DESIGN NOTES
The Rosebud is the result of my long standing interest in the Indian Wars. Although there have been several games published on this subject, most were strategic in nature. The issue of play balance has been a major factor in the lack of tactical level Indian Wars games. The Rosebud battle, surprisingly, has long been overlooked as a game subject. By its very nature it is a balanced game with both sides fairly even in both size and capabilities.
When designing this game I wanted a system that was tactical in nature, covered the areas that I wanted to emphasize, and yet remain small and manageable. The cavalry’s base unit was the company, so the system had to be designed around the company level scale, with turns anywhere from 15 minutes to 1 hour each. Since the historical battle lasted less than a day I decided to opt for the 20 minute turn. 30 minute turns made the movement rates too high for the map size, and 15 minute turns had too much shooting and would make the ammunition rules too involved. This, along with my map size restriction, dictated the final ground scale.
I wanted to emphasize several things within the game’s system. Horse management is extremely important for both sides, and this had to be a major aspect of the system. This is often overlooked or purposely omitted because either it was deemed too complicated or designers felt that players would not want to be burdened with such “trivial” issues. This is very similar to how players view logistics. When to mount or dismount, and the protection of the horses are some of the key decisions players will have to make.
Equally important was ammunition management. At The Rosebud ammunition was one of the deciding factors in the outcome, and the game forces the
US player to manage his ammunition expenditure. Related to this is the protection of the trains. They are vital to the command because it carries all the supplies and ammunition for the column, and its loss would mean the defeat of the southern pincer of Terry’s strategic plan. The game has two different systems for ammunition. For those that do not like tracking ammunition expenditure on paper the game has a basic model. The optional version is much more realistic but does require some paperwork.
Players may find that the fire combat model is a bit unconventional. Units fire individually at individual targets. Companies fighting in skirmish order (spread out), against a very illusive and skillful enemy, did not fire in unison with other companies in compact, tight formations. Company commanders controlled the fire of their company (or by platoons). Indian fire was also not formally coordinated above the warrior band level. I wanted to show this individual fire in the game, which is why I do not allow fire to be combined. By shooting in this style players may also better manage their ammunition expenditure. However, companies were organized into battalions for command and control purposes, and so it was possible to direct overall fire. The game does allow this as well by permitting other units to fire at the same targets if the player opts to do so.
Morale is also a major component of the system, and could have more of an effect on the player’s forces than battle casualties. Broken units are very vulnerable and can be easily exploited by your opponent, with the possible result of a sudden defeat. Players will have to be very careful when it comes to close combat (melee), as the casualties can be very high and quickly accumulate. The victory conditions are designed to make it very difficult to gain more than a minor victory if casualties continue to mount. Keep in mind that this is the old west and skirmish warfare. Players should avoid getting into a melee slugfest, using maneuver and fire combat instead until the conditions are right for a melee. It may take a while, similar to a close chess match, until you can isolate a vulnerable unit or two to strike suddenly in melee and overrun. If a player can do this once or twice in a game the payoff will be very rewarding. The key to victory is to keep your casualties very low.
The Rosebud fight was a strategic victory for the Sioux and Cheyenne Indians. It turned back the most powerful column of General Terry’s three-pronged strategic plan and set the stage for their incredible victory at Little Bighorn. If Terry’s plan was allowed to unfold the Sioux and
Cheyenne would have been trapped between the three columns of Crook, Custer, and Gibbon, and the
Bighorn Mountains to the west. The Indians must defeat each column separately before they could converge on the village.
The battle itself can best be described as one of ebb and flow. Both players will be very active attacking, counterattacking, and maneuvering their forces. As the
US player you have several concerns. Initially the column is encamped along the Rosebud. Your trains have just caught up to the column. Although your scouts are deployed the rest column is relaxed and resting. The Indian attack was a surprise and the cavalry and infantry must quickly deploy and meet this threat. At the same time you must protect the trains from capture and destruction because its loss would force the column to return to its base camp and end its participation in the campaign. Because the Indians are fighting so hard you are convinced that the main village is nearby. Even though you are deploying your surprised forces, protecting your trains, and fighting the Indian warriors all at the same time, you are still actively searching for this village. Fortunately you have enough forces to attack and defend at the same time, but first you must get organized and defend you trains.
As the Indian player you have the advantage of initial surprise and mobility. The first decision to make is how to deploy your warrior bands. Your big advantages are superior mobility and room to maneuver and this must be maintained throughout the game in order to be successful. In the past your basic tactic was hit and run. Now, with so much at stake, you must change you tactics in order to inflict much damage to your foe and force him to eventually quit the field. You cannot afford many casualties so you must be patient, all the while maneuvering and firing until an opportunity presents itself to rush in and inflict maximum damage without a high risk of losses to your warriors.
It may take a game or two to get used to the tactics and to figure out what works best. My intent was to present a game on an often overlooked and yet so decisive a battle in our nation’s history. Games on the Indian Wars are few and far between but they can be done and they can also be competitive.
Enjoy.
Mike Taylor - 2007