|
Showing posts with label Austria. Show all posts
Showing posts with label Austria. Show all posts
GDW, THE BATTLE OF LOBOSITZ (1978)9 comments
THE BATTLE OF LOBOSITZ is a grand-tactical simulation of the clash between a force of over twenty-four thousand Prussians, under Frederick the Great, and a larger Austrian army, led by Marshal von Browne, near the Saxon town of Lobositz in October of 1756. The game was designed by Frank Chadwick and published by Game Designers’ Workshop (GDW) in 1978. LOBOSITZ is one of a whole batch of different titles that, taken together, make up GDW’s Series 120 collection of small, folio-style introductory games. These Series 120 titles were described by GDW as “gateway” games because they were intended to be easy to learn, used 120 or fewer counters, and could typically be played to completion in two hours (120 minutes) or less.
HISTORICAL BACKGROUND
The two belligerents stumbled into each other near Lobositz, a town on the banks of the Elbe River, early on the morning of 1 October, 1756. At first, contact between the two forces was sporadic and relatively light. The Prussian army, which was approaching Lobositz from the west, initially received fire from its left (the area of the Lobosch Heights), and the limited nature of this action led Frederick to think that he had encountered a small Austrian rearguard. Visibility was poor — a thick morning fog made an accurate assessment of the enemy’s dispositions impossible — however, as the volume of fire increased and spread to his front, the Prussian monarch, who was still convinced that he faced an inferior force, ordered his cavalry forward to determine the strength and intentions of the enemy troops in his path. What Frederick’s horsemen discovered was an unpleasant surprise to the Prussian king: a large Austrian field army, instead of a small blocking force, was deployed in a defensive north-south arc across the Prussian army’s entire front. This arc stretched from the Lobosch heights in the north, passed in front of the town of Lobositz, and then continued south to the marshes near the hamlet of Sullowitz on Frederick’s right. The Austrian defensive position, although not perfect — von Browne’s line south of Lobositz was bisected by a shallow stream, the Morellenbach — was still strongly situated with the Elbe River and Lobositz anchoring the Austrian right while Sullowitz and a combination of marshland and forest covered von Browne’s left.
Not surprisingly, given his initial misappraisal of the situation before him, the battle did not begin particularly well for Frederick. The fog hampered most of the Prussian king’s initial offensive moves against the Austrians, and also limited the effectiveness of his artillery. As the morning mist gradually cleared, however, the Prussians slowly began to gain the upper hand in the fighting around Lobositz. Finally, after being repeatedly repulsed, the Prussian infantry was at last able to storm the town at bayonet point: a success that forced the Austrian center to fall back. The Battle of Lobositz lasted most of the day, but finally ended when von Browne, having lost ground on his right and center, decided to withdraw his army from the field; which he did in good order. Lobositz was far from Frederick’s finest battle. In fact, early in the day, after having lost heavily from among his best cavalry formations, the Prussian king actually thought that the action might be lost and considered abandoning the field to von Browne’s forces. Fortunately for Frederick, the discipline and élan of the magnificent Prussian infantry retrieved the situation before he could make any additional mistakes. Both sides lost about 3,000 men, but von Browne’s withdrawal left the Saxon garrison at Pirna with no option but to surrender, and (as was typical of the times) transfer their allegiance and service to Frederick and Prussia. DESCRIPTIONTHE BATTLE OF LOBOSITZ is a grand tactical (regiment/brigade/wing) simulation of the battle between 24-29,000 Prussians, led by Frederick the Great, and an Austrian army of 34,000, under Marshal Maximilian von Browne, which took place on the banks of the Elbe River in and around the Saxon town of Lobositz on 1 October, 1756.The LOBOSITZ game map is a three-color, hexagonal grid depiction of the area in Saxony (now part of the Czech Republic) over which the battle was fought. Each hex is 300 yards from side to side. In keeping with the game’s “introductory level” design parameters, the number of significant terrain types displayed on the game’s Terrain Key is fairly limited; however, the nine different terrain types represented (e.g., town, stream, forest, different elevations, swamp, etc.) all affect, to varying degrees, either movement or combat. Interestingly, the game begins with the battle area shrouded in fog; as the game turns tick off, this fog will gradually dissipate, beginning at the higher elevations and gradually burning-off until the main battlefield is clear. Not surprisingly, fog affects both movement and combat. In addition, certain hexes on the map are marked purely for easy set-up: players may deploy their forces as they wish, but only so long as their respective set-up hexes are occupied by at least one friendly unit of some sort. Also, some stacking is allowed. To simulate the confusion and uncertainty of the early part of the battle, all units that are covered by fog are inverted until an enemy counter moves adjacent to them. The differently-colored counters (mainly blue for Prussia and white for Austria) represent the infantry, cavalry, and artillery units that actually took part in the historical battle. As might be expected, all combat units display both a combat factor and movement allowance; in addition, all units, EXCEPT artillery batteries, also display a morale rating (more on this later) in their upper left-hand corner. As units engage with the enemy, these starting values will change. In LOBOSITZ, casualties are handled using a modified “step-loss” system; which is to say: as units suffer combat losses, their combat strength and morale rating are both reduced; this adjusted strength is represented by placing a numerical chit under the affected unit to record the change. LOBOSITZ is played in “Igo-Ugo” game turns, and each game turn represents 30 minutes of real time. An individual game turn is composed of a Prussian followed by an Austrian player turn and sticks to a set sequence of player actions: the Movement phase (the active player moves any or all of his eligible units); the Rally phase (the active player rolls to rally any of his demoralized units); the Offensive Fire phase (the acting player fires any units that did not move during this turn’s movement phase); the Defensive Fire phase (the non-phasing player conducts fire attacks against any enemy units within range); and the Mêlée phase (the phasing player conducts adjacent mêlée attacks in those cases in which both the attacker and defender have passed their pre-mêlée “morale checks”. The game is 16 turns (eight hours in real time) long. Combat in LOBOSITZ, as already alluded to, can take one of two forms: fire combat and mêlée combat. Each type follows its own unique combat resolution procedures, and each has its own influence on the flow and “feel” of the game. In the case of fire attacks, only infantry units adjacent to an enemy hex and/or artillery with an unobstructed “line of sight” that extends four hexes or less to the target may participate in this type of combat; cavalry may NEVER attack using fire. Much like SPI’s GRENADIER, the resolution of fire attacks is based on the type of terrain in the defender’s hex and not the target unit’s combat strength; in addition, several other factors (such as type of unit) may also affect the outcome of a fire attack via the game mechanism of “die roll modifiers” (DRMs). The Fire Combat Results Table (CRT) is a simple “fire strength/die roll” matrix, and combat results can range (depending on the fire strength of the attacker) all the way from a “no effect” result to a loss of four strength points. These losses, which affect both the target unit’s combat power and its morale rating, are recorded through the use of chits. For example, if a combat unit whose starting strength is two or more suffers a one point loss as a result of a fire attack, a numerical counter of the appropriate value (in this case a “1”) is placed under the affected unit to indicate that its combat strength and morale rating have both been reduced. [This, by the way, brings up one of my main complaints about this game: when the fight for Lobositz shifts to “high gear” in the later game turns, there often aren’t enough strength and “demoralization” chits included in the counter-mix to keep track of both sides’ combat losses.] Once a unit’s combat power falls below its printed strength, it is permanently removed from play. Fire combat, important as it is, actually plays a supporting role when it comes to victory or defeat in LOBOSITZ. Instead, the real focus of Chadwick’s game is on mêlée combat; this is because it is only by close assault that an attacking force can actually break a defender’s position and capture enemy-occupied ground. The procedures associated with the Mêlée Combat phase are relatively simple, but — because of the role played by morale — interesting, nonetheless. Mêlée combat begins with the attacker rolling for each unit that will attempt to assault during the current mêlée phase. If his die roll is equal to or less than the unit’s current morale rating (essentially allowing the attack to go forward), then the defender must conduct his own morale die roll (except in the case of artillery which has no morale rating). If the attacker’s “morale check” fails then no further action occurs; however, if the defending unit fails with its “morale check” (defending infantry, by the way, suffers a +1 DRM penalty), then it loses a point, becomes demoralized, and then routs towards the nearest friendly map edge. In those cases in which both sides successfully pass their morale checks, the attacker and defender then each total up the current (adjusted for previous combat) strength and morale ratings of their involved units and both roll a single six-sided die. The combat strength and morale value of the attacking and defending units are each added to their respective die rolls and the player with the higher (after all adjustments) total number wins the combat. In cases of a tie, the combat is rerolled until there is a winner and a loser. Whichever side loses the mêlée (whether attacker or defender) must follow exactly the same sequence of actions as a defending unit that fails its “morale check”. To add to the loser’s woes, any unit whose hex is passed through by a routing unit also becomes demoralized, and routs in turn. Needless-to-say, in a congested section of the front, one or two demoralization results can quickly produce a “snowball” effect. And there’s more: once a unit becomes demoralized, it can only be stopped from continuing to rout towards the map edge if the owning player, during the Rally phase, is able to roll a number equal to or lower than its combat-adjusted morale rating; since the LOBOSITZ game map is relatively small, what this really means is that neither player will have more than a few game turns to rally his or her demoralized troops before they disappear from play forever.
When it comes to winning or losing THE BATTLE OF LOBOSITZ — as was the case historically — the burden of attack is squarely on the Prussian player; the Austrian commander only has to deny Frederick a significant battlefield success, not win one of his own. The good news for the Prussian player, such as it is, is that there are actually several different ways for Frederick to win the game. If the Prussian army manages, for instance, to sweep the map completely clear of Austrian units — something, by the way, that I have never seen — then the Prussians gain a (richly-deserved) decisive victory. More attainable, but still quite challenging for the Prussian player — in my view, at least — is the modest tactical victory that Frederick actually obtained in the real battle. Unfortunately, to accomplish even this limited success, the Prussians must capture, from the Austrians defending them, both the Lobosch Heights and every one of the hexes (eleven in all) that make up the town of Lobositz. And they must do all this in the face of a powerful enemy force, a blinding morning fog, and a limited number of game turns. A PERSONAL OBSERVATIONLOBOSITZ is one of two Series 120 games, designed by Frank Chadwick, which cover battles from the Seven Years’ War. The other half of the pair, THE BATTLE OF PRAGUE, simulates a much smaller action between the Prussians and Austrians that occurred on 6 May 1757 near the city of the title. Both games use the same relatively simple, grand-tactical game platform. In terms of play-balance, LOBOSITZ tends to lean towards the Austrians, while PRAGUE — unless I’m missing something important — heavily favors the Prussians. These games, it should be noted, are not Chadwick’s first attempts to simulate the special nature of 18th century warfare during the age of Frederick the Great: his larger and much more detailed TORGAU had already appeared a full four years earlier, in 1974. And although the two battles depicted in these later, smaller games are both modestly interesting from a historical standpoint, an obvious question, nevertheless, presents itself: Why did GDW choose to feature these two relatively obscure engagements and not a pair of more famous battles such as Rossbach and/or Leuthen?One possible answer, of course, is that — at the time he began work on these two Series 120 games — Frank Chadwick actually had plans to design larger, more detailed TORGAU-style simulations of some of Frederick’s other, better-known battles at some later date. Such a possibility is certainly plausible; after all, the Battle of Leuthen, as Paul Dangel proved with his superb Clash of Arms game design, LEUTHEN: FREDERICK’S GREATEST VICTORY (1997), turned out to be, in the hands of the right person, an excellent wargame just waiting to be developed. For my own part, however, I have a sneaky suspicion that the designer’s decision to simulate this particular set of actions (LOBOSITZ and PRAGUE) was probably dictated more by the special requirements of the Series 120 design format than by any other factors. Still and all, whatever Chadwick’s original plans may have been for simulating some of the other battles of Frederick IIndof Prussia using this clever, but relatively simple game platform: three decades later, we are still left with only PRAGUE and LOBOSITZ to consider; so I think that it is probably safe to assume that Frank has moved on to other things. Since we, on the other hand, are at least temporarily focused on this early Chadwick design, I will attempt to move things along by raising an obvious, if rhetorical question: How does THE BATTLE OF LOBOSITZ look now, after having bumped around in relative obscurity for over thirty years? My short answer is that — all things considered — it really doesn’t look all that bad. Admittedly, the graphics for LOBOSITZ — as was typical of virtually all GDW games during this era — are neither especially evocative of the battle’s historical period (see AGINCOURT for a particularly egregious example of this) or even all that interesting to the eye, the “ugly duckling” appearance of this title conceals a surprisingly nicely-done “swan” of a grand-tactical game engine. That being said, LOBOSITZ is not, despite its Series 120 pedigree, really a “gateway” wargame in the same sense, for example, that SPI’s many NAPOLEON AT WATERLOO-based titles are. To be fair, the game is not especially difficult to learn if the prospective player understands at least something about conflict simulations. Nonetheless, I personally do not believe that any wargame which incorporates a multi-stage combat subroutine, elevation differences, “line-of-sight” rules, morale, and step-reduction should ever really be described — by me or anyone else — as an “introductory” game. That being said, and in spite of its somewhat denser than expected design architecture, I do think that LOBOSITZ would be readily accessible to almost any player with even a modest amount of gaming experience. Thus, while I would never recommend this particular title — or most of its Series 120 cousins, for that matter — as an “introductory” game suitable for an absolute novice, I do think that it is an excellent choice for more seasoned gamers of almost any stripe. Particularly if those players are interested in the campaigns of Frederick the Great, but don’t want to spend an entire day refighting one of his battles: which, based on my own previous experiences, is always a distinct possibility when it comes to tackling more sophisticated games like COAG’s LEUTHEN, or GDW’s TORGAU. Design Characteristics:
Game Components:
Related Reading
Subscribe to:
Posts (Atom)
Pageviews last monthTranslateDice Rolling LinksHelpful Wargame Blogs and Links
Tournament LinksAmazonTags
1812
1815
1815 THE WATERLOO CAMPAIGN
1870
1914
1939-45
1940
1942
1944
3W
A HOUSE DIVIDED
A Study in Command
A Time for Trumpets
Aachen
Acre
ACROSS SUEZ
ADVANCED THIRD REICH
advice
AFRIKA KORPS
After Action Reports
AFTER THE HOLOCAUST
AGINCOURT
ALESIA
Allied
Allies
ALMA
alternate strategy
American
American Anniversary
American Army
American Civil War
American Revolutionary War
analysis
anniversary
ANZIO
Arab Israeli War
ARABIAN NIGHTMARE The Kuwait War
ARMADA
Armistice Day
Army of Northern Virginia
articles
ATLANTIC WALL
atlas
ATTACK IN THE ARDENNES
AUSTERLITZ
Australia
Austria
Avalanche
Axis
AXIS and ALLIES: EUROPE
BALACLAVA
Barbarossa
basic resource points
BASTOGNE
BATTLE FOR GERMANY
BATTLE FOR MIDWAY
BATTLE OF BRITAIN
Battle of Nations
BATTLE OF THE BULGE 91
battlegroup
Birthday
board economic game
board political game
board simulation
board simulations
board war game
Boardgame Players Association
boardsimulations
Boer War
bomb disposal
book
BORODINO
BPA
BREAKOUT and PURSUIT
BREAKOUT: NORMANDY
British
BULGE '65
Burma
CAESAR
CAESAR'S LEGIONS
Cambrai
Carnage and Culture
CASE WHITE
CASSINO
CAULDRON
Central Powers
CG
Charles S Roberts
CHINESE FARM
Christmas
Churchill's Generals
CIVILIZATION
classics
COAG
Coalition
COBRA
Cold War
combat results
Command Game Series
comment
components
Computer problems
confederate
ConsimWorld
Continental Congress
convention
counters
Crimea
D-Day
DAGC
Danny S. Parker
DARK DECEMBER
Darwin air raid
David Chandler
Decision Games
Declaration of Independence
description
DESERT STORM UPDATE
design
DG
Don Greenwood
DRESDEN
DRIVE ON STALINGRAD
DUNE
EAST FRONT
Eastern Front
eBay auctions
Eisenborn Ridge
Eisenhower
EL ALAMEIN
EMPIRES AT WAR
EMPIRES IN ARMS
Entente
ERIC GOLDERG'S KURSK
errata
Europa
European
Excel
EYLAU
Fall Gelb
fantasy
Father's Day
Festung Europa
Finland
Finnish
FIRE IN THE EAST
FIREFIGHT
Flag Day
FORTRESS AMERICA
FORTRESS EUROPA
founder
FRANCE 1940
Frank Chadwick
FREDERICK THE GREAT
French
FULDA GAP
game analysis
game design
game system
GDW
General
Ger
German
GETTYSBURG '64
GETTYSBURG '77
GLOBAL WAR
GMT
GOLAN
Great Siege
GRENADIER
grognards
Guadalcanal
guest post
GULF STRIKE
Gulf War
HANNIBAL
HBO
history
holidays
hypothetical
Independence Day
INDIAN OCEAN ADVENTURE
INKERMAN
interpretation
Into the Storm
INVASION SICILY
inventor
Iraqi
Italy
Japanese
Jean Lartéguy
JENA
JENA-AUERSTADT
John Churchill
John Keegan
July 4th
June 14th
kampfgruppen
Karl-Heinz Frieser
KHARKOV
KOREA
Korean War
KORSUN POCKET
KURSK
LA GRANDE ARMEE
LEE MOVES NORTH
LEE vs. MEADE
LEE'S LIEUTENANTS
LEIPZIG
LEIPZIG REVISED
Lille
links
LOST BATTLES
Lost Command
magazine
MAHARAJA
Malta
MANASSAS
Mans' Best Friend
Manstein Plan
map
Map and Counters
MARENGO
Marine Corps Birthday
Marlborough as Military Commander
MBC
Memorial Day
MIDWAY
MISSLE BOAT
MODERN BATTLES
monster game
MonsterGame.Con
Moscow
Mother's Day
movie
MUKDEN
MUSKET and PIKE
NAPOLEON AT LEIPZIG
NAPOLEON AT WATERLOO
NAPOLEON'S LAST CAMPAIGNS
Napoleonic
NAPOLEONS ART OF WAR
NATO
naval
Near Eastern
New Year
Normandy
Normandy Landings
North Africa
North Vietnam
notebook
OBJECTIVE MOSCOW
OMAHA BEACH
Operation Bagration
Operation Cobra
OPERATION CRUSADER
OPERATION TYPHOON
optional rules
OSG
Overlord
Pacific Theater
PANZER ARMEE AFRIKA
PANZER BATTLES
PANZER LEADER
PANZERBLITZ
PANZERGRUPPE GUDERIAN
PANZERKRIEG
PBeM
PBM
Pearl Harbor
Personal Notes
Personal Notes. WWII
play aide
play balance
production
Prussia
PWG
quadrigame
railroad repair rules
Rand Game Associates
reader comments
Recent Break in Blogging
RED SUN RISING
remembrance
review
RGA
RICHTHFEN'S WAR
RIFLE AND SABER
ROAD TO THE RHINE
Robert Cressman
Roman
rules
Russian
RUSSIAN CIVIL WAR
S and T
SAMURAI
SARATOGA: 1777
Saxony
science fiction
SEA LION
SEELOWE
September 11th 2001
Series 120
set-up
Sevastopol
Seven Years War
Sicily
siege
SIEGE OF CONSTANTINOPLE
SINAI
SOLDIER KING
SOLDIERS
SOLOMONS CAMPAIGN
SOUTH AFRICA
South Vietnam
Soviet
SPI
spreadsheet
SQUAD LEADER
ST #49
Stalingrad
Strategy and Tactics
tactical
TAHGC
TANNENBERG
TCHERNAYA RIVER
template
TGI
Thanksgiving
THE AMERICAN REVOLUTION
THE ARDENNES OFFENSIVE
THE ART OF SIEGE
THE BATTLE FOR MOSCOW
THE BATTLE OF LOBOSITZ
THE BATTLE OF MOSCOW
THE BATTLE OF NATIONS
THE BATTLE OF THE BULGE
The Blitzkrieg Legend
The Centurions
THE CIVIL WAR
THE CRIMEAN WAR
The Face of Battle
The Fall of France
THE FALL OF TOBRUK
THE FAST CARRIERS
THE FRANCO-PRUSSIAN WAR
THE GREAT WAR IN THE EAST
THE GUNS OF AUGUST
THE MARNE
The Mask of Command
THE MOSCOW CAMPAIGN
THE NEXT WAR
The Pacific
The Praetorians
THE RUSSIAN CAMPAIGN
THE RUSSO-JAPANESE WAR
THE WAR IN EUROPE MODULE1: THE FIRST WORLD WAR
The War in the West
THE WILDERNESS CAMPAIGN
THE WINTER WAR
THEIR FINEST HOUR
THIRD REICH
TO THE GREEN FIELDS BEYOND
TOBRUK
Toland
Torgau
tournament
Tradition
TSR
turn record chart
TURNING POINT
TURNING POINT STALINGRAD
TYPHOON
Tyre
union
US Constitution
USMC
USN
variant
Velikiye Luki
VERACRUZ
Veterans Day
VG
Victor Davis Hanson
Victory Games
Vietnam
VON MANSTEIN
WACHT AM RHEIN
WAGRAM
WAR AND PEACE
WAR BETWEEN THE STATES
war game
War in Europe
War in the East
WAR IN THE EAST 1ST EDITION
WAR IN THE EAST 2ND EDITION
WAR IN THE WEST
War of the Spanish Succession
Wargame Conventions
wargaming
Wargaming Events and Tournaments
Warsaw Pact
WATERLOO
WBC
WBC Convention
WBC Tournament Results
WBTS
WELLINGTON'S VICTORY
Western Front
WHITE DEATH
WOODEN SHIPS IRON MEN
WORLD WAR 1
WORLD WAR II
WORLD WAR II: European Theater of Operations
WURZBURG
WWI
WWII
YEAR OF THE RAT
Yom Kippur
Zitadelle
ZunTsu
Popular Posts
About Me
My Nephew Joe and Three Marine Buddies
Followers |