues of the simple
peasant life with the opportunity for the nobles to live it up on a grand scale.
There are many videos now available, some only in Russian, which showcase their
patriotic feelings. They range from mythical fantasies about Russian heroes
fighting the Mongols, to WWII made for TV movies.
A related work on Eastern Europe, which I highly recommend, is With Fire And
Sword--both video and book (by Henryk Sienkiewicz) are available in translation.
This is the Polish national epic, actually the first and best part of a trilogy.
The author based some of his wilder landscape passages on his travels through the
nineteenth century American frontier. Sienkiewicz actually shows up as a character
in a recent novel set during his visit to America (by a well known woman author
reviewed this year in the NY Times; I've forgotten who...might be Susan Sontag)
His volume features, among other memorable unusual Eastern European things, a
Cossack revolt in the Seventeenth Century. (See Thirty Years War German
technology vs. the Cossacks! See the proud nobles vs. the "barbaric" Cossacks!
Meet Pan Zagloba, the memorable Falstaffian character who jovially lifts a stein
on the label of Polish 'OKOCIM' beer in my collection.) Another fun film, from
the Cossack point of view and set a bit later in Poland is of course Taras Bulba,
as played by Yul Brynner. Along with whom we Russians of the Napoleonic era say:
"Put your faith in your sword, and your sword in the Poles!"
But we cannot allow the BBD to be insulting our Motherland. Therefore, I have
written the following ditty, in the spirit of defiance.
EVERYTHING'S UP TO DATE IN CZARIST RUSSIA
(To the tune of Everything's Up To Date In Kansas City)
Everything's up to date In Czarist Russia
They've gone about as far as they can go
The palace in St. Petersburg has fifteen hundred rooms
Running through them daily you could see young Figgy chasing grooms
Everything's up to date In Czarist Russia
Canals make us the Venice of the North
Our rulers now can call up luxury with ev'ry breath
And if they fail to do their job we just beat them to death
Everything's up to date in Czarist Russia
We've got English powder now for every gun
So if the Grand Armee
Thinks that they have come to stay
We've got grave stones ready for every one
Hah--take that, BBD!
Right now that sounds like a lot of work, though. Hope we can get out of the
tavern in time for the battle. Reminds me of the time at Historicon during our
annual littlewars@yahoogroups.com
game--54mm War of 1812 in Canada--the day after the Battle of Chippewa. During an
improvised scenario "McCombs' Landing," I required some riflemen to make a special
die roll in order to wake up and get out of the 54mm Irish Pub. It took them a few
rolls to sober up and form a line outside the wooden building, which was one of
those bird feeders made locally in Lancaster, PA. This scenario was named after
our Canadian pal Murry McCombs. He was in the same family as US General McCombs
of that era, but he played American that day.
Well now, the French won't find this kind of cozy shelter in old Russia! There's
fighting ahead of us. But right now we're warm and snug inside. So enjoy your
moments of rest and relaxation as you can, like the old veteran who takes what he
can get, when he can get it. Kind of like life, eh?
Speaking of another parallel between Gettysburg and Borodino, (as catalogued in
a previous issue) both great battles each were observed by a British officer. Lee
hosted the famous Lt. Col. Arthur J. L. Fremantle, Coldstream Guards. Kutuzov
(not Napoleon, of course) played host to General Sir Robert Wilson, a Peninsula
veteran reporting to the Foreign Office on conditions, events, and general military
affairs, acting in conjunction with Lord Cathcart, the British Ambassador at St.
Petersburg. A friend of the similarly conceited Benningson, Wilson also enjoyed
the confidence of the Czar. "The British envoy was extremely self-confident; he
considered himself to be a strategic and tactical expert even though he had never
commanded more than a corps" (Parkinson, p 123). He rapidly became anti-Kutuzov,
sending inaccurate reports back to damage the Russian commander's reputation!
But let's have a drink anyway to our valiant Napoleonic British allies, who send
us money and high quality gun powder for the artillery. A favorite bottle in my
own liquor cabinet is Pusser's Rum, whose label explains itself: "For more
than 300 years, from before the days of Admiral Nelson, wooden ships and iron men,
the sailors of Britain's Royal Navy were issued a daily ration of rum by the
ship's Purser. This tradition, one of the longest and unbroken in the history of
the sea, carried forward from the year 1655 to August 1st, 1970. The superb rum
in this bottle is the same rum that was standard issue aboard Their Majesties'
ships at the time of the custom's termination in 1970. For centuries, British
Navy Jack Tars drank their Pusser's Rum and appreciated this spirit's exceptional
quality. Its distinct character is still created from six of the world's finest
Caribbean rums which were discovered on their excursions at sea." Aar, matey!
Look for the navy blue, red and gold label with the white British naval ensign.
According to my souvenir Pusser's Rum mug, which I got in Roadtown, Tortola in
the British Virgin Islands, here are the traditional Royal Navy toasts:
Monday: Our ships at sea.
Tuesday: Our men.
Wednesday: Ourselves (as no one is likely to concern themselves with our welfare).
Thursday: A bloody war and quick promotion.
Friday: A willing soul and sea room.
Saturday: Sweethearts and wives, may they never meet.
Sunday: Absent friends and those at sea.
But the standing toast
that pleased the most
was
"The wind that blows
The ship that goes
And the lass that
loved a sailor!"
I sailed the isolated and relatively undeveloped British Virgin Islands some years
ago (the best known are Tortola, Salt, Cooper, Peter, Norman, Virgin Gorda and
Jost Van Dyke Islands) on the 282 foot tall ship S/V Phantome under the
experienced Captain Adrian Goldsborough. I have a painting of her under full sail,
a four masted barquentine--crew 45, beam 40 ft., draft 19 ft. Originally owned by
the Duke of Westminster, she was purchased by Aritstotle Onassis as a wedding gift
for Princess Grace and Prince Ranier, but was never delivered as such. Later Phantome
served as the proud flagship of the Barefoot Cruises windjammer fleet.
Now, a "windjammer" is built of iron and steel rather than wood. Around the turn
of the Nineteenth Century, there were a thousand of them cris-crossing the seas,
with their sails towering 200 feet above the deck. The name was meant as an insult
by the older generation of wooden fleet sailors, but soon windjammers became the
graceful carriers of merchant activity in the years before World War One.
Phantome herself, my beautiful spirit of the sea, is now one of the most
eerily famous ships in recent naval history, having been involved in the most
terrible sea disaster of the last few years. Yes, all travel industry personnel,
from ticket agents to airplane crew all over the world know the story, which was
covered extensively last year in The New Yorker magazine. Aye friend, it
is so--for Phantome is now truly a ghost ship, sailing out only from its
home port of... Davy Jones Locker!
The story didn't get much general play at the time, due to its occurring in the
midst of an even more terrible disaster with many casualties. During a raging
hurricane, which ravaged Honduras and other parts of the Central American coast
only a few years ago, a young British captain on his first voyage as skipper,
was ordered to put off his tourist passengers and then run out before the incoming
story, to save the ship. And that ship was indeed the Phantome, out of
San Lorenzo. This controversial order became the eye of a "hurricane" of legal
issues later on. A more experienced sailing master might have refused that order,
even at the risk of his career, but such was not to be. So obediently, the ship
motored out one last time on a desperate voyage to save itself. For the hurricane
coming would doubles dash all of the ships remaining in harbor to pieces on the
shore. And Phantome herself was an irreplaceable treasure, not to mention
a huge investment for its owners.
After a last radio phone call to his young wife in England, and a final position
report, the ship was never heard from again. For the hurricane suddenly veered
over, as if it could smell the ship running before it, and came directly down
upon her! While the desperate escape attempt was dangerous, it had been hoped
naturally to try and miss the storm. But such was not to be. Yes, she was lost
then with all hands. The catastrophic hurricane killed many, many Central Americans
that year, tumbling cliffs into the sea and wiping out entire villages along the
coast. In the greater tragedy, few noticed the fate of my old ship. And the only
remnants of Phantome ever found afloat was a small section of deck and--a
toilet seat! Avast, friends, its the very truth. And as I look now on my own
personal photographs of the darling vessel, with her crew heaving up the sails,
her beautiful wooden decks, and even the film crew that was shooting a promotional
documentary aboard that day, I give you a toast: here's to the crew of lost
Phantome--the missing young captain, and those others still aboard her wherever
she may be. For with all the modern scientific equipment we have today--which
after all has located Titanic, Bismark, Monitor and Hunley, no trace of
Phantome has ever been found. Then again, perhaps there's nothing material
to find.
And don't that send a chill right up your spine, matey? To know that some things
are still not in our power. For aren't we all still in the hands of Fate, just
like the brave sailors of olden--and modern--times?
Aye, and that be thirsty work, sailor. Here's the drink they make down in the
islands, which I used to have served me in the main cabin aboard the beautiful
Phantome, once upon a time:
PUSSER'S PAIN KILLER
(Without ice, blend, shake or stir):
2 ounces British Navy 95.5 proof Pusser's Rum
4 ounces pineapple juice
1 ounce cream of coconut
1 ounce orange juice
(Pour into glass filled with ice)
If you like Science Fiction mixed with your naval tales, you might try the famous
Commodore Grimes Rim Worlds series, penned by former Australian merchant
captain A. Bertram Chandler. The fictional hero Grimes used to welcome his guest
aboard his space ship and indicate that they could have a drink with him and talk
freely, with the phrase: "This is Liberty Hall, where you can spit on the mat,
and call the cat a bastard!" He'd then offer the traditional navy toast for
a newly departing voyage "Splice the Mainbrace."
Did my story disturb you? Then here's wishing all your voyages be safe ones--from
Brooklyn, New York, where we know about dangerous trips, ghost buildings, and
phantom ships. And so until next time, when we share another visit here in The
Tavern.
Or as we sing in Deadman's Bay, on Peter Island in the British Virgins:
Fifteen men on a deadman's chest
Yo ho ho and a bottle of rum
Drink to the devil and to hell with the rest
Yo ho ho and a bottle of rum