Wednesday, March 07, 2012

Vimeiro (2nd Run)

On March 5, I had the opportunity to set up a game of SHAKO in a local mall.

I chose to do this as there was a teacher's strike on and there could be some foot traffic to take note of the game.

Sadly (for me) the weather was fine, cold yet sunny. This meant that not many would want to come indoors. At least I had a spot under the skylight and was in sunny comfort most of the day.

There were some dozen or so curious onlookers through the day, I was happy when a couple of 8-12 year old boys decided to look and ask many questions. Within 15 minutes they had taken over command of the Anglo-Allied command and we continued to a time limit conclusion.


I had set up the Anglo forces in historical pattern, with a small variation for the artillery and Beresford's 5th Brigade, that was spread across the Ventosa plateau.



Beresfords' divided Brigade can be seen atop the hill in the distance, with Brenier's 1st Brigade in the Foreground, looking from the French left into the Anglo left across the field.



Here can be seen the artillery supporting role that Beresford's men took on.




The Anglo right flank, Vimeiro in the center, and distant behind the lines are the Portuguese (yes I am using a mix of others to fill in the role) and on his white horse is Wellseley.



Immediately the Anglo weak left is seen as the place of critical need. The Portuguese are at once dispatched to cover that flank.

The fire exchanges on the French left were going very well for the British and the brigade was forced to test morale, they only just converted to defense mode and held their ground.



In the center, Beresford was forced to flee with his men as half of them were crushed in Ventosa, while the regiment covering the guns was overrun and the guns taken by two columns of French Line Infantry ... the Grenadier Division had not been activated yet, it can be seen on the French start line.



Still the French Cavalry had not yet arrived, so the Anglo forces had a chance to throw off the French...

The boys had come in during turn two and we did two turns while they were in command.

They took the situation well and we came up on the clock as time limited us from running more than the 4th turn. The French Cavalry had not yet arrived, though the French Grenadiers had not been employed yet either. We agreed that it would be a close game if the cavalry did not arrive, if it did come then the allied lines were doomed.

Sunday, March 04, 2012

Double Games Day!

Due to a teacher's job action here in British Columbia, I shall be doing a two-day Miniatures Games run at the {EDIT} Campbell River Common Mall on Ironwood Street & 16th Avenue.

The miniatures storage tower is now set for SHAKO doing most of Vimeiro on Monday the 5th and, depending on interest and who the participants are a simple 'meeting engagement' with the same troops on Tuesday the 6th.

Plenty of pictures to come and we shall see what interest can be found ...

{post was edited a few hours later as the Tidemark Theater location had been canceled}

Thursday, February 23, 2012

New Painting in progress ...



New tool needed.



My eyes are not as good at close in focus as they used to be, so now I find I must use glasses to read and to do the painting works.

There be dragons and some Star Wars characters here to be painted.

Must have the Dragons done by the end of February.

Sunday, February 12, 2012

Fast Play Grand Armee Battle of Gorodetschna

One Week ago I launched into examining the Fast Play Grand Armee rules in detail with some troops and a historical battle from 1812, Gorodetschna was the one active engagement between the Austrians and Russians during the 1812 campaign of Napoleon.

For FPGA I am impressed enough with the system to give it another go for certain.

I liked the speedy flow of the turn with strategic decisions coming for the commanders right away. Each turn the commanders are called upon to roll 'command dice' and they may use these to command troops or influence outcomes of things like initiative or morale of the troops around them. The 'initiative' die roll has more influence than might be brought to mind.

Other items I like from the FPGA are the 'pulses' system that makes each turn have an unpredictable amount of movements in it, the turns are still even in that each player may have opportunity to move within the rules - and - both sides do not know if this 'pulse' will be the end of turn or not... This makes the decision making process more complicated and introduces potential for unexpected.

The commands are not 'instantly' under control and they may make unexpected actions, the commander may influence these by using the 'command dice' that are rolled for at the start of each turn, and there are still many instances that loss of command or unexpected actions may happen. In the Gorodetschna battle that I did, these unexpected actions did happen, some that went well for the side that had them come up and some that did not.

In my battle I started with the positions of the troops as identified here.

The opening map ended up looking like this. Once again I was able to bring my sky-cloth into action for backdrop of the pictures.

As I was running the game solo, I chose to follow the general historical plans of the two commanders. The Austrians were deployed second with more freedom to re-deploy as I had rated Schwarzenberg as a 3 CD (Command Dice) leader and the Russian Tormassov as a 2 CD commander.

Straight way things changed from history, first the battle started at "Late Afternoon" meaning that only 2 full 'turns' would happen before the end of the day ... I had thought this would make for a near historical 2-day battle, though I did see that the Austrians would have to push hard to get into a flanking position on the Russian Columns.

Next the Russians had the ultimate in bad luck ... Tormassov rolled a "2" (snake eyes) for his CDs. This meant that I would have to use the wing commanders to 'grab the lapels' of their subordinates to get the columns moving. And grab them they did over the course of the day.

The Austrians chose to screen off the powerful artillery and massed columns with two mixed divisions and shift all the others to the west in order to cross the river and move into the Russian Left.
The Mixed Brigades used by the Austrians mainly, were a great benefit here as they had superior skirmishing ability and this had the effect of breaking up the Russian brigades that they were used against. Here the first lesson of FPGA came into understanding. If you win the initiative you get to use skirmishers ... if you do not, then you do not. The early success of the Austrians here was critical in permitting them the movement time, as the skirmishers held off the head of the Russian column. Without the initiative advantage the Austrians would not have been able to do their re-positioning without greater screening forces.

Then the Cavalry broke out into the flank ... here I think I may have missed some of the Russian opportunity to disengage from the conflict, however had they done so then the flank would likely have collapsed completely. As it was, due to the lack of CDs for the Russians the flank was forced to stand still for the most part. While the Austrian Cavalry then artillery started to move into the open space available.

Schwarzenberg did not get everything to go his way though, for even with initiative, the distance to the flank was beyond his command range (20") and this cut the CDs that could be sent to the flank, thus with the low dice roll the flank commander,von Funck, was obliged to simply stand still and "Hold" while at least his artillery could drive forward his Division could not.

Now the FPGA 'pulse' system came into action, the first turn ended with only one pulse. This was good for the Austrian flank screening forces as I was forced to use the Division commander on the extreme flank and abandon 1/2 of his command in the swampy ground at nearly point blank range to the massed Russian guns.

The second turn was just as bad as the first for Tormassov as he rolled another snake eyes for CDs

Once again the Austrians were able to use their skirmish power, while the Russians were not, then in movement again the Austrians were free to roam while the "grabbing of lapels" was needed by Russian wing commanders. All I can say is that I was glad to have some extra Russian commanders that had 'superiority' and could do the work of keeping the column moving, for without them the battle would have been lost long before even getting to the shooting parts!

Speaking of shooing, I finally got into the action with Frimont's division of cavalry, I saw that a way must be cleared or there would never be room to deploy the Austrian column, while the Saxons could break out on the far flank there would just not be room for both if the Russians under Lambert were free to roam, so I threw in everyone including Frimont to get the job done fast. FPGA has rules for including command ability and accounting for the commanders risking their lives. In this case the Russians were only pushed back and it cost Frimont his life!

Lambert then counter attacked, I also threw Lambert in here to motivate the attack, I shall admit to missing the opportunity for the Austrian cavalry to evade (as I did not make that choice), presumably they could have fled from the Russian Cavalry before becoming embroiled then having Russian Infantry press into the flank of that mass of cavalry fighting.

Meanwhile the 'grabbing of lapels' continued as this turn was to have a second 'pulse', this time the Russians had no CDs left and again I was thankful for the extra Wing Commanders, sadly one of these commanders went off his head (or so I thought at the time) and flew into a rage (rolling 12 for his command = ATTACK). Suddenly I had to throw three brigades forward as fast as possible towards a line of Austrian Artillery that was getting set up! It was a bold move, as the next turn was to tell. The troops were too far away to reach the gun line, yet the move had let them close to point blank range on the guns ... if there was another pulse ...

Unfortunately for the Russians there was not to be another pulse, at least the CDs for Tormassov came up a more normal "8" and the Austrians only got "9" so the final turn of the day (#7 in a summer time frame) was going to be very close indeed.

Both commanders used all their CDs in the first pulse, wanting to make certain to get the job done now if at all possible!


I had deployed one Russian Division on the riverbank and maneuvered the batteries to take action where the Austrians were crossing. I did miss one section of FPGA where if a brigade is out of command range they may not fire and are 'vulnerable' ... I think the Austrian flank force would have moved in to assault this covering force upon seeing the troops moving in such an uncertain way...

Austrian command was not going all swimmingly either ... Some of their forces were not getting across the river with the support needed.

While the more mobile, well suddenly more, Russians were able to break into the extreme flank with dragoons.

Now is when the rush move of the Russian commander "grabbing the lapels" of the earlier turn proved the worth. The brigades had taken casualties, however due to the sudden immobility (due to the low roll of the Austrian Division commander) these Russians then raced forward and charged the now unsupported guns. While one battery escaped the other two were not so lucky. The one moment of hesitation (the 'hold' from the Austrian commander) combined with the earlier (apparently mad) attack order from the Russian Wing commander had brought this opportunity about, something that could not have been really planned. While I was at first unhappy about each part, upon review I found them both very plausible.

Now the battle turned a most interesting corner, again there were more than one 'pulse' to the turn. This time neither commander had any remaining CDs ... so what was to come would be more open to the luck of the subordinate commanders. By now the Russians had broken out the Wing Commanders, so 'grabbing the lapels' would not happen.



Still the Austrian flank force was held in place, holding up nearly twice the number of Russians on the opposite side of the river.

Now the battle line, as had happened on the second day of the historical battle could be seen, the difference was that the Austrians were not fully deployed and they had lost 2/3rds of their artillery. The Saxons under Reynier had managed to push into the Russian left flank, they were not unchallenged now though...


For Schwarzenberg, the situation was grim. There were no reserves to keep pushing forward and there nw existed the risk that a Russian Division could break across the river on his far right flank.

This final turn was to have one more 'pulse' and incredible three in a row, where artillery would start to take a great toll, for now both lines had batteries in position to punish each other ... what a fantastic nearly night-time barrage this would have been!



This third 'pulse' meant more movement without help from commanders CDs to get effective control. Thankfully neither of the 'flank' covering forces rolled the wild high dice.



The Austrians were close to their morale level and not interested in closing to combat, so the barrage was all they took action on. For the Russians, the leading divisions were badly mauled and they too were not keen to loose too many more men, late in the day there was good chance to get a great effect on a second day so the artillery barrage was all that was done.

There were no more pulses, yet the damage was done, for the last move of the day called for one more army break check, this time BOTH SIDES failed. The Austrians failed by a larger margin than the Russians for certain, yet they would both withdraw from the field. For this re-fight of Gorodetchna, only the 30th of July was needed to end the battle and the losses to the Austrians were truly painful at 3 Cavalry Brigades, One Mixed and One Infantry Brigade and two heavy batteries destroyed; while the Russians would have only lost one Cavalry Brigade and one heavy battery. Ultimately there were many infantry losses (in the taking of the Austrian batteries) though no battalions were broken.



Tactically the battle was a draw, in the strategic situation the Austrians were definitely the looser.

I can certainly see the appeal of handling forces in this way, the Brigade is much more the smallest unit that an army commander would care about ... training would take care of the rest, such things like squares and mixed formations in action. I can see me running more games using this system and having some 6mm troops on the stands would make the 'look' even better.

Sunday, February 05, 2012

Battle of Gorodetchna


First bulletin:

This was a first go with Fast Play Grande Armee rules and as such I may have messed up a few items on the first turn, particularly with the 'pulses' system.

As a first time using the system it also took longer than if I were to do a SHAKO game. Though there is no way to do SHAKO really at this scale of operation (yes I know that there are large battle rules ... they do not do justice to the grand tactical elements as I view them).

I shall be doing a full report tomorrow night, for now I wish to say that I like the rules as they contain many elements that are both freeing for players yet still keeping them 'restricted' in their options should the circumstances called for the restricting come about on the tabletop.

Friday, January 20, 2012

Speedy Conversion

This is one part of the minis system that I devised that I had hoped to take more advantage of sooner.



Now, though, I have found a new game system that I will take some time to examine closely.

I have switched over my 25mm Napoleonic minis onto bases for Fast Play Grand Armee.

It only took a few minutes to change them over once I had sorted out the commands and what numbers needed to be on what sized base.

Just as I did with Jeff's Tricorne Wars rules this conversion was fast and painless.

I am continuing to like the whole idea of *NOT* fixing the men onto the movement bases by gluing them on. The flexibility of the sheet steel, magnets and grass paper shows through again.

Now I must make the labels for the units in a Battle of Gorodetchna tabletop game I have planned for sometime in the next two weeks.

I have also been examining the painting plans for 2012:

Napoleonics:
Russians 100 more infantry in 25mm to permit me to have two full Divisions in Shako
Austrians (yes I am replacing the ones I sold last year) 68 Infantry and 12 Cavalry for a small command in Shako
French 68 Infantry to be done in the 1810-12 "White" uniforms - Yes there were French Troops in white, Bonaparte liked the Austrian uniforms, thought the looked smart on parade, then learned why their morale had so many problems during some combats in Russia. Blood really stands out on a white uniform, you can see it for 1000's of yards...

I am also in the process o acquiring some 400 minis that I will be painting for commercial sale at a local collector store in the Comox Valley, they will be from various science fiction genres like Dr. Who, Star Trek and Star Wars.

Saturday, January 14, 2012

Plans de SIO AAR

A battle by Proxy for Defiant Principality.

I was to set up a battle between two evenly matched cavalry forces across mostly open ground. The time was October 14, 1715 in Spain.

While I did not have use of my tricornes, either having recently been sold or 'gone missing' I still have plenty of 25mm minis to do this job.

We settled on the "Warfare in the Age of Reason" rule set to play out the game.



The map I was given was thus.



Here is what the interpretation on the game table looked like.



The commanders then laid out their respective commands.



The first turn was one of minor maneuver, in order to get the two lines of cavalry facing one another ...



Full of jitters "La Fe" Dragoons and their untried Colonel Dalmau squared off against battle tested Numancia and wounded Torquemada of Spain.



Once the two lines of horsemen were lined up, the Spanish commander had decided the only way to achieve his orders and drive off the Catalans was to charge.



Command of the Catalan forces was Colonel Dalmau, likewise he had decided that the only way he could keep the ground today was to charge, he attached himself to one half of his force that would have an open flank and bellowed the order to charge just as his opposite the Spanish General Bracomonte did the same.



CHARGE!

Both sides barely made contact as only the flank supported half of Dalmau's Dragoons actually managed to advance.



Caught up in the fleeing horsemen Dalmau was very nearly run down by the 1st Squadron of the La Fe Dragoons as they fled the field.

Similarly General Bracomonte was obliged to fall back and rally the 1st of the Numancia Dragoons. While not swept away by the swirling horsemen, the General was unable to halt them from fleeing the area.



Neither of the remaining forces decided to engage as their respective commanders were gone. While only on very tired horses the 2nd La Fe Dragoons did not want to test the mettle of the battle tested mix of Numancia and wounded Torquemada Dragoons who were only in a bit of a disorganized state and ready to fight with fresh horses.

In only two turns, perhaps 20 minutes of time, with the charge taking only two or three minutes the battle was over, the Catalans had fled the field.

Spain did not hold the field, yet they could report back that the way was clear.

+++++++++++++++++++++++++++++++++++++

This was a good re-engagement for me in the Age of Reason rules and reminded me of why I wanted 12 man cavalry units along with the design of my units with 2-man cavalry stands.

I may have to re-form some more tricornes to give the rules a good run.

Thursday, January 12, 2012

The DUELLISTS



Many thanks to Jeff for his lending me to see this very artful film.

Anyone wanting to come to an understanding of this element of warrior society would do well to see this film.
Battle by Proxy

A new proxy fight is going to be gamed out on my amended tabletop this Saturday.

Lluis of Defiant Principality has this little scenario for his "Imagi-Nation".



I shall game it out using the Warfare in the Age of Reason rules set, one that I have not used in some time.

Expect the After Action Report here following the battle.

Wednesday, January 04, 2012

De Bellis Day

I did a morning of historical game demonstration at my son's classroom this morning.




Eight boys including my son took their turn at moving some miniatures, most of them for the first time ever.



We used four of my Roman Republic era miniature armies in 15mm and the set of terrain boards that I made 17 years ago.

Sunday, January 01, 2012

Planning for 2012

The bicentennial of the Imperial French invasion of Russia is a singular even in Napoleonic History.

While I cannot yet say what it is I shall be gaming of this event, I do plan to run many games featuring my reasonably sized French and Russian forces.

Friday, December 30, 2011

Some Troops Exercise


My Middle son wanted to get in a tabletop game before new years.



We did this little tussle between some French and Brits using Star Wars Miniatures Battles rules.



Very fast paced and done in just over 90 mins.
Tradition continues



We have made a gingerbread TRAIN for this year's confection concoction.


So far that makes 5 years in a row for making a gingerbread house ... how long does it take to make a tradition?