Not Just Old School Wargaming has the most magnificent After Action Report from the 1:3 (yes you read that right 1 to 3) scale game that was run for the 200th anniversary of Waterloo.
The full AAR has even more photos and links to the rules system that the lads used to run the game.
Here are a few eye candy samples:
Wednesday, April 19, 2017
Thursday, March 30, 2017
Going to a show or convention with purpose
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not just random happenstance |
Now I shall reveal some of my own thoughts and observations on the matter.
Going to a show with no plan to at least play in one particular game is asking the event to find you something in serendipity. While this can be fun and I certainly have done this in the past, I could not recommend this now, for I have to ration the time and resources (especially funds) that I put towards these events.
That means that I shall go with a particular purpose in mind.
The principle reason for going to a show for me is to get into or host a game that I cannot be part of in any way at home. If I could run the same game at my kitchen table or friend's basement I just do not see the reason to waste the time and effort of moving out all the minis and terrain and other bits and bobs when I could just as easily pick up the phone and have the game on in 20 minutes or less at home.
This means that the game(s) typically are larger in number of players or deeper into a subject battle or campaign era than I could normally do at home. This most often involves more players than I can comfortably host at the home or friend's table(s).
For a while this meant that I really was not much motivated at all to go to shows since Jeff had an awesome setup where four to six players could easily take part, indeed we often did from 2008-12.
For my own part, in the past, I can recall really great games hosted by Kelly Jones at Salute and at Dak-Kon - a massive 1813 Hanau battle with 7 players on a 16'x9' table and so many Pirate and ole west town battles that the gun-smoke could hardly clear before the next 8 players were at the table ready to go again.
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Hundred Days Map that players will have |
I plan to have skirmish battles on Friday, when the kibitzing and talking tend to have higher priority then roll into larger tabletop actions on Saturday when the players tend to want more serious action.
May your next game have a full slate of players! Game on!
Friday, March 10, 2017
Warr Without An Enemie - pickup game
There came the occasion to present the English Civil War to a new player via the Warr Without An Enemie rules set.
So I pulled out the rule-book about 30 minutes before he would arrive and rolled up the two forces, we then diced using the tabletop generation system from SHAKO for the European continent.
This set up a few woods, hills and a towne to conflict for and about.
As this was a pickup game and a first for my opponent, I let him choose the side he wanted and took on the other, as it turns out I ended up commanding Royalists.
So we had at it.
I learned that dragoons well situated in a collection of buildings are very nearly impregnable as only another troop of dragoons are the only ones that could really break them up.
In the early going the Parliament sought to run a column of pike and shotte into the town, which were promptly cut to ribbons.
A couple of turns later the Parliament had decided to press with horse.
There was much interest in the subject matter and the models and we may have found the right sort of scale of action for my opponent's interest. He has stated he wants to do another game, soon.
So I pulled out the rule-book about 30 minutes before he would arrive and rolled up the two forces, we then diced using the tabletop generation system from SHAKO for the European continent.
This set up a few woods, hills and a towne to conflict for and about.
As this was a pickup game and a first for my opponent, I let him choose the side he wanted and took on the other, as it turns out I ended up commanding Royalists.
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battlefield layout, Royalists to the left and Parliament to the right |
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Parliamentary lines |
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Royalists at the ready (yes I know most of my troops are actually Parliamentary save for the Welsh at the moment) |
So we had at it.
I learned that dragoons well situated in a collection of buildings are very nearly impregnable as only another troop of dragoons are the only ones that could really break them up.
In the early going the Parliament sought to run a column of pike and shotte into the town, which were promptly cut to ribbons.
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Lines in turn 2 |
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sakers were loud on both sides |
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though mostly they were much ado about nothing |
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by turn 4 there was a horse tangle-brawl brewing |
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while in the town the dragoons were hard at it |
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the Royalist foote were holding, waiting for the right moment to move forward |
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the horse were bouncing each other back and forth ... |
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My opponent needed to depart on a work call so the game had to be called. |
Thursday, March 09, 2017
Alpian Wars returns to Library
The game was actually played in February, however work and family needs have kept me from posting much about this game.
The Victory Without Quarter rules set was again used, and why not since the deck is well prepared to run the fun with this whimsy game.
The colorful miniatures painted by the late Jeff Hudelson were out on full display and straining action.
Once again it was Vile Stagonia vs. Noble Alpia.
Sadly Alpia did not send out their best commanders, they had an average CiC, with a buffoon and elite wing commanders. While only average commanders were on the field for Stagonia.
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Knights Charge in deck 5 |
The colorful miniatures painted by the late Jeff Hudelson were out on full display and straining action.
Once again it was Vile Stagonia vs. Noble Alpia.
Sadly Alpia did not send out their best commanders, they had an average CiC, with a buffoon and elite wing commanders. While only average commanders were on the field for Stagonia.
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Deck two and the troops just get into motion. |
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By deck 3 there were more close contacts. |
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Vile Stagonian Knights were truly vile in victory over many foote formations. |
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By deck 7 there were fewer troops on both sides, though Stagonia held the advantage. |
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In deck 10 there was a moment of hope for Alpia, then it was dashed when the buffoon commander decided to retire from the battle. |
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Vile Stagonian foote then delivered the crushing blow to the disordered remnants of the Alpian army. |
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Vile Stagonian horsemen did hit hard, yet their casualties were too high and they ended up withdrawing from the field. |
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Vile Stagonian foote won this day with a crash from their firelocks. |
Again Vile Stagonia was triumphant!
Monday, February 20, 2017
Convention / Show Purpose and/or efforts?
Questions for you dear reader.
What purpose to you see in the 'playable' games at the games conventions or shows?
Why do you attend these conventions or shows?
Why do you put on the game demonstration (not the static or non-participatory games) at these conventions or shows?
Clearly for those who operate a store or game shop there is a method to the putting on of a game demonstration = to expose more folks to your product line(s).
I am asking for the hobby enthusiast.
Why?
I plan to give my own views in a week or so as I mull over my own proposed demonstration game(s).
Give your answers, as detailed as you like in the comments section, thank you.
What purpose to you see in the 'playable' games at the games conventions or shows?
Why do you attend these conventions or shows?
Why do you put on the game demonstration (not the static or non-participatory games) at these conventions or shows?
Clearly for those who operate a store or game shop there is a method to the putting on of a game demonstration = to expose more folks to your product line(s).
I am asking for the hobby enthusiast.
Why?
I plan to give my own views in a week or so as I mull over my own proposed demonstration game(s).
Give your answers, as detailed as you like in the comments section, thank you.
Thursday, January 26, 2017
Skirmish Series - Anglo-Dutch vs French: Campaign of Hundred Days
As part of the ongoing Campaign of Hundred Days there was a skirmish series called for, to both position the 'front line' at midnight on 15th June 1815 (fictional) and gather important data about enemy troop movements and formations.
This time it was the Brigades of Merlen and Grant that were facing off against de Hubert.
Game 1: Anglo-Dutch WIN
Game 2: Anglo-Dutch WIN
Game 3: French WIN
Game 4: Anglo-Dutch WIN
Leading 3-1 the Anglo-Dutch appeared to be on their way to an epic victory...
The French moved en-mass to quickly eliminate the Anglo 15th Hussars in Game 5, it was all over by turn 2 (very rare).
Game 5: French WIN
Undaunted and still only needing one more victory the Anglo-Dutch kept at their harrowing of the French in Game 6. This time the battles lasted longer ...
The effort was great and lasted till turn 4 (more normal) and yet still the French managed to keep the field!
Game 6: French WIN
A titanic struggle was now in the offering as the Anglo-Dutch skirmish cavalry was being pushed back further and further towards their own hastily forming lines. A final skirmish was fought out in the twilight of the 15th of June.
The battle devolved down to the detachment commanders facing off against each other and it took till turn eight (8) to finally end the match, the better skilled French Veteran finally prevailed over the brave and determined Belgians.
Game 7: French WIN
Final score French 4 :: Anglo-Dutch 3
Now the French will learn more of what is going on in the Anglo-Dutch lines of battle as night descends on the Belgian countryside.
This time it was the Brigades of Merlen and Grant that were facing off against de Hubert.
Game 1: Anglo-Dutch WIN
Game 2: Anglo-Dutch WIN
Game 3: French WIN
Game 4: Anglo-Dutch WIN
Leading 3-1 the Anglo-Dutch appeared to be on their way to an epic victory...
Game 5 crushing moment |
Game 5: French WIN
Undaunted and still only needing one more victory the Anglo-Dutch kept at their harrowing of the French in Game 6. This time the battles lasted longer ...
Stand out moment in Game 6 as the 5th Belgian Light Dragoons shatter a formation of the 1st Chasseurs |
Game 6: French WIN
A titanic struggle was now in the offering as the Anglo-Dutch skirmish cavalry was being pushed back further and further towards their own hastily forming lines. A final skirmish was fought out in the twilight of the 15th of June.
Once again it was the 5th Belgian Light Dragoons that were overcoming the better drilled veteran French 1st Chasseurs |
Game 7: French WIN
Final score French 4 :: Anglo-Dutch 3
Now the French will learn more of what is going on in the Anglo-Dutch lines of battle as night descends on the Belgian countryside.
Thursday, December 29, 2016
REBELLION - Board Game
I had the occasion to want to see, handle and possibly use the pieces; particularly the space ships, from the new REBELLION board game. In seeking access to the pieces I found that it was cheaper to order the full game than to just get a sample of the pieces.
Once the game arrived I was pleasantly surprised by the quality of the total product.
I then resolved to play out a few games and see what potential the system had.
This Thursday we had a bring and play day at our library games space, so I announced to one and all that the game would be out and they could have access for a busy four player game.
A fun game to play and because of the card mechanics and flexibility of the system no two games will ever really play out the same way.
Once the game arrived I was pleasantly surprised by the quality of the total product.
I then resolved to play out a few games and see what potential the system had.
This Thursday we had a bring and play day at our library games space, so I announced to one and all that the game would be out and they could have access for a busy four player game.
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the board fully laid out takes up the better part of a 3x6 table |
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control cards and simple logos make the game fast to learn and play |
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card driven mechanics allow for a cinematic experience while the map forces some physical reality onto the game players |
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the models include 'under construction' death star and all the big Rebel and Imperial ships |
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this game featured a destruction of the Rebel base and an Empire victory! |
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game mechanics include such things as taking Rebels prisoner |
Rise of Rome - DBA demo games
This past Wednesday was an opportunity to share my 15mm ancients collection with full terrain and put on a six army show.
I had resolved that were my 15mm minis not put into action this year that my need for them had gone and it was time to move them onto a new, more active owner.
Thus it became imperative after I discovered that there was at least one other game player that was interested in the period and wanted to learn the DBA game system.
So for our first of three 'holiday bring and play' game days I was able to put on a show of this Rise of Rome game system.
I managed to have six active players that threw themselves into the concept of the era and slammed into battle at ROME twice in the Spring move!
There was at least enough interest to keep the15mm set intact and to potentially see it in action again.
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Legion Italica |
Thus it became imperative after I discovered that there was at least one other game player that was interested in the period and wanted to learn the DBA game system.
So for our first of three 'holiday bring and play' game days I was able to put on a show of this Rise of Rome game system.
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campaign map, as seen at start of Spring year 1 |
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six full armies ready for action |
I managed to have six active players that threw themselves into the concept of the era and slammed into battle at ROME twice in the Spring move!
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The main battle featured a potential five players with armies or contingents, only four managed to get onto the field of battle yet the tension was measurable. |
There was at least enough interest to keep the15mm set intact and to potentially see it in action again.
Sunday, December 11, 2016
Hundred Days Campaign Battle of Ath
The Campaign of the Hundred Days has begun last month, with a set of moves on the morning of 15 June 1815 (fictional). Players in the 'map campaign' are spread from Australia to UK and North America. We actually had one of the active players commanding in person as Ney!
This battle came in the afternoon of 15 June 1815 (fictional) and features Grouchy commanding a French Corps at the Belgian town of Ath.
Outnumbered in foot and artillery by 1.5:1 while having a Cavalry advantage to put up against the French, Baron Chasse was going to have to hold the river crossing for at least six hours before more Dutch-Belgian troops or Anglo-Dutch Allied troops could arrive.
The Belgians had been pushed back earlier in the day from Leuze, and now Baron Chasse had determined that this river crossing at Ath would be the first stand off point to halt the French attack towards Brussels.
The Belgian commander further directed that the retreating light cavalry of Ghingy would stand on the west side of the river to the north, while more light cavalry of Hannoverian commander Estorff would screen the road that the IV French Army Corps would be advancing on.
The foot division would be arrayed on as wide a front as possible along the river near the town, while Dutch Carabinier Squadrons of Trip van Zoudtlandt were moved from the south east to the north flank of the town.
Upon seeing the defenses Marshal Grouchy directed that the French 7th Light Cavalry were to take up massing on the French left, while the two artillery armed Divisions were to line up facing the Dutch, while the foot only Division took up position as a Corps reserve.
Within the first 1/2 hour artillery of the French had wreaked havoc on the Hanoverian and Dutch Light horse.
Then suddenly the French artillery 'luck' vanished ... where there was an opportunity to obliterate the Hanoverians, not a single gun hit. Where the Dutch light horse could have been forced off the battlefield by artillery alone, again not a single hit.
While the Dutch could not strike into the French, they did gain time to recover their breath after the early losses.
Now the horse forces were committed, and the Dutch had no other reserves to call upon. Down by a score of 5-1 the Dutch must get some French Battalions or Squadrons to flee the field.
With their lead suddenly cut to 5:4 now Marshal Grouchy was pressing for the 7th Light Cavalry Division to cross the river and hammer at the Dutch Heavy Horse with artillery ... only 4 more losses would win the day for either side right now!
The French were pressing hard in all sectors, when a series of small victories by Dutch Jagers and then the Hanoverian horse turned the whole battle upside down.
Doom moment for the French.
At the start of the turn, Dutch artillery broke a battalion that was covering the Corps Artillery, leaving three batteries exposed in front of the Duke of Cumbeland's Hussars.
Then with a parallel charge, the Hanoverian Prince Regent's Hussars hit a French infantry battalion in column, they failed to form 'hasty square'.
This was critical, for the column was right in front of Marshal Grouchy's command HQ.
The Hanoverian Prince Regent's Hussar, then charged right through the army HQ, IV Corps had no more command as they had scattered in the face of this charge. 12th Division had suffered 1/3 casualties and also failed a morale roll, Pécheux was now at 'Desperation Morale'. 7th Light Cavalry had still not been able to hit any targets across the river.
Butchers Bill:
French lost 13th Division, IV Corps Artillery and part of 12th Division foot and artillery, minor losses in 7th Light Cavalry. The survivors of 13th Div will re-form with 12th Div to keep 12th Div at full strength.
Dutch lost Ghingy's Brigade of Dutch Light Dragoons and all artillery associated, one squadron of Light Dragoons escaped and will join the triumphant Hanoverians to keep them at full strength.
Dutch Victors:
Defeated French Survivors
Next up will be a series of game days at the library ... looking like some sort of minis games will take place in late December.
This battle came in the afternoon of 15 June 1815 (fictional) and features Grouchy commanding a French Corps at the Belgian town of Ath.
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French Marshal Grouchy at Ath |
Outnumbered in foot and artillery by 1.5:1 while having a Cavalry advantage to put up against the French, Baron Chasse was going to have to hold the river crossing for at least six hours before more Dutch-Belgian troops or Anglo-Dutch Allied troops could arrive.
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Belgian Baron Chasse at Ath |
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table at layout point of 14h00 |
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Dutch-Belgian forces deployed |
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Infantry along the river, with Chasse and Trip behind |
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Bridge at Ath defended in force |
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massed batteries of the Corps and 12th Division |
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Vichery's 13th Division was in open order on the French right, ordered to ready for the expected cavalry charge(s) |
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The table at the start, with all the troops neatly arranged |
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Hanoverian Hussars (seen to the left of the river on the right foreground) are scattered and disrupted from artillery and failed charges into French squares (seen on the left foreground) |
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French artillery were deadly accurate in early action |
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Dutch light horse make forlorne hope charges into French horse and foot |
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a Dutch battery of light guns was over-run by French Dragoons |
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Baron Chasse and the Dutch Carabinieers |
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a small hillock was in front of 12th Division, here we see where the Dutch horse was delayed by Voltiguers while Dragoons prepare to assault the light horsemen |
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Dutch horse artillery fired with some effect early on |
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Hanoverian horse were looking in terrible shape from the early bombardment |
Then suddenly the French artillery 'luck' vanished ... where there was an opportunity to obliterate the Hanoverians, not a single gun hit. Where the Dutch light horse could have been forced off the battlefield by artillery alone, again not a single hit.
While the Dutch could not strike into the French, they did gain time to recover their breath after the early losses.
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field at 15h00 |
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Hanoverian Horse get a chance to re-organize |
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13th Division taking hits from the distant Dutch artillery |
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battle looking good for Grouchy, who has now ordered the 7th Light Cavalry to assault on the left flank |
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view down the French lines looking north towards the 7th Light Cavalry Division |
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French Dragoons rest at the maximum range from Cavalry HQ (18" in SHAKO II) |
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Though still holding, the range of the French horse made their attacks inevitable |
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Likewise, once the French moved forward the Dutch Carabinier would be responding |
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Baron Chasse and the Dutch heavies |
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Dutch HQ at Ath, Chasse is informed of the loss of the Dutch light horse and orders the Carabinier to cover the left flank and the other river crossing |
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Field of action at 15h30 (click to view a larger image) |
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fully recovered now the Hanoverian Light Horse were ready to attack |
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their attack shattered a battalion of the 13th Division (that was covering an artillery battery) |
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Dutch heavy cavalry now re-deploy to cover the river crossing in the north |
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Dutch Jager forces make ready to exchange with French Voltigeurs across the river |
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the whole French line rolls forward |
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Colonel Albrecht von Estorff steadies his men for another charge into the French |
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High point of action 15h00 now the French 13th Division had failed morale and fled! |
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A huge gap on the French right, with 13th Div gone, now 12th Div must re-set to cover the guns |
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The Duke of Cumberland's Hussars move to threaten the center |
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Dutch line and French Voltigeur are exchanging fire over the river |
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7th Light Cavalry are making ready to deploy horse guns |
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12th Division moves to get artillery on the hilltop |
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while at the gun line 12th Div battalions are struggling under constant artillery fire from Dutch guns across the river |
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Forced to make the entire French advance work, 12th Division commander Baron Marc-Nicolas-Louis Pécheux surveys the hilltop, oblivious to the approaching Hannoverian cavalry danger ... |
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Dutch Carabinier again drive back French Dragoons |
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now Dutch artillery on the far left have no targets, so Chasse's ADC (blue horseman) delivers the orders to move the full battery to the center in order to support the Carabinier squadrons. |
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turning point 16h30 |
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scene of the carnage just before the attack |
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Dutch Artillery limbered up to move |
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Dutch Jagers and French Voltiguers trade more shot across the river |
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Advancing over the ground strewn with dead Dutch light horse |
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The Dutch Jagers with a lucky hit manage to silence 1/2 the French horse guns, permitting the Dutch Carabineer to again throw back French Dragoons |
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Trip's entire Brigade of Carabineers |
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The ill-fated French column marching hard to the right flank to cover the hole left by 13th Division's hasty retreat |
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Great picture on the hill |
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looking down the river to the northwest at the active artillery and infantry, with the horse facing off at the river crossing ... |
At the start of the turn, Dutch artillery broke a battalion that was covering the Corps Artillery, leaving three batteries exposed in front of the Duke of Cumbeland's Hussars.
Then with a parallel charge, the Hanoverian Prince Regent's Hussars hit a French infantry battalion in column, they failed to form 'hasty square'.
This was critical, for the column was right in front of Marshal Grouchy's command HQ.
The Hanoverian Prince Regent's Hussar, then charged right through the army HQ, IV Corps had no more command as they had scattered in the face of this charge. 12th Division had suffered 1/3 casualties and also failed a morale roll, Pécheux was now at 'Desperation Morale'. 7th Light Cavalry had still not been able to hit any targets across the river.
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field at the critical moment 16h45 after this time the French were in full retreat |
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Hero of the hour Colonel Albrecht von Estorff of the 1st Hanoverian Brigade |
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Prince Regent's Hussars slam into the ADC's and HQ of Marshal Grouchy |
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Duke of Cumberland's Hussars shatter IV Corps heavy artillery |
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7th Light Cavalry continued to be disrupted by Dutch Heavy Cavalry |
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Maurin was simply unable to get across the river in time. |
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the meat-grinder on the hilltop |
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French Voltiguers at the tip of 12th Division |
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Dutch artillery was moving to get more shots in later, as it was the French were fleeing before these guns could re-position |
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Gap left in the Dutch line at the river from the guns moving |
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More of Estorff who could boast of 18 guns captured this day! |
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Prince Regent's Hussars at the height of their prestige |
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Duke of Cumberland Hussars as viewed by 14th Division commander, who would now have to form a rear-guard and permit the French to escape this rapidly devolving situation! |
Butchers Bill:
French lost 13th Division, IV Corps Artillery and part of 12th Division foot and artillery, minor losses in 7th Light Cavalry. The survivors of 13th Div will re-form with 12th Div to keep 12th Div at full strength.
Dutch lost Ghingy's Brigade of Dutch Light Dragoons and all artillery associated, one squadron of Light Dragoons escaped and will join the triumphant Hanoverians to keep them at full strength.
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Battle Hero Colonel Albrecht von Estorff of the 1st Hanoverian Brigade |
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Dutch-Belgian & Hanoverian Victors |
Defeated French Survivors
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7th Light Cavalry Division |
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Grouchy and the survivors of IV Corps |
Next up will be a series of game days at the library ... looking like some sort of minis games will take place in late December.
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