Friday, 29 April 2022

2mm Altar of Freedom - recruiting the troops

 It's been a while since I posted anything about my dabblings in ACW gaming.   The interest hasn't waned but I had nothing significant to report.  Unlike the news, which must fill a certain amount of pages or a TV time slot even if there isn't any actual news, I felt no need to report that I had nothing to report!  Still here we are so there must be something to report now.  This being that I am rebasing the test figures onto 'proper' MDF bases and have a test unit of cavalry that is far superior to my home made attempts.  The bases are 60 x 30mm from Warbases.  AoF uses these as the standard for infantry, cavalry and HQs.  Generals and artillery are mounted on 30 x 30mm, although the rules do suggest that for base purists artillery should be on 60 x 60mm squares.

US dismounted cavalry ready for action

I have toned down the figure’s bases to something nearer the green of the MDF base since I took the photo above.  The figures are Irregular Miniatures from their 2mm horse and musket range.  Open order infantry to the front as dismounted troopers, horse holders behind and lastly a mounted reserve.

I have rebased the HQs as well.  Again these are from Irregular’s 2mm range.  Strips of small and large tents, Army command posts and some covered wagons.  I know the flags and flag poles are well over scale but it makes it easier to ID them on the table.  I thought about using some Sibley tents but I couldn't find a 2mm source and they were phased out from 1862 anyway so all my tents are ridge type dog tents or larger wall tents.

Various US and CSA HQs

I have also started rebasing the home made infantry blocks.  These are made with match sticks trimmed to 25mm in length glued together in pairs so each ‘rank’ of soldiers is one match stick deep.  I’ve been playing about with the printed paper skin I glue around the matches to create the look of ranks of troops. The version I’m using for the new units is slightly deeper so the two ranks appear a little wider apart.  The images aren't perfect but they are a huge amount better than the detail I could paint at this scale.

Basic Infantry bases (pre dry brush)

All the bases are textured in the same way using block paving sand which is glued to the MDF with PVA.  This is then dry brushed in olive green and for variety I add a sprinkle of Woodland Scenics' fine turf in ‘burnt grass’ colour.



Thursday, 28 April 2022

Rules ideas - ammunition supply

A couple of posts ago I mentioned that I needed to simplify the ammunition supply rule in my 2mm Pike and Shot rules.  The original ones while creating a very accurate model of ammunition supply also created a lot of record keeping (just like real logistics).  Even I baulked at using the rule!  So I trawled back through memories of how others had dealt with the issue , or perhaps suggestions as to how to deal with it and came up with the following.  I don't think it's an original idea but I can't recall who to give credit to.

In the rules every time a unit engages in ranged combat they roll 3D6 to find if they have inflicted hits on the target unit, and if so how many.  To check the ammunition status use the same dice roll and check if there is more than one six rolled.  If there is then the unit is now on low ammunition.  This has no effect other than to warn the player that he may run out of ammunition in any following shooting round.  If a unit is already low on ammunition then any shooting dice roll showing with two or more sixes or two or more fives means that unit is now out of ammunition.

So a dice roll of 4, 5, and 6 has no effect as there are no pairs or triples  of sixes or fives while a roll of 1, 6 and 6 would be enough to trigger low ammunition or for a unit already on low ammunition to create out of ammunition.  A roll of 1, 5 and 5 would not be enough to create low ammunition but would drop a unit on low to out of ammunition.

If a scenario calls for it any or all units can be classed as low on ammunition at the start.  Units with different ranged weapons could have higher probabilities of running low/out of ammunition by changing the required dice result.  For example Highlanders armed with bows could have a greater chance of both going low on ammunition and running out by increasing the low ammunition warning to two or more sixes or two or more fives and the out of ammunition to two or more threes, fours, fives or sixes.

For my rules I make a distinction between salvee fire and firing by ranks/files (introduction, extraduction, forelorn files etc) which is termed steady fire.  For those firings I'm saying the unit has to roll have rolled a treble six to trigger low or out of ammunition and a treble five or six after that to run out of ammunition.

So far so good but what about resupply in well organised armies?  I suggest that the army or the brigade should have a logistics train with a pre set number of pack animals, wagons or carts.  Each one can provide two resupply points and is then removed.  A unit can go from low back to full ammunition or from out to low ammunition for one resupply point or from out to full for two.

I'm calling this an recommended optional rule as it does generate some of the issues that forced generals to close to melee faster than they might other wise have wanted.  It also is capable of adjustment without too much trouble to change the probability of going down from full to low to out of ammunition all you need to do is calculate the probability of the dice rolling your target result.



Wednesday, 27 April 2022

Last words about Timerton - determining a winner


The Aftermath of Battle. Photo courtesy of Rusty Aldwinkle 

I forgot to mention that the official result of the game was a marginal victory for the Parliament.

The rules have a fairly straight forward calculation to use where it isn't immediately clear who won from the table top situation.  The method is to calculate the army CE value of all units left on the table (unit CE value x number of bases in the unit) obviously this is going to be lower than the starting CE value of the army (Unless something very odd has happened!).  Subtract the end CE value from the starting CE value to see what the losses were.  Next calculate the loss as a percentage of the starting CE value to see what percentage of the armies strength has been lost.  Do the same for the other side.  You now have two numbers for reduction in CE value deduct the lower from the higher and compare to the table in the rules (reproduced below).

So for Timerton

Parliament starting army CE 561 and ending Army CE 385

561-385 = CE loss of 176

 176/561 x 100 = 31.37% reduction in Army CE

The Royalists started with 562 and ended with 296 which is 47.33% reduction in Army CE

47.33-31.37 = a difference of 15.96 or to put it another way the difference is losses was in favour of Parliament by 15.96 of the two starting strengths.

Which when compared to the table from the rules is between 11 and 20 - a marginal victory 

Score

Result

0-10

Draw

11-20

Marginal victory

21 - 30

Victory

31 or more

Decisive Victory


My thinking is that by comparing the overall loss ratios some of the advantage of having a more powerful army is removed.  It's not perfect as the larger army can soak up greater losses for the same percentage reduction but that is what tended to happen in real 17th century battles.  Or as someone once said the battle is not always to the big battalions or the race to the fleetest of foot...but that's the way to bet!

Tuesday, 26 April 2022

The Battle of Timerton part 5 - The end game

It has come to my attention (AKA Mrs E asked a question) that in the photos from previous posts,  I had not placed all those units which were disorganised in the approved zig-zag formation to mark their disorganised state. This was entirely due to the fact that I forgot and my opponent (that's me folks) didn't remind me of the omission. I knew which units were disorganised but as they were not anywhere close to being in contact with the enemy I neglected to take the time to show disorder. It's because I'm lazy! The offending units are those who are moving while straddling a linear obstacle (stream or hedge etc). I have now corrected this heinous oversight! With that out of the way it's back to the action.

We pick up the situation as turn 4 is commencing which means that 24 minutes have elapsed since things kicked off.  The time is now 6.00am and the sun has risen.  It is finally daylight but a light rain continues to fall.

From The letters of Sir Robert Snell (Royalist general)

'As the the light grew I was able to discern that portion of the Rebel's deployment which was facing my centre and left wing but my view of our right was blocked by the hedges around the Timerton enclosures.  It were not until a messenger was received from that same portion of the field that I was alerted to the death of the gallant Colonel Pargetter and the effect of the same upon our fortunes.  I at once attempted to gain a view of what transpired upon that wing but without avail.  I could only trust that my dispositions would be proven to be sound and that the righteous would prevail.'

The 'True Relation' seems to confirm this part of the field was involved in significant fighting. 

'T'was the death of Colonel P which much disheartened the Cavaliers on that part of the field.  Ere a replacement for him could step forward two squadrons of their horse were seen fleeing the field with cries of 'Woe unto us we are undone' and 'Fly, fly save yourselves all is lost' and suchlike sentiments.  Yet not all were settled to Parliament's advantage, some of the Cavalier party fought on and still pushed forward.  Indeed much of that army was not yet engaged in fighting.  This was particularly so on the other side of the river and matters yet hung in the balance all across the field.'

Royalist Horse are in flight on their right


The fight to control the enclosures starts with a bang

From the True Relation once more

"Certain Battalia of Foote being untried and unlearned in the ways of Martial Prowess formed a defensive pike stand against horse long ere it were needful to do so.  It took the presence of their General to disavow them of the need to take such overly prudent action.  More seasoned men might have attempted a volley afore forming so."

Raw infantry forms a pike stand at first sight of cavalry

Sir Robert Snell wrote

"Upon our right wing matters were not as well as I should have desired. Though our men attacked with vigour they were repulsed with great loss of men and horses.  In extricating themselves from the fight [name] passed through their supports disordering their ranks which did them much disservice as they were close followed by the Roundhead horse galloping onwards in pursuit which crashed into them as they sought to recover their order forcing them to retire.  They did at least give a charge from their pistols which did give some pause to the Rebels."

From The True relation

"Things were proceeding very well upon Parliament's left wing with the King's cavalry there forced to give ground.   Matters stood at a lesser state upon their left where events were reversed with the Royalists' advancing with great success and Parliament retiring where they were not rather in full panic flight.  Only in the centre of the field were matters still unresolved, for the first exchange of musket shot had so discomforted both parties concerned that both battalia engaged gave up their positions and fled, a thing much commented upon as showing the lack of true discipline and fighting mettle of both parties."

Captain Deanswood commented on the same incident

"Though the first Roundhead attempt to dislodge our Foote from the enclosures was driven off with great resolve yet a second Battalia came upon us to take their place.  They gave a great volley in the Swedish style and came on at point of pike until at last it came to the press.  For a moment or two both sides strained manfully to gain some advantage.  Then as if by consent of all engaged,  the lines gave some little ground such that some thirty of so paces separated us.  Now without any attempt to return to the fray both sides did'st ignominiously turn their faces from the other and fly from that ground.  I of course remonstrated with my men but nought could I say to change their intent to be rid of that place of death."

Both sides having taken casualties failed the post melee reaction tests.  This was due to low starting CE scores and the further reduction in CE from the melee combat.

Again the 'True Relation' shows the fierceness of the engagement 

The Royalist right wing fell more and more into despair and disarray and it were only by the quick wits of two battalia of their foote, who drew close to provide succour to the discomforted horse, that a small measure of respite was granted to them.  Parliament's horse durst not close to engage this foote in melee as the were tight ensconced in solid stands of pikes sheltering their shotte.  Despite this Dunne's Horse didst give fire from their pistols to some effect whilst only a small portion of the Wooley's Foote could return their fire.  Thus they continued for a pretty space of time until Parliament brought foote of their own to contest the ground whereupon the malignants moved away.

Sir Robert Snell describes matters at around 6.30am

It was now that I saw that the fight upon our right was lost yet our men still fought on giving ground only as necessitated by the pressure of the onrushing Rebel horse.  Yet still I had hope that matters might yet be settled in our favour upon my left where our horse swept all before it.

The 'True Relation' broadly agrees with this opinion 

"All was going awry for the King's party upon their right yet the parliament men could not break in upon the two embatteled Battalia of Foot who stood their ground.  Yet that mattered little for the rest of the field was yet to be settled.  Parliament had forced the first line of hedges separating Timerton enclosures from the moor beyond and was seen to be going forward at point of pike there.  A Royalist body of foot were holding within the village fighting as I am told from garden to garden.  The right of the Parliament line was in worse state with two or mayhap three squadrons of horse in full flight.  Yet in the midst of this Perk's Horse were put to flight in unexpected fashion despite considering themselves the best mounted, armed and armoured horse of the King's array."

Sir Robert calls it a day

"Matters continued in much the same way until the rain which had been falling in a steady drizzle turned heavy, this being betwixt six and seven of the clock.  My men could no longer maintain their fire upon the enemy who being made up of larger bodies of foote than our own had the advantage where matters came to push of pike.  With my right in tatters and my left victorious but not yet able to support my centre and as I conceived it being not like to do so for a space of time exceeding that which my foot could hold their ground I gave signal to withdraw.

I believe my duty to have been well fulfilled with the Rebels prevented from advancing further that day and so unable to interfere Prince Rupert's intentions in the Midlands." 

Light rain causes a reduction in shooting factors of minus one but heavy rain increases this to minus two.  There is no such reduction for melee combat and larger units can more easily soak up hits before their CE is reduced. 


The Royalist left made progress but too late

Things are not great in the centre either

The Royalist right wing collapses

The True Relation describes the end of the fighting

"As the day wore on it the early rain turned heavier and the wind moved more Westerly lashing the faces of the Parliament men.  It was beset by these conditions that Elliot's Foote forced passage of Timerton Bridge causing the Royalist blue coated foot facing them to retire.  At about this time upon some signal, I know not what this may have been, the Royalists commenced to withdraw from the place of battle.  Cold, wet and exhausted as they were no amount of encouragement could persuade the Parliament men to give chase and the King's forces slipped away to the West."

The letters show What General Snell thought about the causes of his defeat

"I had determined to combine certain understrength battalia to bring them closer in size to the enemy.  Yet upon seeing the ground upon which they were to fight I did doubt myself and allowed them to revert to their component parts, the better to advance through the enclosures.  This I perceive to have been a grievous error for it reduced their ability to engage an enemy battalia in musketry on terms of parity.  The heavy rain late in the fight did also conspire against these smaller battalia as it did render muskets near useless and allowed the Rebel Foote to close to hand combat without undue loss.  By such means they cleared the first of the enclosures.  If bodies of commanded shotte had'st been placed amongst our horse in the Swedish fashion I believe that our left had some better chance of holding that ground yet I do not berate myself for such lack as there were no such shotte to be had without stripping them from other parts of the field."

The True Relation places these words in the mouth of the victorious Parliamentarian commander

"We had fought two battles, at it seemed to me, upon the two separate banks of the river and by the grace of God concluded both to our satisfaction.  and yet there were still time to repair to my coach and break my fast, which I did with some great relish over a dish of coddled eggs.  I am not aware of any other such battel in these times with two victories gained afore breakfast."

Lessons learned

There is a reason most large battles were fought in open fields! Manoeuvring over the ground was difficult and some rules to allow players to shift the random terrain drops are needed.  A few final minor tweaks are needed where cases that arose are not covered in the rules.  Plus a couple of extra rules concepts arose.  Nervous units should not be allowed rapid advance and fleeing units allowed double distance moves but loose a CE level each turn they do so.  Although I didn't use them in this game the optional ammunition supply rules need to be simplified.  There are a final handful of procedural points to clarify but so far as I am concerned the rules are working and in their final form.

Perhaps it is right that the final word on Timerton fight should be from a fragment describing the thoughts of an unknown infantry soldier.

"......never fought in a battle afore this and hope never to do so again after.  I have no words fit for your ears to describe the sights, sounds or smells of dead and dying men and horses and pray the Lord God that you need never know the same."









Thursday, 7 April 2022

Norton Anti-virus and blog sites

Firstly I know I promised to finish Timerton off but I'm playing that game rather more slowly than expected!  In the mean time an issue has cropped up that deserves comment.

I use BT for my internet and they provide an on-line browsing security service as part of the service.  For the last few years that has been MacAfee Anti-virus software but earlier this year this changed to Norton.  I duly installed the software and went along as normal.  However (you knew there would be a 'but' coming didn't you) I have noticed that Norton doesn't like some of the blog sites I have been reading and now flags them up with a screen telling me that they are "a known dangerous website".  Annoyingly Norton doesn't say what they think is dangerous.  There is a 'more details link but it doesn't show anything useful.  For all I know the software doesn't like the nature of the content and considers little lead soldiers to be dangerously militaristic, although it is more likely that some nefarious person has hacked the blogsite and installed trojan or data collecting software links.

If anyone is getting similar messages for this blog please do let me know so I can sort it out, and please dear readers do run a quick virus scan over your blogsite software.  As the man used to say on Hill Street Blues ' Lets all be careful out there'

Wednesday, 9 March 2022

Cold War gone Hot solo campaign - a quick update

In view of the current events in Ukraine I'm shelving the cold war campaign.  It seems incredibly crass to game a Russian invasion while one is under way in real life.  I will dig out FFT again but probably using my 6mm 1940 stuff.  

In the mean time my hopes and best wishes are with the Ukrainian forces.  We have donated to the Red Cross Ukraine fund as there is little else that we can do.  My days of lugging a GPMG or an SLR are long behind me and I was only a weekend warrior in any case but that is enough to give a very small insight into what the defenders and civilian population are facing.  Strangely I have some sympathy for the 18 and 19 year old Russian conscripts, told they were going on exercise and then thrown into a shooting war.  I have rather less for the politicians and senior officers who green lighted the invasion.  

So as a result BAOR will not be facing off against the Red Horde again for the foreseeable future.

Saturday, 5 March 2022

Coming to grips - The battle of Timerton part 4

Welcome back (assuming you have been here before of course).

In the last post I was dealing with the starting moves of the game.  Both sides having to deal with a poor terrain lay out which resulted in them having to redeploy their cavalry wings.  This started before sunrise and visibility was initially restricted.  The time is now 5.36am and the sun is not yet over the horizon.  Sunrise is at 6.00am after which full visibility should be in place, weather permitting.  Oh and I spotted a typo in my last post.  To correct what I posted:  a support order means the supporting unit maintains its distance from the unit it is supporting and cannot run into it.

So with that out of the way it’s back to the narrative.  

Leonard Deanswood takes up the story:

'As the daylight grew in strength what I had taken to be an early morning mist, a thing most common at that place and time of year, became a shower of rain.  Indeed I began to hold a concern that our muskets should be effected by the dampness in the air.  Still ‘twas clear that should our shotte be so reduced the same would hold true for the rebels.'

Weather is determined at the start of the game using the tables in the play sheets.  These covers all of Great Britain except the Highlands and Islands of Scotland which get a separate table.  Each table has columns for each season.  The player rolls 3D6 and adds or subtracts from the total depending on time of day (as the sun's heat changes the air temperature it may effect the chance of mist or fog.  They then check for temperature and wind speed and direction.  Very low temperatures change rain to snow and high wind speeds can create blizzards.  Rain or snow also impacts on visibility and creates a modifier to musketry.  At present visibility is limited due to pre dawn low light but as the sun rises the maximum visibility will rise unless rain reduces it.

Recently uncovered papers from the Whitlocke Collection give some information from the Parliamentarian left.  From the diary of John Whitlocke who served with Brown's Horse on the Parliamentarian left wing.

'Though it t'wer not yet full day, the sun not yet having shown itself , as the light improved we did see that the Cavaliers were coming down upon us apace. They soon drew so close that it seemed impossible that it should not come to sword strokes and I braced myself to give them a charge ere we came to it. Ours being a troop but newly formed I could see some around me slipping into panic fear in apprehension of what was about to befall us, but our Captain shouted encouragements ‘fear not for the Lord is with us’ and the like which did greatly steady our men.   Those two squadrons of the enemy's horse which opposed our front line came towards us at a good round gallop as if to try their swords upon us but drew rein at but a pistol shot of us where they did draw pistols and give fire upon us.  Yet they did no harm to us, leaving us to marvel at God's Mercy towards our cause.  This continued but for a short while before those who faced us seemed to draw courage and did indeed come to hard sword strokes."

Before entering melee combat the attacker must pass a reaction test.  If that allows them to close then the defender has to take a test to allow them to meet the attack.  In this case the two attacking squadrons failed to press home the attack and halted at 10 yards range.  They had sufficient Action Points (AP) to attempt a round of 'steady fire' combat.  Because the Royalists failed to charge home the Parliamentarians don't need to test in response.  If the initial test had been passed then the target units would have tested to see if they break or retire before contact.  In effect both Royalist units have elected to attempt a caracole rather than immediately follow orders to charge home.  Both had an unspent AP which allowed a single round of shooting.  In the next action phase one again failed the reaction test but the second passed and charged to contact.

"although our men fought like the followers of Gideon they were o'ercome by fear and retired most ignominiously.  Yet what else may be expected from half trained boys and men facing gentlemen raised to horsemanship since they could walk?  T'was a great mercy that despite this we did but retire and not flee"   

Parliament's left wing

The formations which are in a 'zig zag' line are disrupted.  This occurs at the end of a round of melee as officers no longer have full control.  This can be better seen below.

A close up of the melee action

In the above photo you can just see that there is a red dice in the frame of the far cavalry unit.  this shows the number of 'hits' being carried which as they have not been used up to reduce the unit's Combat Efficiency (CE) by a full level.  The unit took five hits in the melee four (one per base) reduced the CE by one step the fifth was carried forward.  It requires one hit per base for a unit's CE to drop a level which gives large units a greater ability to soak up casualties and fatigue but the other side of the coin is that they are less manoeuvrable.  At the end of the melee both sides take a further reaction test and this caused the Parliamentarian Horse to retire even though they had the better combat result.  The Royalists failed to score highly enough to follow up in pursuit and so stand disrupted on the line of engagement.

The centre from Parliament's side of the table

A short Fragment exists describing the opening shots from the Parliamentarian Infantry.  It's author is unknown.

"As we crested the rise we saw the enclosures of the village to our fore and within them a mass of men marching towards us, 'tho through the gloom we could see little detail of them.  Only a faint gleam where pike points could be seen reflecting the early morning light but little else.   I told my men to hold their match within their cupped hands both to hide it's glow  from the enemy and to give a measure of warmth so that cold fingers should not fumble when called into service."

And the Parliamentarian right wing

Turn two ended with just the one clash as most troops are still attempting to manoeuvre around the blocking terrain.  Turn three is going to be messier though. 

The first musketry erupts in the centre

In the picture above the Parliamentarian regiment has fired a volley (cost 3AP) rather than close the range.  Smoke markers show they have shot and add to visibility issues.  They will move in the marker update phase at the end of the turn.  The volley was fired at 75yards range and unsurprisingly had no effect.  To score hits the unit requires an adjusted dice roll of 15 or better.  Three D6 are rolled and adjusted for range, training and tactics.  The 'to hit' score of 14 is deducted  from the adjusted roll and if the result is a positive number that number is the hits scored by each shooting base.  Six bases fired and if (for example) the final score had been plus 2 the volley would have scored 12 hits.

These are 'mixed fire power' troops so they perform slightly better in fire combat but are less keen to close to hand to hand and have a lower bonus in melee than mixed shock or pure shock types.  on the right edge of the image you can just see a triangular marker with a number 1 on it.  This is a defensive fire marker.  It shows that the Royalists have kept back 1AP to use in shooting during the Roundhead turn in case the enemy tried to close on them.

The fragment continues:
'As soon as the enemy drew within long musket shot I ordered a salvee not in any hope of doing great execution upon them but to cause my men some measure of activity both to keep their minds from fear and also to ensure their muskets were cleared.  I also sought early knowledge if their powder be damped before we came to a killing range such that  charges might be drawn and reloaded at necessity.  Such wisdom had my service in the German Warres taught me as .......(the fragment ends here)'

Over on the Roundhead right a serious cavalry melee is under way.

Parliaments right wing in action

John Whitlocke's account continues:
"Once our squadron had passed through our supports we at once drew reign and reformed in good order.  From my place I then clearly saw Ablett's Horse engage with the Cavaliers.  Neither side gave pause but charged straight aways one into the other.  For a few minutes the matter hung in the balance 'til the cavaliers gave some little ground afore they turned away and fled. I saw one of their officers unhorsed and lie without movement upon the ground with non to give him succour.  This I now perceive to have been Colonel Pargetter, whose death did gravely discomfort the enemy."

Passing through lines requires one unit to stay stationary for the entire action phase.  Their 3AP are spent  to allow passage think of it as the cost to open then close files to allow the passage.  They are also showing a defensive fire marker as they failed a reaction test to close to melee on the disordered Cavaliers and had unused AP.

The Royalists took three hits per base in the melee which dropped their CE to Wavering from Nervous.  That is also more than the one hit per base in a single combat round needed to trigger a risk to the general check.  Each hit per base after the first adds 1 to the risk to general dice roll.  In this case adding 2 to the dice roll.  The roll was spectacularly bad (11 on 2D6) which gave an adjusted total of 13.  Any result of  13 or higher is a killed outright result!  It's important to note that only hits inflicted in the current round of combat count for this test, carried forward hits from previous rounds of melee or shooting are ignored.   For comparison the Parliamentarian commander had also led from the front and was subject to a risk check but only suffered a slight wound which has no effect. 

Overview of the field end of turn 3

At the end of turn three the Royalist forces are slowly moving slowly forward on their left (nearest the camera in the overview picture) but things are not going to plan on their right!

You might have noticed that I use a number of markers on the table.  These are not altogether necessary but as I am playing solo and handling around 50 units it helps me keep track of things like compulsory moves.  The only markers that are really needed are the CE indicators and hit counters as these provide limited information to players on unit status.  I add a unit tag as I dislike flipping back and forth through rosters to check factors for reaction tests and combat modifiers.  The main markers I use are retire, pursue and flee along with reserved fire markers showing how many AP are being held back.

I have just about covered the core mechanics of the game in this post.  The last post on this game will be after I have concluded the battle and will be a shorter description of events from the perspective of the two commanding generals.