We recently asked you for your favorite 18th and 19th century (‘Age of Gunpowder’) battles to be included free for early backers of General Staff (see this link). We don’t want to spoil any surprises, but the Battle of Isandlwana was one of the top vote-getters.
Screen shot of the General Staff Scenario Design Module showing how to edit specific unit type versus unit type combat equations. In this example Blue Light Infantry (Zulu regiments) have been adjusted downward. Click to enlarge.
The Battle of Isandlwana is an especially challenging scenario to simulate because of the difference in technology (the British were armed with Martini-Henry breech-loading rifles while the Zulu warriors carried the traditional assegai iron spears and cow-hide shields). Yet, there are ‘Light Infantry’ unit types in both the Red and Blue forces, but clearly there is a very big difference between the Red (British) Light Infantry and the Blue (Zulu) Light Infantry units.
General Staff, which is based on the UMS Wargaming System, has the ability to adjust a unit’s combat firepower versus other unit types (see the above screen capture). In the above image we have set Blue’s Light Infantry (Zulu regiments) with a lower Attack Multiplier representing the Zulu troops lack of muskets and rifles. This matrix is available from the General Staff Scenario Design Module.
Screen capture of the British army Order of Battle for Isandlwana . Click to enlarge.
In the above screen capture from the General Staff Army Design Module we see a portion of the British Order of Battle at Isandlwana. The question is: what should Leadership, Morale and Efficiency be set for each of these units? How good were British commanders? What was the morale of native troops? How efficient were they? We would love to hear your comments.
The General Staff Wargaming System provides users with the tools to create scenarios of their own design. These scenarios can be historical battles or they can be ‘what if’ scenarios (e.g. what if Custer had brought Gatling guns to the Little Big Horn or what if Robert E. Lee fought Wellington). To determine the victor of these scenarios or battles we need to have a predetermined set of Victory Conditions. Below is a screen shot of the Edit Scenario Victory Conditions screen:
The Victory Point editing screen in the General Staff Scenario Editor. Click to enlarge.
And below is a screen shot of the self-checking error function for setting Victory Points:
General Staff automatically checks for impossible victory conditions. Click to enlarge.
The General Staff Wargaming System is designed to give maximum flexibility to the scenario designer. It fully supports creating scenarios from 18th and 19th century armies and any map.
We recently had a series of very spirited discussions about the speed of units in various formations and across different terrain types during the Napoleonic Era in the Facebook Wargaming groups. A number of people were very kind to forward documents, tables and charts that had estimates of unit speeds. But, one thing that quickly became apparent was there was quite a bit of disagreement about, “how fast could a unit march,” in the 19th century.
Furthermore, we hadn’t even begun to talk about battles that took place in bad weather (the battles of Stone’s River and Fort Donnelson during the American Civil War come to mind).
The solution, obviously, was to allow the user (the scenario designer) to have complete control over these values. Consequently, we’ve added a very easy to use utility to facilitate editing and displaying unit speeds in various formations across different terrains.
Below is a video we created that demonstrates these utilities:
The General Staff Scenario Design module allows users to create new battle scenarios by combining any two armies created in the General Staff Army Design module with any map created in the General Staff Map Design module.
This screen shot of the General Staff Scenario Editor shows how victory conditions are established for a scenario. Click to enlarge.
The General Staff Wargaming System allows users to create armies, maps and battles from the Age of Gunpowder. These can be historical recreations or completely new ‘what if’ scenarios.
Below is a video describing how to use the Scenario Design Module for the General Staff Wargaming System. Yes, it really is that simple: just combine two armies previously created in the Army Design Module with a map created in the Map Design Module and create a new battle scenario.