‘Sharp Tomahawks!’

Sharp Tomahawks

Sharp Tomahawks

Last week, following our game of Muskets and Tomahawks, our resident rules writer Andy Callan went away to see if he could come up with a simplified version of the game. Here is Andy’s explanation of how he went about the task :

‘The Nottingham White Hart wargamers regularly play a number of different games – Sharpe Practice and Muskets & Tomahawks amongst them. Whilst these are games we can enjoy playing, we don’t play them often enough for the rules to get fixed in our minds and we often find ourselves getting the two sets confused and then wasting time trying to find stuff in the rule books.

So, I set myself the task of taking inspiration from these two sets and coming up with something that we would have a chance of remembering (two sides of A4, tops!). I was aiming for a set of hybrid rules with a card-driven turn sequence and simple but consistent rules for Firing and Hand to Hand Combat.  The cards would be usable in any “Black Powder era” setting and the “stripped-down” rules would serve as a core set to which any “period-specific” bells and whistles could be added, on a game by game basis. Army lists and scenarios could either be made up or adapted from published sources.

The result is “Big Skirmishes/Small Battles – rules for old wargamers with short attention spans”  (or “Sharpe Tomahawks”, if you like…).

See what you think…’

Andy not only produced a simple set of rules but also went to the trouble of designing a Scenario that would let us put the rules to the test. In this weeks blog, I’ll show you the way the scenario played out with a short battle report. Next week, I will include the rules that we used along with some clarifications, so if you fancy giving it a go yourselves, you can download the rules and scenario. First of all, the players briefing from Andy:

The Emmenemmthal Valley, Austrian Tyrol, 1809

A long battlefield, dotted with woods, with a road and a stream down its length, crossed by a stone bridge at the half way point. The game is played end to end, down the length of the table.

A French foraging party has been sent up the valley to seize stocks of the local cheese and whatever else they can lay their hands on. Their commanding officer, Capitaine Vachequirit, has a sideline acting as an agent for Marshal Murat, with orders to “liberate” any fine artworks suitable to decorate the new royal palace at Naples.

Apart from its cheese, the valley is famous for a jewel-encrusted statue of the Virgin Mary (known locally as “the Madonna with the big rubies”), so the godless French have seized her and slung her in a wagon along with all the looted food and schnapps.

Having accomplished their dirty deeds, they are now making their way back down the valley, somewhat encumbered by an over-loaded, ox-drawn wagon. But the church bells are ringing out and armed men can be seen gathering on the hillsides…

Cast list :-

The French : Caporal Camembert, Sergeant Rocquefort, Lieutenant Brie, Capitaine Vachequirit.

The Austrians : Corporal Strudl, Sergeant Schnitzl, Leutnant Lauda, Captain von Trapp.

The French column advances, receiving fire from the defending Austrians in the woods.

The French column advances, receiving fire from the defending Austrians in the woods.

The Battle 

The initial Austrian deployment was hidden from the French at the start of the game. As the French column moved down the road, Tyrolean Landsturm skirmishers opened fire from the woods on the head of the French Column. The French response was to send their Skirmishers into the woods in an attempt to drive the Austrians out.

Skirmishers engage at the woods edge.

Skirmishers engage at the woods edge.

Despite the bravery of Sergeant Rocquefort, the French were repulsed by the gallant Corporal Strudl and the Austrians held their ground. However, enough time had been bought to allow the French Convoy to by pass the woods. Once again the French were surprised by the appearance of Sergeant Schnitzl leading the Tyrolean Landwehr who was concealed in the village. They took up position by the road and attempted to halt the column.

Austrian Militia take up position

Austrian Militia take up position

The Militia bravely stood against the elite French Grenadiers led by Corporal Camembert but despite their best efforts the French bullied their way past with the convoy, mauling the Austrians in the process.

The French convoy presses forwards

The French convoy presses forwards

It appeared that the French were in the ascendancy, Capitaine Vachequirit was licking his lips at the thought of all of the Cheese that he would be enjoying. However, Austrian reinforcements were on the way! First of all a Cavalry Regiment led by Leutnant Lauda galloped onto the field, threatening the French Flank.

Hussars!

Hussars!

The Austrian optimism was somewhat short lived, Leutnant Lauda was somewhat of a dullard and despite a gallant charge, failed to press home a decisive attack. The French were shaken and the Militia were gradually taking a toll of the French Column. Although the French had now reached the bridge, yet another Austrian reinforcement column had arrived in the shape of  Captain von Trapp and two units of regular line infantry.

The French crest the bridge

The French reach the village

With the light fading ( literally, the room in the pub could do with a few extra light bulbs!) the French convoy had finally made the bridge and French Skirmishers were in possession of the village. The bad news was that open road lay before them and three fresh units of Austrians, including the rifle armed Tyrolean Jagers were patiently waiting. With a somewhat weakened force and the Austrian militia snapping at their heels, the French were feeling vulnerable.

The French gain the Village

The French gain the Village

A truce was called and it was agreed that the French could leave the valley with their Arms and honour but the Cart Stayed! With terms agreed, the commanders retired to the bar to discuss the game!

Post match analysis!

For a first run through the game played very well. As a result of some of the play, Andy has modified the rules slightly, to make the cavalry a bit more effective when charging and to tighten up the hand to hand combat rules. As with all Skirmish games, too many players can slow things down and with six of us involved there were times when players were left with too little to do. The rules set certainly has the advantage of being straight forward and I think will be an ideal ‘Beer & Pretzels’ rules set for an evenings relaxed gaming. In next weeks blog, I’ll publish the full rules , along with the full scenario details.

The Scenario is broken!

I desperately want the Rules set, Muskets and Tomahawks, to work. I see it as a key part of my Gaming toolkit. The idea is to have a number of rules sets that both myself and my wargaming buddies are familiar with that will allow us to play games across the Historical breadth of the hobby without having to spend too much time having to refer to the rules whilst actually playing. In theory, as we are all building armies, it makes sense to start with a set of skirmish rules and grow from there So we have graduated from Sharp Practice to Black Powder for Napoleonics, We have Saga for Dark Ages (none of us yet have a huge collection of Dark age figures), Lion Rampant for Medieval and WOTR and the idea was to use Muskets and Tomahawks as an alternative to Black powder  for the Indian Wars and the War of Independence. These are the main periods that we are collecting, although there is talk of American Civil War, the First & Second Afghan war, 55 days in Peking and so on! That is the nature of wargamers, never enough figures! But I digress…

Muskets and Tomahawks set up.

Muskets and Tomahawks set up.

We have successfully played a number of large scale games using the M&T’s rules, very much thanks to the fact that ‘Nice John’ at the club has been able to provide some superb scenery and placed his AWI figure collection at our disposal. However, we thought that rather than play another one of the large games, we would try a smaller scenario using a limited number of figures with even sides and just two players involved. The rest of us would look on and learn how to play the game properly! Jaz had kindly chosen the scenario, an Indian raid on a settlers homestead, From the M&T’s rule book and had evenly pointed up the opposing forces, provided the scenery and set us up all ready to go. The two sides comprised of four small Indian warbands on the ‘American side’ versus one friendly Indian war band and two units of British Militia.

All is peaceful as the villagers tend to their farm, unaware of the Indians sneaking up!

All is peaceful as the villagers tend to their farm, unaware of the Indians sneaking up!

The first couple of moves or so went without too much action. The Indians began to close in on the homestead, using all of the available cover to sneak into range. A two pronged attack was planned. Three bands of Indians would advance directly towards the houses, engaging the militia if necessary, whilst the fourth band would circle from the flank to engage the traitorous Mohawks that were aiding the British!

The Indians stealthly approach the Village.

The Indians stealthly approach the Village.

The Militia immediately responded by moving through the Village to take up a defensive position near to the houses. However, in the initial exchange of fire it was the Militia that were pushed back and the Indians that appeared to have the upper hand.

Militia take up position to defend the houses

Militia take up position to defend the houses

On the flank it was the Indian raiders that were getting the better of the bow armed Mohawks, and they too were forced back under fire.

The musket is more than a match for bows!

The musket is more than a match for bows!

Emboldened by their initial success, the Indian raiders pushed on towards the settlement, ready to put it to the torch. The only concern was that they had now left the cover of the surrounding woods.

The Indians race towards the houses ready to loot and burn!

The Indians race towards the houses ready to loot and burn!

At this stage, the Indian chief realised that there was a problem. Not only had he lost cover but he was running out of cards to activate his units…. The result was inevitable, the Militia poured volleys into the exposed Indians who immediately turned tail and ran. Game over man!

Militia open fire!

Militia open fire!

And as they say, that’s when the real fighting started! Well, actually it was more of a friendly debate. Could the Indians actually get to the settlement and burn it to fulfil their mission? We ran through the scenario again, with different players and even more cover for the Indians. The result played out the same – once the Indians attempted to get to the houses they were shot to pieces. The debate continued. Was the card activation the problem? We turned to the rule book and it seems as though we had made up the deck correctly. However, there was an imbalance. The Indians only had 4 cards. The British had 8. However, whilst this meant that the Indians had 16 activations, (4 cards x 4 units), the British only had 12 ( 4 cards x 1 unit and four cards x 2 units). The view was though, that the more frequent activations of the British side gave them an advantage in being more flexible to threats and more likelihood of being drawn to activate before the Indians. It was pointed out that this probably was a fair reflection of what happened when trained local militia came up against an Indian war party. Whether this was true or not, it does make it difficult to persuade someone to play the part of the Indians in a club game!

The result of all this was that we began to question the rules in general and the card activation process in particular. I’m not sure that we have used all the options for the Indians and would need to play through the rules a few more times to ensure that we are using them correctly. For the time being though, the consensus at the club was to come up with our own variation of the rules and so our Veteran Rules writer has gone away to polish up his version of ‘Sharp Tomahawks’. I’ll keep you updated!

 

And the Wooden Spoon Goes to….

I mentioned in my last blog that I would be attending the Wargames Illustrated event ‘Saga Iron Man’ held at WI HQ in Nottingham. The Saga Iron man Tournament format was such that all you had to do was pay your entrance fee and turn up on the day. Everything that you needed would be provided, from well painted armies, tables and scenery through to the Saga dice and measuring sticks. Even refreshments and dinner was provided! To make matters interesting and to really test your knowledge of the game, the Armies would be assigned randomly on the day and each game would be played with a different army. There were to be four games for each player in total, each against a new opponent. The word ‘tournament’ usually has me running for cover. I’m not a tournament player and don’t really like the idea of competitive wargaming – it can bring out the worst in players and nothing is quite so sad as grown men arguing over toy soldiers – I speak from shameful experience here!

However, events held at Wargames Illustrated HQ have in my experience been extremely good-natured and thanks to the friendly, approachable nature of Danny, the owner of WI, the Event days are well worth attending. They are as much a social event and a chance to meet like minded people from across the hobby. I put aside any concerns and signed up for the day as a chance to play Saga with armies that I had not used before and an opportunity to learn more about the game. My expectations were happily fulfilled although at times, I was well away from my wargaming comfort zone! The battle scenarios were fairly straight forward. Each side had 5 points of troops and the idea was to kill as many of the enemy as possible. The player with the most points at the end the battle won the game and the player with the most points at the end of the day would be the Saga Iron Man. Here is an account of how the battles went.

Battle 1

Your Byzantine Army awaits you.

Your Byzantine Army awaits you.

Having drawn a random rune, which gave me my starting position, I moved to the relevant table to see which army I had drawn. Flipping ‘eck! I was playing Byzantines and my opponent was using Pagan Russ. Both armies feature in the Varjazi & Basileus supplement which I had not even read , let alone played the armies. Fortunately, my opponent, Nick Simmerson was almost as inexperienced as I was and was prepared to be patient as I blundered along trying to get to grips with my new battle board. Nick lived up to his deserved award of ‘Most Sporting Player of the day’ and patiently explained how he thought both armies would work and the best strategies to use. We got on with the game and thanks to some decent dice rolling I did manage to inflict some damage on my opponents army. At times,  the battle felt a bit like two drunks fighting in a darkened room as we got to grips with our respective battleboards. Nick used the Pagan Russ control of the weather to slow my army and limit the effect of any ranged attacks. However, as the two sides closed and went on to the attack, it was the Byzantine side that edged the contest and gained a narrow victory 11 points to 9 points. Still, a win was a win and feeling a bit more confident, I moved to the next battle, hoping that I would get something that I was familiar with.

The Pagan Russ advance into range

The Pagan Russ advance into range

Battle 2

My next force was the Strathclyde Welsh. Oh dear! I knew very little about this army other than the main advantage it had was that you could deploy off table and still use these units to score hits on your opponent. Furthermore, you could enter at any point to surprise your opponent and outflank him. My opponent, another Steve, was using Jomsvikings, with whom he seemed remarkably comfortable. It turns out that they are his army of choice…bugger! I decided to deploy a large unit of mounted warriors off table in the hope that I could outflank my opponent and roll up the wing of his army before he could react to the danger. With hindsight, I would have been better off splitting this unit into smaller units to gain more abilities from my battle board. I also underestimated the power of the Wrath of the Jomsviking. Initially, I was quite happy to let him build up his store of wrath, thinking that I would be able to punish him before it could be used. Oh boy, was I wrong about that as well. I had a big unit of Levy and for all the good that they did in the battle, I could have sacrificed these guys to keep the Jomsvikings quiet!

Strathclyde Welsh take the flank.

Strathclyde Welsh take the flank.

In the second turn, I unleased my out flanking move by bringing on the large unit of warriors and supporting them with a unit of Hearth guard. The combat was a qualified success as I wiped out all of a warrior unit except one man – this turned out to be critical as the wrath of the Jomsvikings was now unleashed on my army. The counter attack saw the remains of my warrior unit killed out right as well as a unit of hearth guard. By protecting the last man in the Jomsviking warrior unit, my opponent still had his full quota of saga dice to roll, whereas by the end of this turn I had lost two dice and in effect half of my army. From there, it was all down hill as the wrath of the Jomsvikings built, I had very little left on my battle board to fight back with and so the Strathclyde were ground down until just the levy were standing. I conceded defeat and although my initial success had gained 8 points, my total for the morning had left me firmly in the bottom half of the tournament table. Surely things could only get better.

The last charge of the Welsh.

The last charge of the Welsh.

Battle 3

The Russ Princes face the Steppe Tribes onslaught

The Russ Princes face the Steppe Tribes onslaught

After a very nice lunch of meatball stew, potatoes, bread, cheese followed by a lemon meringue tart all washed down with a diet coke, my carb levels were restored and I returned to battle. Any optimism that I had quickly evaporated when I found that I would be commanding  a Russ Prince army and fighting the Steppe Tribes. The Steppe tribes are an official Saga army but their stats only appeared in Wargames Illustrated issue 311. To make matters worse, there was only one copy of the battle board so through out the battle I had no idea what was coming. To go back to my analogy of two drunks fighting in a dark room, it felt like I had one arm tied behind my back as well. To make matters worse, all of the good fortune that I had had with my dice rolling in the morning turned to bad luck. In three rounds of rolling saga dice I managed to roll all crosses, or the worst symbol on the board. If I had been playing yahtzee, my score would have been brilliant. I could barely get my units to move and  as for the abilities on the saga board, they remained a mystery. My combat dice were just as bad. If there was a prize for rolling 1’s, I would have won it in this game. It’s fair to say that I took a hammering and scored a mere 3 points.

Battle 4

I moved to the next table with some trepidation but cheered up a bit when I saw that I would be commanding Normans. They are an army that I have some familiarity with even though I have not played them. Even better, I would be facing the Anglo Danes, my army of choice and at least I knew exactly what they were capable of. Maybe now I could get some points on the table. That initial burst enthusiasm was some what tempered when I found that my opponent was Andy from Ainsty castings, the current Saga World Champion. I was about to get a lesson in how to manage a Saga army!

The normans confidently advance

The Normans confidently advance

Rather foolishly, I decided to take the fight to the Anglo Danes, although I tried to pull them out of position by attacking along the flanks. I underestimated just how effective levy slingers could be against mounted troops. Within a couple of turns, I had been badly mauled, losing hearth-guard to mere sling armed levy. The Anglo Danes were solid and were able to keep their defensive shape and resist any attempt to isolate a unit or charge it down. At this point, I realised that my own bow armed levy had the ability to double their range and that by using some of the other saga abilities on the board it could have been my archers that were whittling down the Anglo Dane army whilst they slogged across the table to me. Of course the other ability was that the Norman hearth guard could have been shielded behind the crossbow men and archers ready to charge through them at the right moment. This at least would have given me the initiative in combat. In the event, though, I was goaded into charging the very solid Anglo Dane line and it was again my misfortune to be on the wrong end of a beating! The Anglo Danes had a well prepared battle board and what ever small success I enjoyed was quickly punished by a fierce counter attack. My warlord was eventually pinned and over come by the Dane Axe wielding enemy hearth guard. Once again, I was nearly wiped out to a man but I did manage to score 9 points, a better haul than my previous two games.

The Norman Army attempts to pull the Danes out of position.

The Norman Army attempts to pull the Danes out of position.

Results

Unsurprisingly, I had accrued the least number of points on the day with the exception of one other player, Jon, who also had a total of 31 points as well. The winner, Andy, had 80 points so that will give you some idea as to how far behind the pack I had fallen. If this all sounds like a bit of a disaster, it wasn’t by any means. I had had a great day and whilst I had been on the end of three thrashings, the games were all very enjoyable and I had learnt a tremendous amount about the game of saga. I know have a basic working knowledge of six armies that I had never even considered using and I had been given a masterclass in how to use the battleboard to maximise an armies ability. Furthermore playing against four new opponents had given me a far greater insight into the way in which a Saga army could be deployed and used. Up until the day, I had always discounted levy as being a waste of points, particularly as they do not generate saga dice. I now know differently!

I am confident that should I get the opportunity to play in another such tournament, I would improve not only my points haul but also the way in which I manage my army. I think that I will be a much improved player! I guess the final thought is that if you play like General Custer: carry out insufficient recon; underestimate your enemy; split your forces; fail to capitalize on your strengths and charge in like a bull at a gate, you will get massacred!

The Campaign has started!

At long last we have started our Black Powder Campaign. The idea is that the campaign will provide an  ongoing narrative to our regular Thursday night Club battles and encourage us to try out new scenarios and of course build our armies. This week there were three battles happening and to give you an idea of how the campaign works, I’ll describe the battle that my General, Sir Sydney Ruff-Diamond was involved in.

The first part of the campaign was to randomly choose one trait for each of our Commanders. Fortunately, all of my brigadiers were ‘normal’ with the exception of my Light Cavalry commander, Rowland Hill, who came up with Timid for his aggression Trait meaning that he will have a -1 when issuing a charge order. My opponent, Wayne, or rather his General, Michel Loup, the infamous French commander also had just one Brigadier with a unique trait. One of his Brigadiers, Colonel Cantona, had the High Decisive Trait giving him the option of a re roll for failed commands but failed re rolls will result in a blunder!

We were using our own points system, which although imperfect, is quick and easy to use and allows us to put similar sized forces on the table. If you would like to know more, I’ve covered this in a previous blog here:

http://arcanesceneryandmodels.co.uk/black-powder-for-club-nights/

Tonight we were gaming with about 40 points a side.

We then chose our scenario by rolling a D6. Again, we use a simple list that I have previously posted here:

http://arcanesceneryandmodels.co.uk/scenarios-for-black-powder/

Tonight’s battle would follow the ‘Off Table Deployment’ rules.

With the scene set it was on with the battle. The British started well, deploying onto the table successfully in two turns and they quickly formed into a defensive line ready for the French. Except the French failed to arrive. On the first turn, none of the French brigades deployed and it was not until turn three that the French Army was actually on the Table.

The French Army finish a leisurely meal before deciding wether to give battle!

The French Army finish a leisurely meal before deciding whether to give battle!

With the French arriving so late on the battlefield, they were unable to use their superior mobility to out manoeuvre the British but found they had to commit to a full frontal assault. To make matters more difficult, whilst they were superior in Cavalry strength and Artillery, they lacked infantry support should things go wrong. Sir Sydney Ruff-Diamond had anchored his right flank against a wood, preventing any break though here by the French. He deployed all of his Cavalry on the left flank, opposing the main bulk of the French cavalry. Although out numbered, Sir Sydney was confident that the British Heavy cavalry would be up to the task of holding the French.

French Cavalry threaten the British left flank.

French Cavalry threaten the British left flank.

General Loup ordered his Cavalry forward but due to a misunderstanding ( failed order…) the French Light Cavalry found themselves leading the charge whilst the heavies sat back and watched. The British response was immediate and the Scots Greys charged into action, mauling the French Lights and pushing them back, masking their own artillery.

On the right, a  French Hussar unit was holding the entire British flank in position but unfortunately, despite Colonel Cantona’s decisive orders, he was unable to get his brigade into position to take advantage of the situation. So rapidly did he give orders, that eventually, some of the French blundered and moved in the opposite direction! Sir Sydney, as cool as ever, held his position, wearing the French down with artillery fire awaiting the inevitable French charge.

The British left holds firm.

Once again, the French Cavalry surged forwards and once again, they were met by the counter charge of the Scots Greys. The French Heavy’s had the worst of it and even though they were led in a personal charge by none other than General Loup himself, they were pushed back, the General barely surviving the combat.

General Loup leads the French into battle only to be repulsed by the Greys!

General Loup leads the French into battle only to be repulsed by the Greys!

The British, encouraged by the success of the Cavalry began to edge forward into musket range and the French line started to take casualties. Goaded by the impertinence of the British and still still battle crazed from the abortive cavalry charge, General Loup ordered his infantry brigade to charge the British line. When a clear head is required, Colonel Cantona is the wrong man to have as your advisor. He too, ordered his Brigade to charge and the French Infantry smashed into the British. After some initial success, the French now paid the price for their lack of infantry. The British line held and the subsequent counter attacks allowed them to outflank the French Brigades, counter charging to great effect.

Pressure relieved as the British charge home to the flank

Pressure relieved as the British charge home to the flank

General Sydney Ruff-Diamond looked on with pride as the French were repulsed in disarray. General Loup had gambled that he could break the British line and allow his Cavalry to mop up but he had under estimated the British resolve. There was nothing left but to surrender the field.

Sir Sydney gratiously accepts the French surrender.

Sir Sydney graciously accepts the French surrender.

A great start to the Campaign, with certain Commanders already making a name for themselves and in Cantona’s case, living up to the name that he had been given! Both army commanders will gain an experience point for their Army that in time will allow them to improve that traits of their commanders. The British also gained a French flag, a victory marker that will, if sufficient are accumulated, allow Sir Sydney to upgrade one of his units.

I hope that more battles will follow!

 

 

Trouble with Cavalry

The Charge of the Scots greys... or not!

The Charge of the Scots greys… or not!

It’s strange how a narrative can develop over a series of otherwise unconnected games. I play Black powder regularly with a group of friends on a Thursday night and one of the themes that has developed has been the poor performance of my Cavalry regiments. Now they are subject to the same whims of fate inflicted on my dice throws for as for all my other units but time and again, it is the Cavalry that refuse to do as they are told!

The Blues are not for moving.

The Blues are not for moving.

We tend to use a rather generous fixed leadership value of 8 and so you would expect the orders for these units to be passed more times than they are failed. Not with my beauties! I have lost count of the number of times that my nicely painted regiments of Scots Greys and ‘Blues’ have sat at the back of the table refusing to budge or even worse, blundering and withdrawing from the action, playing little or no part in the battle.

Charge to the rear Boys!

Charge to the rear Boys!

Things came to a head at last weeks club battle. To be fair, because we were a bit short of participants the mix of opponents was rather strange. A combined Austrian and British force was facing a combined British and French force – the French force being made up of a number of units of Lombardy Legion and Polish battalions. I suspect the purists out there will be reaching for their caps lock on the keyboard just at the thought… Anyway, I digress, back to the battle. My opponent, Pete, had rather misjudged his advance and had left his guns limbered within charge distance of my cavalry. I was about to order the charge when Wayne, who was spectating said “are you going to do a ‘follow me’ order?” Well, Pete wasn’t too impressed by this coaching from the side-lines but it was sound advice. By passing this order I would get three moves and the charge would be pressed home. And to my surprise, it was! A glorious victory for the British Cavalry right at the start of the game and the opposition Artillery routed and off the table, Huzzah!

Follow me boys!

Follow me boys!

So far, so good. Except that was the end of my good fortune. I proceeded to throw six blunders during the course of the game, constantly throwing away any advantage that had developed. On top of this, at one point in the game, my light Cavalry were presented with a flank to charge by a rather enthusiastic enemy infantry unit. Hah! I thought, I’ve got him now, I’ll do another follow me order and rip the centre out of his army. I rolled eleven… order failed. Despite this, my luck held. Even though Pete was now aware of the danger, his units failed their orders and were still vulnerable to a flank charge. Brilliant! ‘Follow me boys’ charge! Again, the dice roll was eleven. Good grief, my infantry units looked on in disbelief as the Cavalry just sat there and the game was gradually lost in the continuing blunderfest! Ah well, there’s always next week…

11th Light Dragoons on the workbench

11th Light Dragoons on the workbench

Mind you, this poor performance on the Battlefield isn’t exactly inspiring me to get on and finish my 11th Light Dragoons. To be fair, I have been somewhat distracted in other ways, the arrival of a new Granddaughter, Eleanor, and a spot of decorating in the house have curtailed my painting time. Progress has been made though. The Horses are finished, with a grey for the trumpeter and the officer will have a nice Black mount. The main colours are now on the troopers with just the detail to do. It’s surprising how much difference a coat of Quick shade will make to how they look and of course once the basing is finished they will be ready for the table. Perhaps this Regiment will move when ordered to!

Trumpeter & officer of the 11th dragoons await the final details to be painted.

Trumpeter & officer of the 11th dragoons await the final details to be painted.

 

 

The Retreat from Bitteburg 1816

As I mentioned in my last blog, our gaming group, the White Hart Gamers, played another of our mega games two weeks ago. Once again the battle was based around the fictious town of Bitteburg and following the Allies defeat in the first battle of Bitteburg, we had decided that this would be the last in the series! The scenario was that the French, having driven the Allies from the field of battle at Bitteburg had caught them and would attempt to destroy the last allied army in a final set piece battle.  The set up was very straight forward. There were three players per side, each player having his own Corps Commander as per normal Black Powder rules. In addition, the player in the centre was the overall army commander, who could give three additional orders with no distance penalty. The idea being that, the overall commander could use his influence to link the three ‘Corps’ together.

Set up and ready to go!

Set up and ready to go!

We held back at least two brigades each in the initial deployment. They could be deployed, a brigade at a time, on the Corps Commanders orders, but only within D6 of the centre of the players deployment zone.

Set up complete, the battle commenced. For the French, it was simply a matter of pushing the Allies from the table to win. The Allies were tasked with breaking the French Army. As with all of our previous games, once we were started, the game effectively broke into three separate ‘mini games’ with very little overlap. As the French forces in front of me quickly advanced, I became engrossed in the battle in my sector, paying little attention to what was happening elsewhere!

Joint Anglo Prussian Forces await the French onslaught

Joint Anglo Prussian Forces await the French onslaught

My immediate plans to form a defensive line between the woods and church was thwarted by the refusal of my infantry brigades to move! In fact, the light infantry and Artillery had moved into position only to find they had no support at all from the rest of the army. Even the capture of a French Spy was of no comfort.

A French spy is apprehended!

A French spy is apprehended!

To make matters worse, two of my Artillery batteries blundered, limbering their guns and advancing straight into the waiting enemy!

Under Pressure from the French.

Under Pressure from the French.

As the two Armies closed to engage, a relentless fire fight ensued but on this occasion the British were out fought. The forward British units were picked off and the rest of the army refused to move! Perhaps the previous battles were beginning to undermine morale! Fortunately, I had reinforcements to bolster the Allies and the Prussians deployed in an attempt to relieve the pressure.

Here come the Prussians

Here come the Prussians

The French Brigades began to waver under the Allies numerical superiority and at last their central brigade broke, retreating in disorder. Well, almost… Despite this small success, the Allies were unable to capitalise on the break in the French line and through blunder and failure to move, found themselves again in trouble. Unable to rally the troops, it was now Allied brigades that began to break and create panic in the Army. Matters were brought to a head when a French Battalion blundered and charged the British defensive line. It should have been a bloodbath for the British but the French carried home the charge destroying the Battalion of Hanoverians facing them and causing the supporting battalions to rout as well. Even a late charge by the Scots Greys could not halt the French.

The Scots Greys prepare to charge

The Scots Greys prepare to charge

The British line was stabilised by the introduction of yet another reserve brigade. The French were pushed back but this temporary success was short lived as the French brought up their own reinforcements. As the battle came to a close, it was the French that remained in the ascendancy – the British had decided the day was not theirs and withdrew from battle.

Time to survey the battlefield and plan the final assault!

Time to survey the battlefield and plan the final assault!

The French had edged a victory. If my battle on the left had not gone so well, things were even worse on the right where after some initial success, our Austrian allies had also been pushed back and badly mauled. The battle in the centre was not quite so decisive but overall it was clear that the French had won the day.

As I mentioned at the beginning of this article, this was the last battle in this series and a 3 -0 score overall for the French was a pretty emphatic victory. The next big day will be slightly different. Having experience of running these mega battles has given us food for thought as to whether we can run a campaign in a day with several smaller engagements taking place on different tables. Watch this space to see how this works out.

To Battle with the 11th Light Dragoons.

Perry Light Dragoons - the first 6 troopers are finished.

Perry Light Dragoons – the first 6 troopers are finished.

To be honest, the blog post title is a bit of a tease. As you can see, I have finished the first 6 troopers in the regiment and they did indeed see service on the wargames table this weekend. However, time constraints this week prevent me from writing up either a full battle report or a comprehensive guide to painting the troopers. Just to say that I followed my usual process for troops, of block painting the main colours onto the figures, painting them with Army Painter Strong tone ( the black) quick shade, and then once they were dry, spraying them with antishine matt varnish. The final stage is the most important though, I give all of the lighter colours and metallics, a highlight, particularly the white as this makes these areas really stand out. I also used a new trick to help me to get the lines on the troopers overalls. The main buff stripe was first painted and then I painted a grey line down the middle to separate the two stripes. However, rather than thin the paint with water, I used Vallejo thinning Medium, 70524 to thin the paint. It gives a slower drying time but more importantly, allows the paint to flow from the brush, making it easier to paint a long line. You still need a fairly steady hand ( No Jack Daniels for me when painting!) but there’s no doubt it makes a real difference when using a fine brush.

A detachment of the 11th Light Dragoons

A detachment of the 11th Light Dragoons

The basing was done to my usual process, although I treated myself to a pot of Vallejo Dark Earth textured paste to speed things up. So with the first six troopers done, they were deployed in the latest of our war gaming groups’ mega Battles, the retreat from Bitteberg. As is often the case with new units, they attracted quite a lot of attention. In this case, most of it of the wrong sort. Their first task was to defend the flank of an errant foot battery that had advanced without support, the rest of the brigade refusing it’s orders. My opponent, Pete couldn’t believe his luck and proceeded to shoot the unit to bits! Fortunately, it was able to rally but played very little part in the rest of the battle.

The Light Dragoons are a bit exposed!

The Light Dragoons are a bit exposed!

I’ll perhaps add a few more pictures to my next blog, along with an outline of the battle. That’s all for now though – time has run out!

An Ongoing Saga!

This blog post should have been my last post of the year but due to the  busy time of the year it was never published. Never one to waste work, here it is as planned:

No, I’m not going to do another post about my attempt at modelling Napoleons Carriage. I have made some more progress but this post is about my recent battles with Jasmin using our Saga armies. I hadn’t played these rules for some time, so when Jasmin asked if I fancied taking on her Irish warband it was too good an opportunity to miss. To be fair, I had also been thoroughly enjoying the Last Kingdom on TV, so any chance to shout ‘Shield Wall!’ seemed like a good idea!

Jaz is a new comer to saga and had never played before. I hadn’t played for at least a year and had not come across the Irish before, so to start with, things were a bit slow. After a few games though we are almost up to speed and the games are becoming just a little bit more competitive. The Irish have some really tricky abilities that can be quite lethal when used in combination. The most recent game was the River scenario where points are scored simply by getting your warband across the river and , of course, keeping them there.

My strategy from the start was to hold one bridge, to prevent the Irish from crossing, whilst forcing the other bridge to get as many of my warband across as possible. The Warlord and a unit of Hearth Guard were chosen to hold one of the bridges. The rest of the warband, a unit of Hearth guard and two units of warriors, would force the other bridge.

The Anglo Dane warband push on!

The Anglo Dane warband push on!

It was then a case of using the battle board to break up and slow the Irish to ensure that they were divided and unable to resist my steady advance. Jaz tried to use her unit of war dogs to score an early victory and get across the river first. However, the unit of Hearthguard soon put paid to these, although in doing so were nearly wiped out themselves.

The Danes force the river crossing!

The Danes force the river crossing!

Although just one solitary Hearth guard remained he lead the Warriors across the table and then on his own held off the Irish reinforcements!  The Warriors, despite taking random arrow fire, held their nerve, crossed the river and staked their claim to the available victory points!

Death or Glory!

Death or Glory!

If all was going well at this river crossing, things were not so straight forward at the other. Jaz had decided that she would use the main bulk of her army to force a passage here so my Warlord and second unit of Hearth Guard faced off against their Irish counterparts who out numbered them two to one. Despite a valiant fight, my warlord and his retinue were massacred to a man but prevented the Irish from crossing the bridge.

Irish Warlord and Retinue

Irish Warlord and Retinue

It is here that the game ends as time had run out and the game had run for it’s scheduled 8 turns. On counting the victory points, the Anglo Danes have won the scenario, having got the most troops across the river. However, the Irish had the satisfaction of killing the Anglo Dane Warlord and all but one of his Hearth Guards. If there was to be a sequel, the Irish were in the stronger position. So in the end we considered the game to be honours even as we both had our victories to boast about!

We’ll definitely be playing more Saga in the future. It’s a great rules set for a club night game and with a good number of scenarios to choose from, there’s plenty to keep you occupied. Even better, there’s not too many figures to paint to put a retinue together. So may be I might just try some of those Irish warriors my self – Footsore do an excellent range…..

And so we are into a New Year! I did spend a few moments planning my next projects but first there’s Napoleons carriage to finish…

Napoleons carriage - still work to do!

Napoleons carriage – still work to do!

 

The Battle of Bitteburg Part 2

In the last report, I explained the background and set up to our fictional game ‘The Battle of Bitteburg’ In this article, the focus is on the battle itself. As a player, it is quite difficult to write an entirely impartial view of a battle. Not only are you very involved with the battle as it unfolds around you, but it is easy to lose touch with the detail of what is happening elsewhere. In my case, I could see what was happening to my immediate left and right, but our far right wing was very much out of sight. I could only rely on the reports of the general commanding the Division there. Those reports tended to be somewhat vague. When asked how it was going, the standard reply appeared to be ‘OK’. There was very little detail to flesh out the situation and to be fair, once I had ascertained that things were OK, I was happy to focus on my own problems!

Now if I was having trouble working out what was happening on a large wargames table, goodness knows how they managed it in real life! So with that in mind, on with the battle report.

Turn 1. The armies advance

Turn 1. The armies advance

Turn 1. Having started the game with a blunder on the far left wing, the Allies seemed to hesitate as orders were failed all across the left wing and the two divisions involved simply stalled. On the French side, progress was much faster as the whole Army advanced in good order, taking up positions in the woods and buildings that occupied the centre of the table. On the Left, the French advanced in good order to the river, taking advantage of the confusion in the Austrian Division. The only firing was from a solitary British rocket battery. No casualties were inflicted but the French were rattled at the range and potential damage that could be caused.

Turn 2 French advance to the River

Turn 2 French advance to the River

Turn 2 saw the Allied army making slow progress forward, with the first reinforcements arriving on the battlefield. On the left, the Austrians had started to sort themselves into some sort of battle line. The Prussians had occupied the village in the Austrian deployment zone and the rest of the Prussian brigade in this sector attempted to bolster the weaker wing of the Austrian Division. In the centre, the British and Hanoverians had successfully advanced and joined with the main Austrian force on their right. The French in reply, continued with their remorseless advance, their army looking the more cohesive of the two. The first Cavalry skirmish resulted in a minor victory for the British Hussars as they shook their French equivalents forcing two French Cavalry Regiments to retire shaken.

Turn 3 French cross the river

Turn 3 French cross the river

Turn 3 The battle for the centre

Turn 3 The battle for the centre

Turns 3 and 4. As the armies closed in the centre, the action really started and the game began to take shape. On the left an Austrian Cavalry charge ended disastrously, with the Austrians being soundly beaten both in the initial combat and the follow up move, resulting in the loss of a brigade of heavy cavalry. This allowed the French army to confidently cross the river, putting even more pressure on the Austrians. Left of Centre, the British and Prussians closed with the French, initially with some success as a French Battalion was broken by fire power and many casualties were inflicted. The French reply was equally devastating, with the Somersetshire Battalion broken and the Prussians occupying the village hammered by artillery fire and forced to evacuate. Frustratingly, the main body of Austrian troops in the centre, commanded by the Supreme Commander were struggling to move and make their numbers felt. The ‘Grand Battery’ of 5 guns that had been set up was largely ineffective and was becoming masked by Allied troops, limiting the targets available. On the far right things were going ‘OK’…

Turn 4 French are pushed back on the right.

Turn 4 French are pushed back on the right.

Turn 4 things are getting hot in the center

Turn 4 things are getting hot in the center

Turn 5. The Austrians on the left were trying desperately to hold back the advancing French but refused all aid offered. They were convinced that the tide would turn and that Callans first rule of wargaming, ‘He who crosses the river first will lose’ would apply. The British and Prussians were ready to deliver a killing blow to the French Centre. Unfortunately, the firing was ineffective and the French weathered the storm, their morale intact. Once again, the Superior Austrian forces in the centre were unable to engineer a break through and the majority of their forces were snarled up in the rear of the battlefield. Meanwhile, on the right, the Austrian division had pushed forward and although four battalions were forced into square they had effectively bottled up the French on this wing.

Turn 5 The pressure mounts on the Austrian Right

Turn 5 The pressure mounts on the Austrian Right

Turn 6 The British are held - The French Cavalry plug the gap

Turn 6 The British are held – The French Cavalry plug the gap

Turn 6. Left of centre turned into a blood bath! A whole British brigade was broken and effectively wiped out. The French also lost a brigade but managed to retire in good order as replacements were on hand to cover them. The Prussians in the ‘hinge’ were also severely mauled and on the point of breaking. The Austrians on the left were now crumbling in the face of the French advance. The French had now secured all of the river crossings and were moving up the reserve artillery. In the centre, the main Austrian army remained deadlocked, unable to exploit the few small gaps that had opened up. At least over on the right things were ‘OK’…

Turn 6 The French cut the hinge

Turn 6 The French cut the hinge

Turn 7. The French tighten the noose! Despite there being clear gaps and weaknesses in the French line, the Allies seemed unable to exploit them or break through. A clever redeployment of French Heavy cavalry plugged one gap and the continued arrival of reinforcements kept the allies on the back foot, penned to the edge of the Battlefield (table!). The Austrian Left flank had all but failed and was desperately holding on. The Prussians holding the ‘hinge’ between the Austrian and British divisions were now on the back foot, holding as best they could. The strong Austrian centre had pushed forward but was unable to relieve the pressure on the left. The only good news was that these Austrians were now in contact with French forces on the right and the Allies right wing was now secure and making progress.

Turn 6 at last the Austrian Centre is on the move

Turn 6 at last the Austrian Centre is on the move

Turn7 the Austrians threaten the French Flank

Turn7 the Austrians threaten the French Flank

Turn 8. There’s a certain look that winning players have as the game swings in their favour and I could see it across the table. The French confidence was high, their strategy had worked, the dice had not been too unkind and the end was in sight! On the left, the Austrian division was fading away and to make matters worse, they had been cut off from the rest of the army as the French had now secured the village guarding the  ‘Hinge’. The British and Prussians had been badly mauled, losing two brigades of infantry and were effectively pinned with their left flank badly exposed. The main Austrian force in the centre was largely untouched but had been unable to fully deploy or break through any gaps that appeared in the French lines. The only good news for the allies was that things were ‘OK’ on the right… Well, to be fair they had steadily fought their way into a winning position but were unlikely to be able to influence the outcome of the battle.

Turn 8 The Austrian right pushes the French back

Turn 8 The Austrian right pushes the French back

With the French winning in two sectors, drawing in one and only under pressure on the far right wing a victory was declared and once again, Napoleon had triumphed. The Allies were retreating in reasonable order although, it was possible that one wing of the army would be entirely lost in the retreat.

Turn 8 Napoleon watches the French advance

Turn 8 Napoleon watches the French advance

It was time to mull over the battle, the victors enthusiastically planning the next meeting, the losers holding a ‘post mortem’ to work out what had gone wrong!

We will be back again in the New Year!

 

The Battle of Bitteburg 1816

Once every three months or so we play a ‘mega’ battle where all the units that we have painted are placed onto the table. The last battle that we fought in this way was our Waterloo tribute, on June 13th. The battle of Bitteburg was the follow up played on Sunday 22/11/2015. We don’t get too vexed about how many troops are on each side, as long as they are painted , they are on the table! We are also quite lax regarding uniforms. I know that purists will find this difficult to accept but provided the troops are from the Napoleonic era, we are quite happy to mix Peninsular Uniforms with Waterloo issue. Likewise early revolutionary French will face off against 1815 Prussians. We even had a battalion of Caribbean troops to bolster the Allied numbers…

The scenario was as follows:

Following Napoleons victory at Waterloo, the Allies were able to retreat in good order back into Belgium, holding Napoleon back from capturing Brussels. The Allies were however, in no position to go back onto the offensive. Despite his victory, Napoleon was prevented from further pursuit of the British and Prussians by political unrest at home and again had to return to France to settle matters once and for all. Meanwhile, a combined Austrian/Russian Army was approaching from Germany and reinforced by a small Anglo Prussian force, threatened the borders of France. Napoleon swiftly marched out to meet the oncoming army and battle was joined just outside the town of Bitteburg.

First Table set up - note scenic cloth

First Table set up – note scenic cloth

We were using the basic Black Powder rules with a few of our own additions and modifications. There were four players on each side. Each player commanded a Division made up of between 3 and 6 brigades of Infantry and cavalry with the appropriate artillery support.  In all there were over 3000 figures to go ontyo the table! The French deployed their forces first, with the Allies responding. However, all players could only deploy half of their division, the rest following on, one brigade per turn at the Divisional commanders discretion. One player on each side was appointed ‘Army Commander’ and was given the ability to issue one additional order to each division ( four orders maximum) to any unit or brigade that had either not moved or failed an order to move. The Army Commanders rating was 9 and these orders were unaffected by distance to the unit. (We assumed a very fast ADC would issue the order!) However, the Army commander was still required to pass the order on a dice throw as usual and of course, subject to the ‘blunder’ rule.

Apart from adding to the fun, the idea of the extra order was to create a pause at the end of each turn so that the players would get a feel as to what was going on else where in the battle. In addition it ensured that all four players on each side kept in turn with each other.

The Zig Zag Table set up. Pete takes a break before deciding whether to place more cover on the tables!

The Zig Zag Table set up. Pete takes a break before deciding whether to place more cover on the tables!

Rather than lay the tables out in a straight line, we adopted a zig zag shape to create some ‘pinch points’ on the battlefield. This gave us about 26 feet of deployment area per side! Scenery was set up by three of us the day before the battle and placed arbitrarily to break up the battlefield without giving either side a particular tactical advantage. We modified the rules regarding fighting in buildings to make it easier for assaulting troops. The first round of combat would be fought as per standard Black Powder rules. If the defenders won the combat, the assaulting troops would immediately recoil, regardless of the outcome of the morale role. If the combat was a draw, the troops would remain locked in combat but the defenders would have their save modifier reduce from 2+ to 1+. In the event that the attackers won, the it was assumed that they had fought their way into the building and subsequent rounds of combat would take place subject to normal combat rules with no further advantage to the defenders. The aim was to encourage the assault of buildings!

The last of the Allies are deployed

The last of the Allies are deployed

With all of the above in mind, the troops were deployed, the Allies had the first turn and The Austrian Commander on the left wing gave his first order of the day… and with the first roll of the dice, a double six! A blunder! The omens did not look good for the Allies…

All troops deployed - let battle commence!

All troops deployed – let battle commence!

To be continued.

Lion Rampant – The Nine Bastards!

Wargames Illustrated were running a second ‘Lion Rampant’ event day at WI headquarters here in Nottingham. I had originally thought that I would be unable to attend but a last minute change in family plans left me with a free weekend. There was a place available and so it seemed sensible to sign up.

Dan, from Wargames Illustrated starts the day with a briefing and wonders how he will keep 18 gamers under control!

Dan, from Wargames Illustrated starts the day with a briefing and wonders how he will keep 18 gamers under control!

I had my retinue  ready to go and after a couple of games the week before the event, my knowledge of the rules was refreshed. My army was ready to take to the field of battle. My Retinue is based on a War of the Roses English Army and consists of:

Leader and 5 Foot Knights 6pts
Unit of 12 Foot Sergeants            4pts
Two Units of Expert Archers     12pts
unit of Bidowers                             2pts

My Lion Rampant Retinue

My Lion Rampant Retinue

The army is essentially a defensive unit, that although lacking maneuverability, given the right position, can hold it’s own against the more aggressive and mobile armies that are often fielded in the game.

Set up complete - players now check the rules...

Set up complete – players now check the rules…

The Lion Rampant day was themed around the 9 Bastards of the previous king ‘Jeffery’ from the first Lion Rampant day and involved each of the factions doing battle with the view of conquering their opponent thereby forcing them to switch allegiance to the victors faction. There would be three battles to see who won the day and as usual, Dan from WI had built in some twists and turns to the scenarios to keep the day interesting and balanced. I represented House Wagner – it was time to join battle!

The first battle is ready to commence

The first battle is ready to commence

BATTLE 1 – BLOODBATH

My first battle was against Sir Mike who was fielding an army consisting of 2 units of Mounted Sergeants, 2 units of Crossbowmen, a unit of Foot Knights and a unit of Bidowers.

Sir Mikes’ army immediately advanced, with his mounted troops leading the way. One unit of Sergeants attempted to flank my army, the other going straight for the archers in the centre. The Crossbow men had moved up in support and his  Bidowers made for the woods on my other flank, where they would attempt to harry my army from cover. My reply was somewhat slow, having failed a couple of activations but my Foot sergeants formed Schiltron on the Left flank, effectively stopping the Mounted Sergeants in their tracks. My Bidowers charged into the woods to meet the enemy Bidowers and hold them. Whilst in the centre, My Foot Knights stepped forward under the cover of my Archers to meet the other mounted unit.

The Schiltron holds!

The Schiltron holds!

A fierce encounter ensued in the centre, resulting in the elimination of the first Unit of Mounted sergeants. Although my Foot Knights had taken casualties they turned to face the enemy foot knights who were now ominously approaching. The encounter in the woods between the two Biddower units got off to a slow start. There was a suspicion of a party going on, but obviously at some point, someones cider was spilt and the fighting started. The result being that my Bidowers were routed and killed.

Foot Knights into battle whilst the archers await.

Foot Knights into battle whilst the archers await.

Although penned back on my start line, thing were not going too badly. I was helped by the fact that after a shaky start, my archers were now firing consistently at every turn, inflicting ever mounting casualties on the enemy. The other unit of Mounted Sergeants was destroyed by arrow fire as soon as it came into range, being no match for 24 English archers!  My fire superiority was helped by the Foot Knights, who were standing in range of the enemy crossbows, taking fire every turn but fortunately, their armour held and they shrugged this off. The only real threat now came from the enemy Foot Knights as they were determined to close with my troops. As the archers at last saw off a Crossbow unit, they turned and fired at the Foot knights, slowing them and reducing them to half strength, even killing the leader but unable to prevent combat with my Foot Knights.

The enemy Bidowers in the back ground are feeling a bit exposed!

The enemy Bidowers in the back ground are feeling a bit exposed!

In the brutal fight that followed, my Foot knights prevailed but only my Leader, Kenneth Hotspur was left standing. He was then struck down by a final shot from the last crossbow unit – the cry went up ‘They’ve killed Kenny!’. Despite this, the archers avenged his death by forcing the last Crossbow unit to rout. Only the enemy Bidowers were left on the field and given their precarious position in the open in front of the Archers, they threw down their weapons and surrendered. Victory to House Wagner!

Battle 2 – The Messenger

Before the start of the second battle, we were given the chance to spend some of our victory points ( represented by Chocolate coins!) on small upgrades for our armies. I decide to speculate to accumulate and purchase an extra unit of Bidowers. I think these are very underrated by some players and can be quite a nuisance if deployed carefully. I had already noticed that there was plenty of cover on the tables and Bidowers and cover go well together!

The Messenger scenario involves escorting a messenger from one end of the table to the other, with the opposing player doing his best to stop you. Deployment is in opposing corners of one end of the table, with the player trying to stop the messenger allowed to deploy 6 points of his army at the far end of the table ready to meet the messenger! A further complication is that there is insufficient room in the deployment zones to get all of your army on the table, so some units start off table.

My opponent for this game was Sir Phillip, who had the following army: 1 unit of mounted Knights; 1 unit of Mounted Sergeants; 1 Unit of Mounted Sergeants with Crossbows, 1 Unit of Crossbows with Pavasis. A very mobile army but despite this, I decided to elect to be the attacker and to try and stop the messenger. I had a cunning plan…

The messenger had to be attached to the Mounted Knights, and Phillip deployed them and his two other mounted units on the table ready for the off! I sent one unit of Bidowers to the far end of the table along with my trusty foot sergeants. As the game got underway, the mounted units of Sir Phillip moved off and started their journey down the table initially leaving my foot sloggers behind. However, this soon changed as my Biddowers took up position in the Woods near to the exit point and my Foot sergeants formed schiltron, blocking the exit. As Sir Phillip desperately tried to bring up support (His Crossbowmen repeatedly failed their activation roll and stayed off table), my Foot knights found their ‘running shoes’ and had almost reached the far end of the table in support of my detached units.

You mean we have to charge those Bidowers again?

You mean we have to charge those Bidowers again?

It was now that my cunning plan began to work. Sir Phillips mounted knights had to pass within 10 inches of the Bidowers in the woods. This would force the knight to make a ‘wild charge’ at the Bidowers. At this stage I was hoping merely to delay the messenger but my Biddowers in cover actually out diced the Mounted knights (the bonuses gained by the bidowers in cover put them on even terms with the mounted knights) causing them two casualties and making them fall back. Sir Phillip was not happy! As the Bidowers had held their nerve, they were able to fire on the mounted Knights in their turn, causing yet another casualty. Enraged, the Knights had to charge back into the woods again, only now they were down to half dice facing a group of confident Bidowers rolling twice as many dice in combat on even terms.

Once again the Knights were beaten back losing another casualty and once again, the bidowers stood firm in their woodland haven and poured arrow fire and scorn onto the Mounted Knights! Of course, whilst this was all going on, my Foot knights had gradually made their way to the scene of all the commotion and were now in striking distance of the messenger. Elsewhere on the table, Sir Phillips mounted sergeants had tried in vain to hold up the march of my archers whilst his crossbow men, having eventually appeared on the table were engaged with my other unit of bidowers ( in cover of course!) and my second unit of archers.

The killing blow was landed by the my Foot Knights, who although somewhat tired from their long march were strong enough to kill the last mounted knight and capture the messenger. Victory to House Wagner!

Battle 3 – the Final Encounter, Double Bloodbath!

The final battle saw four players fighting a last battle to secure the field for their faction. In theory, units from either player on one side could engage any opposing unit on the other side. In practice, it was a case of first deal with your immediate opposition before sending units to help elsewhere. Of course the real danger would be from missile troops who could take a shot at whatever unit happened to be in range.

The Final Battle!

The Final Battle!

My immediate opposition was from Sir Ben, fielding an army consisting of 2 units of Fierce Foot, 2 Units of Foot Knights and a unit of archers. I was somewhat wary of the Fierce foot. They are devastating units when charging and do not suffer from being in cover or moving through rough terrain. Despite this I sent my two units of Bidowers out as bait to draw the fierce foot into bow shot where they are very vulnerable.

The enemy are out there somewhere.

The enemy are out there somewhere.

The game this time was somewhat stop go for me. I failed a number of activation tests and was barely able to move my army. I watched with increasing trepidation as the Fierce foot bore down on me. However, Sir Ben had allowed his army to become divided and thankfully, just as combat began, his fierce foot were unsupported. Even better, the first unit of Biddowers that he charged managed to skirmish their way out of trouble causing the now not so Fierce Foot to retreat! My archers now decided that they would join the battle and sent flight after flight of arrows into the enemy causing a rout in the enemy ranks, both units of Fierce Foot were destroyed.

We're not moving - they'll come to us!

We’re not moving – they’ll come to us!

 

Although victory now looked likely, my army once again refused to move with any urgency and was unable to exploit the carnage caused. Gradually, we moved up the table and every now and then the archers would take a pot shot, wearing the enemy down. Eventually, another unit of Foot Knights were left looking like pin cushions and the opposition archers decided that they had had enough and took to their heals! Victory, albeit in slow motion, once again for House Wagner!

So three battles fought and three battles won was a good return for the day. Despite our good performance, House Wagner did not finish on the winning team or accumulate quite as many victory points as some of the other players at the event. Nevermind, though, we had a fine hoard of chocolate coins and had been fully involved in a superb day. You can read the full account of the day over at the WARGAMES ILLUSTRATED web site.

Should you have the opportunity to attend one the future WI days, I would heartily recommend that you do so. The team at WI are great at creating a friendly atmosphere in which to play the games organised and whilst there is a narrative running through the day, it is not about individual competition but on a team result. Great fun, all in all – now I’m off to eat my chocolate coins!

If you would like to try the Lion Rampant rules they are available in the Arcane Scenery shop. Even better, I’ve put together a little bundle of the rule set with a box of Perrys War of the Roses Infantry and English Foot Knights for just £50, post free, world wide of course! There are more than enough figures for you to build your own retinue. If you would prefer, Mounted knights instead of Foot knights, just add a note to your order and we will swap them over for you – watch out for wild charges though, they can get you into trouble….

LION RAMPANT BUNDLE DEAL – RULES SET plus 2 Perry Plastic boxed sets

Battle Report – Polish/Italians Vs British Napoleonics….

You can learn a lot by looking at photographs, they give you another perspective and a chance to see detail that you might otherwise overlook. My last two blog articles have been quite instructive in this respect. First of all, it’s clear from the photograph of me painting the house that I need to lose a few pounds. From my usual perspective I had always thought that I looked quite slim…..looking upwards, that clearly isn’t the case….

That aside, I also reviewed the Hanoverians and it’s clear that they would benefit from an ink wash over the bayonets & a highlight with silver just to bring out the detail at the top of the muskets – A job that will take about 10 minutes – more on that next week.

The final insight and the real point of this observation was last weeks battle report and just how good the battle was, in part because of the scenery that we were using. I had actually commented that good scenery wasn’t really necessary for Napoleonics as you needed plenty of space for your troops. Well looking back at the pictures made me question this and at this weeks club battle, we put a bit more effort into both the scenery and the scenario itself. The result was a most enjoyable battle. We used one of the new ‘Cigar box’ battle mats that has a scenic design printed onto it. Although a bit expensive, there is no doubt that the result is much better than playing on just a plain battle mat. Some of the scenery that we used is a bit tired and battered but by adding a bit more than usual, the table was broken up and a few problems were added for the ‘generals’ to solve.

Italians & Polish take up position on their new battlefield!

Italians & Polish take up position on their new battlefield!

The actual game was an entirely fictitious affair involving a joint Italian/Polish force (Duncan) taking on a British force (Steve). The objectives being to secure one end of a bridge and capture the two hills dominating the approaches. Deployment was carried out simultaneously, without too much regard for each other, although the objectives became the focus of the main Infantry forces, with the cavalry deployed facing each other out on the far flanks. The British won the initiative and ordered an advance to secure the objectives. Unfortunately, the first roll of the evening produced a blunder, leaving the largest British Infantry brigade out of position, hard against the river in column of battalions.

Polish Artillery supported by infantry

Polish Artillery supported by infantry

Polish advance in column - figure from the Trent miniatures range

Polish advance in column – figures from the Trent miniatures range

The opposition, taking full advantage of both the confusion in the British ranks and the terrain, moved forward at a more measured rate forming a cohesive line as can be seen above. If the British Infantry were somewhat slow to respond, the cavalry ( two heavy regts, two lights) did as they were ordered and advanced to threaten the Polish Flank. The response from the Polish/Italian force was immediate and a fierce cavalry battle ensued. The action was so ferocious that I didn’t have time to take a photograph! The result was a victory for the opposition. Although they lost one heavy cavalry regiment and two horse artillery guns, the British lost a whole brigade of heavy cavalry and a regiment of light cavalry, leaving the right flank somewhat exposed.

British hold the line!

British hold the line!

Despite the set back on the right flank the British infantry held the Italians in the woods, firmly anchoring the left flank. The Polish infantry, encouraged by the success of their cavalry, advanced in the centre to capture the road.

Poles capture the road and take position behind the hedgerow.

Poles capture the road and take position behind the hedgerow.

This move was in turn, matched by the British infantry who immediately engaged the forward elements of the Polish advance with a superior force of infantry.

British advance to drive the Poles back

British advance to drive the Poles back

The initial British musketry was somewhat ineffective, and despite the overwhelming odds the Poles held on long enough for reinforcements to arrive.

Polish reinforcements arrive.

Polish reinforcements arrive.

With a fierce battle raging for control of the centre and the Polish/Italian Cavalry threatening the right flank, held only by a solitary regiment of  British Hussars, the Italians consolidated their position in the woods by the bridge on the left flank, threatening to take yet another objective.

Italians hold their ground in defensive position at the wood

Italians hold their ground in defensive position at the wood

The British response was again to attempt to drive the Italians back with superior musketry. Volley after volley was poured on the Italians but their clever use of the cover and terrain meant that the British were unable to inflict the casualties required.

British Musketry attempts to remove Italians

British Musketry attempts to remove the Italians

As the infantry faced off against each other, the casualties began to mount! Virtual stalemate was the result on the left at the bridge but in the centre the British were able use fresh battalions and it was the Polish that were begining to waver.

Casualties mount!

Casualties mount!

At last the Polish Battalions broke under the constant volleys of the British and the whole brigade started to retreat. The centre belonged to the British!

Charged in the flank!

Charged in the flank!

This victory was somewhat short lived. The Italian Cavalry had by now brushed aside the last British Hussar regiment and charged into the flank of the British line! After a brisk engagement, despite the loss of an infantry battalion, the cavalry were driven off and finally the Polish were sent on their way. The centre did now belong to the British.

The Poles repelled!

The Poles repelled!

If the British had won the war of attrition in the centre, things were not going so well at the bridge on the left Flank. In an attempt to bring their superior Fire power to bear, the British had advanced to close range of the Italians and their solitary artillery piece. Initially, there was some success as the British destroyed an Italian column. That success was once again double edged, as it made space for yet another Italian Cavalry attack!

The attack reaches a critical point!

The attack reaches a critical point!

With the lead British battalion pushed into square under the guns of the Italians and casualties mounting in the supporting British battalions, the Brigade began to run out of steam – and men! The next round of Italian Musketry and cannon fire inflicted sufficient casualties to shake the brigade! With both of the British Cavalry brigades broken and now the largest infantry brigade in retreat, this meant that the British Army was forced to withdraw. The field was left to the victorious Italians troops and their courageous cavalry!

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