Saturday, 25 January 2025

The BLOCKHOUSE -a short 2nd Anglo-Boerwar game- (featuring: AI)

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-/Gatlinggun 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 Gatling 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.



It's my intention to build-out my experiences with AI in solo gaming.
Once I think I got the grips, I'll share with you boys and girls what I think is worthwhile, in a themed blog contribution.
Meanwhile it can be fruitfull to exchange ideas and opinions on the subject.
So, comments are highly appreciated.



 

3 comments:

  1. Marcel, it's very interesting to see what AI delivered as a variation of the supply raid scenario I shared with you many years ago. I think it's still one of the best scenarios for the 2nd Anglo-Boer War. Did you use the About rules for the basic mechanics of the game? This makes me want to pull out my figures and give it a go!

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  3. Hi, Nick. Thanks for your response! In this specific Boer scenario, I didn’t feed the AI any details about the situation you mentioned. Any similarities you noticed were either found by the AI on the web or entirely made up.

    I’ve been experimenting with all sorts of ‘what if’ stories—not just for the Anglo-Boer conflicts but for other historical periods that interest me as well. If you’d like, I can send you the full text for this BLOCKHOUSE game.

    The core of my home ruleset is built around the ‘About’ approach with command dice but is also deeply rooted in the mechanics of TMTWBK. For example, leaders are assigned leadership values through pre-game dice rolls, which then influence the troops in their unit. And, of course, a fail is a fail.

    Troop types and their unique traits are important to me too. Boers, for instance, can ‘go to ground,’ are classified as ‘mounted infantry,’ and (though not all) some are ‘sharpshooters.’

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