Monday, November 28, 2011

Napoleonic Game

It has been a while, but we were able to get together this past Saturday for a fictional encounter, somewhere in Spain, between a French division and a mixed Anglo-Portuguese division. To even out the numbers I played on the British side as the Portuguese commander. It was a curious experience to command against the French as I always play on the French side. However, by switching sides it gave Eddie and Carl to use all of their figures for a change.

To recap the game, I led the Portuguese against the French left wing and got bogged down in a protracted firefight in the woods. By the time that I got my messy deployment straightened out it was too late to help Jeff's British troops as they swept forward and decimated the French right wing. We stayed away from the monastery in the hill as it was just too well fortified to assault. At he end of the battle the French had lost an infantry brigade and the Saxon hussar regiment as well as all of their artillery. The British had suffered heavily, thanks to lucky dice rolls by Carl and a lack of support from my Portuguese. All in all, a minor Allied victory as the artillery would have been free to pound the remaining French units... As usual, we played in 25mm using General de Brigade.


Here is the set up:

Action at Montaña de Dios
June 1813

A small detachment of French troops under GdB Jallet is en route from Soraluze to San Sebastian when news of the loss at Vitoria reaches them. They have received orders to secure the road from Bergara to Deba in order to allow the retreating units from Vitoria an open passage. Jallet quickly chooses a local feature know as the Montaña de Dios. It is the site of a church and priory on top of a commanding hill position.

An ad-hoc Anglo-Portuguese force has arrived and their goal is to strike quickly and oust the French from the hill position, and thus control the roadway, before more French troops arrive to transform the situation. The French units begin the game already set up. The Allies may set up on their side as close as 24” from the French set up line.

Terrain Notes:
Montaña de Dios is steep so it is classed as DIFFICULT Terrain with Steep Slopes (page 88)

The Rough Ground area is classed as SEVERE Terrain (page 88)

Woods are OPEN Terrain for movement but give cover as IN COVER (-2), and block LOS

Low Hills are treated as OPEN Terrain, and block LOS

The Monastery is classed as BUILDINGS when fired at (-4) and counts as CHURCH in melee (-3). The Monastery will hold 2 battalions of infantry

TROOP CLASSES WILL BE DECIDED AT SET UP
Allied Force
1 CiC
1 AdC
3 Brigade Commander Infantry
1 Brigade Commander Cavalry

6 British Line Infantry
1 British Light Infantry
1 British Grenadier Infantry

6 Portuguese Line Infantry

2 Light Cavalry Regiments (12 Figures each)

2 Foot Artillery Batteries (6lb) of 3 Sections each

Imperial Force
1CiC
2 AdC
3 Infantry Brigade Generals
1 Cavalry Brigade General

2 Light Infantry
7 Line Infantry

2 Light Cavalry Regiments (12 figures each)

2 Foot Artillery Batteries (6lb) of 3 Sections each



Wednesday, October 12, 2011

Link to a nice Great War Blog

This link is to a WordPress Blog that I could not figure out how else to link to from here. He is a wargamer and interested in the Great War in the Middle East. http://greenfieldsbeyond.wordpress.com/

Friday, September 30, 2011

A few pictures from my last loss...!

Here are a few pictures that better illustrate my battle report in my previous post.
The French Right Wing
A Clash between Front Rank Polish Hussars and Essex KGL Dragoons

A view of the French left wing

A view of the rear of the town as well as a view of the French artillery as it halted while moving forward when it became obvious that there would be no room to deploy!

The French left wing as it comes under heavy fire

A view of the French lines including the town and most of the right wing

The town and the indecisive artillery

The French left wing after being driven back

A view of the town from the Spanish positions on the Allied left wing

French battalions in the wood/orchard on the French right wing

A view from the Allied left wing looking down the length of the battlefield

A view from Allied right wing. That is Carl studying the rules

Allied view of the town just before taking it in a charge


On the right of the town we see the British battalion that charged in and ousted the French

Another view of the Allies charging into town

A view of the Spanish/Portuguese units who pushed back the French lines on the  French right wing and pressured the town's defenders through the entire battle

Monday, September 26, 2011

French get crushed in Spain

25mm Napoleonic using General de Brigade

Our most recent wargame, played on Saturday the 24th, featured a scenario set in Spain during the year 1811. It pitted a force of 12 battalions of French line infantry, an artillery battery of 4 sections, and 3 cavalry regiments against an Anglo-Spanish force of similar size with the exception of the Allies having 2 artillery batteries of 3 sections each. I acted as the French commander and also managed the French lines from the town to the right wing. I also controlled the two cavalry brigades (deployed on the right wing and to the rear of the right wing's wood lot) as well as the lone artillery battery. This left Carl and Eddie with a brigade of infantry each to hold the left side of the line.

The Allies made a general advance and began to engage our lines on the first turn. On the right wing the French Hussars galloped forward and soon engaged the KGL Dragoons in a series of charges and counter-charges that lasted the entire span of the game. In an improbable series of events, each side took turns launching cavalry charges that would throw back our opponents but then we could not make the follow up charge that would finish them. By battle's end the KGL Dragoons and the French Hussars were both at 50% strength.

The French left wing rapidly crumbled under the weight of British firepower. After only a few turns the left wing had been compelled into squares and began to suffer under artillery fire. French cavalry began moving from the right wing to the left wing to counter the British cavalry but arrived too late to help. A few rounds of artillery fire broke the French formations and then they were ridden down by the cavalry. This process was quickly repeated on the other French brigade on the left and it too was soon streaming to the rear.

At this point the French army had suffered enough and, much like our previous ACW game, the last turn saw a series of decisive Brigade Morale Tests that forced the French back as one roll after another was failed.

My commanders on the left apparently suffered the "cursed dice" syndrome and rolled horridly for the entire length of the battle. Coupled with the fact that they had no cavalry or artillery support, until it was too late, it would seem that their broken brigades were a foregone conclusion prior to the battle beginning. In reality, their inexperience in playing Napoleonics and some unlucky dice did them in.

I will post a few photos when I get a chance to connect my camera for downloading...

Monday, September 12, 2011

So what happened?

Our most recent wargame was Kolb's Farm, Georgia. Although the battle roster listed cavalry for both sides, we eliminated it from our game as the Union players had not had a chance to complete their cavalry figures! My officers (see my post from earlier) were not ready either! Luckily, I could use some of my cavalry figures as officers...

We got started a little later than we usually do (@10:45am) and there was some concern that things would not come to a conclusion by the 3:30pm time limit. As it turned out, the Brigade test mechanism saved the day at the last moment and rendered a conclusion to this engagement at the appointed time. Funny how things just work themselves out sometimes...

Here is a map of the deployments and general course of battle...
Ruger - Carl
Knipe and Ross - Scott
Robinson - Gary

Cook - Eddie
Trigg - Jim (Me)
Watkins - Mike
Shelley - Jeff








The Confederates, thanks to unlucky dice, only had the initiative (shoot first, move first) on 1 turn (!!) during the entire game. So, early on, the Union used this initiative to move Ruger's Brigade forward to take the Kolb Farm area. Knipe's Union men moved forward to hold the ground between the farm and the cornfield while Robinson's men sent skirmishers into the cornfield and extended the lines to cover the rest of the battle area.

The Confederate plan to "storm forward" and take the farm and cornfield was stymied by the poor initiative rolls. Additionally, it didn't take long for the cornfield to catch fire and stalemate the center of the lines for a short while. Cook's and Trigg's Confederates moved forward to ENGAGE the Union line in hopes of taking the farm and driving a wedge between the Federal Brigades of Knipe and Robinson. Meanwhile, after the cornfield fire went out, Watkins moved forward once more to take the cornfield and also tried to pry the Federal Brigade of Robinson away from the rest of the Union line. On the right wing Shelley's Confederates extended to the right in order to flank the Union lines.

Both lines stabilized and the battle was fairly static as the Confederates were able to slowly gain the upper hand due to fortunate rolls on shooting. The DOUBLE SIX chart was in heavy use during the battle as volley after volley created chances for Generals to get hit. During the battle the Union lost two generals killed (Knipe on turn 2 or 3, and Ruger a few turns later) while the Confederates lost Col. Cook late in the battle. There was one other significant officer casualty that will be explained shortly...

As things wore on, Ruger's Union troops consolidated their hold on the farm and began to push back Cook's Confederates. Knipe's Federals suffered from some lucky CSA volleys and lost two regiments to morale failures after heavy casualties. Robinson's Federals were stretched more and more as they tried to cover more than half of the battle line. In time, Shelleys Confederates were able to work around the Union left wing and begin to cause the blue coats serious casualties. All the while, Watkins had been pressing his troops against he joint between the Federal Brigades of Knipe and Robinson - causing heavy losses to both.

Finally, at around 3:30 the casualties were too much for the Union troops. A last round of volleys was fired as we prepared to call the game at the time limit. A lucky shot from the troops in Watkins' Brigade against the NY Artillery in Knipe's Brigade managed to kill the Union commander, Alpheus Williams,and set off a series of Brigade Tests for all units on the Union side. Either two or three of the four Union Brigades failed and withdrew and that pretty much ended the battle. It compiling the "victory points" it was evident that the Confederates had won a nice tactical victory. 

In the end, the results seemed pretty fair as the Union troops had suffered under a continuing string of lucky shots from Confederate units. Some days the dice just favor one side or the other! Although I was focused on my Brigade area, I was commanding Trigg's men, I can recall a minimum of seven occasions when double sixes were rolled during shooting. In GaG that is a devastating shot that usually carries heavy morale penalties. I suspect that there were even more of those shots that I didn't see as I was busy trying not to run away! 

I had fun and I hope that some of the 6 other players did as well...

ACW Gaming Set Up

Here is the set up for our most recent ACW game played in 25mm with the Guns at Gettysburg rules. The scenario was "borrowed" from a scenario in Charge magazine written by Scott Monsour. I made some changes to troop ratings, added artillery to the CSA roster, and made some silly rules for the cornfield. The changes were to give the CSA a reasonable chance to achieve the victory objectives for the scenario.


Kolb’s Farm
22 June 1864

Federal Units
Portions of Federal XX and XXIII Corps

First Division Commanding: BG Alpheus S. Williams (?)
No ADC Available
Independent  Brigade - Col. P.D. Ross (?)
14 Kentucky
400 (20)
REGULAR
1st RATE SKIRMISH


1st Brigade  - BG Joseph F Knipe (AVERAGE)
5th Conn
400 (20)
REGULAR
1st RATE SKIRMISH
Artillery: 1st NY Light Art Battery I
3 x Mixed Guns Veteran
123rd NY
400 (20)
REGULAR
1st RATE SKIRMISH
141st NY
400 (20)
REGULAR
1st RATE SKIRMISH

2nd Brigade  - BG Thomas H Ruger (AVERAGE)
27th IN
400 (20)
REGULAR
2nd RATE SKIRMISH
Artillery: 1st NY Light Art Battery M
3 x Mixed Guns Veteran
2nd MA
400 (20)
REGULAR
2nd RATE SKIRMISH
13th NJ
400 (20)
REGULAR
2nd RATE SKIRMISH
107th NY
400 (20)
REGULAR
2nd RATE SKIRMISH
150th NY
400 (20)
REGULAR
2nd RATE SKIRMISH


3rd Brigade - Col. James S Robinson (?)
82nd ILL
400 (20)
REGULAR
1st RATE SKIRMISH
Artillery: 1st MI Light Art Battery I
3 x Mixed Guns Veteran
101st ILL
400 (20)
REGULAR
1st RATE SKIRMISH
45th NY
400 (20)
REGULAR
1st RATE SKIRMISH
142nd NY
400 (20)
REGULAR
1st RATE SKIRMISH
61st OH
400 (20)
REGULAR
1st RATE SKIRMISH
31st WI
400 (20)
REGULAR
1st RATE SKIRMISH


Cavalry Brigade - Col. Edward V. Lloyd (?)
2nd ILL
400 (20)
REGULAR










Kolb’s Farm
22 June 1864

Confederate Units
Portions of Hood’s Division

Commanding: MG Carter L Stevenson
1 ADC Available

Brown’s Infantry Brigade – Col. Edward Cook (?)
3 TN
400 (20)
VETERAN
1st RATE SKIRMISH
Neal’s Battery
2x Mixed Guns Veteran
18 TN
400 (20)
VETERAN
1st RATE SKIRMISH
26 TN
400 (20)
VETERAN
1st RATE SKIRMISH
32 TN
400 (20)
VETERAN
1st RATE SKIRMISH




45 TN Battalion
240 (12)
ELITE
1st RATE SKIRMISH

Reynold’s Infantry Brigade – Col. R.C. Trigg (?)
58 NC
400 (20)
VETERAN
2nd RATE SKIRMISH

60 NC
400 (20)
VETERAN
2nd RATE SKIRMISH
54 VA
400 (20)
ELITE
1st RATE SKIRMISH
63 VA
400 (20)
ELITE
1st RATE SKIRMISH

Cumming’s Infantry Brigade  - Col. E.P. Watkins (Excellent)
34 GA
400 (20)
VETERAN
1st RATE SKIRMISH
Donner’s Battery
3x Mixed Guns Veteran
36 GA
400 (20)
VETERAN
1st RATE SKIRMISH
39 GA
400 (20)
VETERAN
1st RATE SKIRMISH
56 GA
400 (20)
VETERAN
1st RATE SKIRMISH

Pettus’s Infantry Brigade - Col. C.M. Shelley (?)
20 AL
400 (20)
VETERAN
1st RATE SKIRMISH
Evan’s Battery
2x Mixed Guns Veteran
23 AL
400 (20)
VETERAN
1st RATE SKIRMISH
31 AL
400 (20)
VETERAN
1st RATE SKIRMISH
80 AL
400 (20)
VETERAN
1st RATE SKIRMISH

Cavalry Brigade - Col. Paul B. Simms (?)
Lane’s Cavalry Battalion
400 (20)
REGULAR








Kolb’s Farm – Prelude to the Battle of Kennesaw Mountain

BACKGROUND:
The Union Army under BG William Sherman has been steadily moving towards Atlanta while fighting inconclusive battles against the Confederates under Joseph Johnston. Johnston’s strategy has been to fight delaying actions in order to delay, deplete, and weary the Federal Army until the perfect situation presented itself. This delaying strategy has not sat well at all with BG John Bell Hood who sees himself as cut from the same cloth as Lee and Jackson. He believes that only through aggressive, all out, attacks can the South deal a strong enough blow that the Union would lose the will to fight. Hood has been lobbying for Johnston’s removal and has done as he pleased whenever he has not liked Johnston’s orders.

SITUATION:
Having encountered entrenched Confederates near Kennesaw Georgia, Sherman has decided to pin the Southerners in place and then try to flank them with Hookers XX Corps and Schofield’s XXIII Corps. Perceiving this flanking attempt, Johnston sends Hood’s Division to extend his lines and protect his left wing. Hood has taken this opportunity to launch an attack on the Federals as they move towards Marietta. What was supposed to be a Confederate defensive movement will become the scene of a ferocious attack on the Federal troops.

Federal Units set up first in whatever formations they wish. CSA units may then set up in any formations.

VICTORY CONDITIONS:
Generally speaking, this is a Confederate attack. The goal is to destroy a significant part of the Union army or, at least, to drive it back. Hood hopes to prove his mantra that victory comes from attacking – no matter the cost. For the Federals, this is a chance to inflict a heavy loss on a general of great fame and possibly flank the Confederate army in order to move on Atlanta.

1.       Control Powder Springs Road exit point on Federal board edge – 25 points
2.       Control Powder Springs Road exit point on Confederate board edge – 25 points
3.       Control Kolb Farm – 10 points
4.       Hold Cornfield – 10 points
5.       Hold South Woods – 10 points
6.       Kill, capture, or rout 33% to 49% of enemy units (not counting artillery) – 25 points
7.       Kill, capture, or rout 50% or more of enemy units (not counting artillery) – 40 points
8.       Kill or capture enemy commanders – 10 points
9.       Kill or capture enemy CiC – 20 points
10.   Capture enemy colors – 5 points
11.   Capture, Destroy, or Rout enemy regiment – 2 points



Design Notes:
Although the general situation portrayed is taken from a real battle, I have taken more than a few liberties in “tweaking” things in an attempt to make the game more balanced and interesting. If you compare the scenario portrayed here with the historical facts… they won’t necessarily match up! Forgive me…



SPECIAL NOTES:
1.       We will use a modified version of the Divisional Redeployment March (rule 14.16) as our Tactical March. Any BRIGADE may move 24” provided that they remain more than 24” away from ANY enemy unit for the entire move. The Marching Brigade must have all of its units in March Columns and on MOVE orders.
2.       Skirmish lines MUST have a minimum of 3 inches between figure bases; otherwise it is counted as Extended Line. Exception: If a stand cannot sit on a terrain piece then it may be closer than 3 inches to an adjoining stand but it must be made clear of the intent. This rule is being enforced to maintain ground scale and spacing.
3.       Special Command Rules: If a commander falls in battle, and there is no other officer available, then replace him with a Colonel who happens to turn up at the right moment. That Colonel is named Poore and he is rated… (you guessed it!!) as POOR.


Terrain FAQ:
Woods – Classed as Good Terrain for movement. They should be a bit more difficult to move through but we would like to actually finish this game.

Cornfield – Classed as Good Terrain for movement. Visibility is 3 inches when in cornfield. 6 rounds of shooting will “blow down” the field (if a USA and CSA unit fire at each other that counts as 2 rounds against the corn). ANY shot by, or against, a unit IN the cornfield that is a roll of doubles will set the cornfield afire. All units must evacuate the field next move. Any unit laying down or suffering from a morale failure must make a DISPERSAL ROLL. If they pass, they retreat.  Artillery may not shoot over the field while the corn still stands.

Streams – Classed as Difficult Terrain. Classed as Good Terrain where roads cross a stream.

Kolb Farm – This small farm can hold only 12 figures and counts as -1 Light Cover.







Pictures