Saturday, 25 January 2025

BITTERENDERS go for the BLOCKHOUSE: a short 2nd Anglo-Boerwar game

A New Hope





Recently I started experimenting with AI in my wargame endeavors.
I've fed the program, that I used from an online source, with major parameters like table size, figures scale, conflict-type and theatre amongst some more.
My question then was if the program could write me a wargame scenario in a set amount of turns and with specific victory conditions.
So.... it did suggest me something like seen below. 
A British blockhouse, a garrison, a donga (dry bed river) and two small groups of Boers.

A section of the AI written scenario:

Terrain:

  • Central Blockhouse: Small stone structure with sandbags, one Maxim-/Gatlingun position.
  • Railway Line: Runs diagonally, clear but flanked by brush.
  • Nearby Boer Approach Points: Low hills, scrubland for cover.
  • Optional Features: A dry riverbed or scattered boulders for tactical movement.

Scenario Rules:

  • British Objectives: Hold the blockhouse for 10 turns OR eliminate 75% of Boer forces.
  • Boer Objectives: Destroy the blockhouse with dynamite OR force British to retreat by reducing them to 50% strength.
  • Special Rule: Night Raid (Optional): If played as a night scenario, Boer units can approach unseen unless within 6 inches.

Turn Dynamics:

  • British can only fire Maxim gun every other turn (simulate overheating).
  • Boer forces can attempt ambushes from cover (roll for surprise attack bonus).
  • Movement: Infantry moves 4” per turn; cavalry 8”.

Victory Conditions:

  • British: Survive until reinforcements arrive (Turn 10).
  • Boers: Destroy the blockhouse or inflict heavy British casualties.




The table layout as suggested in the scenario, above.
 


Each group of Boers had a leader figure. One overall commander (my Jean Hoefler converted Christiaan de Wet figure).





(Commander) Veldkornet de Wet


Various brands of figures make out my Boer forces. Here we see former Marksmen ACW, AIP and Jean Hoefler.






The scenario was played three times. Twice the British held their position and the blockhouse was never endangered. The one game that was very successful for de Wet's men, was when both sections of Boers devided. One moving up through the donga and the other drawing the attention of the Gatlin crew. The blockhouse garrison was skillfully wiped out, leading to a Boer victory.


So, all together a very playable game. My next level is to 'feed' the AI program my basic decision-making rules. It already rolled some dice (the 'About' version) in another game I did, for troop type actions/orders.





 

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