Kriegspieling Musket Battles

It is possible to have an experience very close to actual Kriegspiel with Musket Battles.

One of the coolest ways to play Musket Battles is by mobile (cell phone, here in the US), or e-mail.

In its simplest form, it requires 3 people. Two players, who only need the orders maps available form the Command Post Games Website, and a Ref with a copy of the scenario. All must have mobiles. The players can each be in some remote location, at least a few barstools away, but they only need to be in cellular contact with the Ref (each could be a continent away). Actually, they could be sitting across from each other, having a convivial good time and sharing a drink. The players each draw their orders on their map, and text a pic to the ref.

The ref has the game set before him and plays the turn (the chit draw, including Alter Turn Order rolls, moves, and resolves combat). Next, after-action reports are texted to each player. The reports should not include any gamey descriptions or info! Authentic sounding reports from the field commanders are what is wanted. The reports should be addressed from the field commanders (the ref) to their Commanding Army General (players).

Of course they will contain the results of combat, but they should also contain various intel as it becomes available. Things like “dragoons spotted SW of Gettysburg.” Or “Large secesh column moving East along Baltimore Pike.” My only words of advice are that the intel should all be accurate, if not overly detailed. The players are pretty much in the dark anyway, and adding inaccurate, missing, or lost, reports, will really gum up the works. It might be historically accurate, but this way is hard enough, without adding distractions. Maybe very experienced players would enjoy the confusion, but even they will find too much ruining the experience.

Players themselves should be encouraged to add scouting notes like “Sending Dragoons West of Street Road to watch for enemy movement.” Remember that dragoons don’t have to follow orders, and can move independently. Unless they specify what the Dragoons are doing, the dragoons will follow orders! If they have no dragoons in their command, detachments may be sent up to 1/3 foot move beyond the LOA to scout. Remember to include the intel that such scouts obtain (their LOS). Once you have sent the text, give them ten minutes to send their orders back to you. You could make it less or more, but you have no control over how long it actually takes for the text or e-mail to appear. I wouldn’t go much longer than ten minutes, because 8 turns at ten minutes is 80 minutes for a game, and it will take the ref even longer to interpret the orders, play the turn, and send after-action reports back to the players. That’s three hours at least. This whole process could be done just as quickly with e-mail rather than texts, if that works better. Once players are comfortable with the process, you can cut the turn around time to two minutes. Larger scenarios with many Corps might require extra time!

The coolest part: Each turn, the ref should take a picture before combat is resolved, and after combat is resolved. After the game the ref sends the pictures to both players as a group text. Nothing is more fascinating than to compare what you were picturing the battle looking like, and what was actually happening!

Playing in public has the added advantage of inviting kibitzers who might be intrigued, and possibly adding interested folks.

Ultimately, players don’t really need to know how to play, they just need to know how to draw orders on the map. In fact, not knowing the details of the mechanics creates a more authentic experience for the players. They won’t be thinking in game terms, their entire experience is authentic.