Wednesday, 27 January 2021
Sunday, 17 January 2021
|A view from the rear.|
I hope this small post has been of some interest to you and I'm certainly enjoying the whole scratch building process. Much more enjoyable than making models for clients to ridiculous deadlines, as I only have myself to please! More updates to follow in due course over the next few days, all being well. So until next time stay safe!
|The Blue Jaegers on the left, the Line Infantry on the right as per their orders.|
|Both sides re-inforcements ready to appear.|
|Turn 1. The first Red units appeared at Point C, moving on slowly and unable to shoot due to being too far away. The Blue Infantry turned and moved forward slightly to meet the threat, whilst the Jaegers moved into the woods as per their orders.|
|The Blue Infantry try to form a cohesive defensive line before the Red Infantry can fire at them.|
|The Blue Jaegers try to gain the woods, from where they will hopefully have a good defensive position from which to slow or halt the Red advance.|
|The Blue Artillery supports the Jaegers in the woods against the Red units at Point A. Other Line Infantry units corss the bridge to support either flank.|
|The Red units at Point A come off slightly worse in the firefight with the Blue Jaegers, supported by Artillery from across the river.|
|As the Blue Dragoons move off to threaten the Red flank at Point C, the Blue Line Infantry have formed line, ready to face the Red units, but without Artillery support.|
|The Blue Jaegers have certainly gained fire supremacy against the Red units at Point A. the Red units are struggling to bring their numbers to bear due to the restricted nature of the area in which they can deploy.|
|The Blue Artillery in position to begin supporting both flanks with long range fire and hopefully enfilading the enemy if the opportunity allows.|
|Yet more devastating fire from the Blue Jaegers.|
|Both sides struggling to get units into place to support their frontlines.|
|The Blue Dragoons (bottom left) fail to move when the Red flank is there for taking.|
|As the Red Dragoons move to try and open up the situation for the units at Point A, Blue Dragoons are ready to stop them explointing an opportunities.|
|The Blue Jaegers break yet another Red Line Infantry unit, leaving the Red Artillery exposed and really unable to much to support the rest of the Red Force.|
|The view from the Red positions around Point C.|
|The Blue Jaegers withdraw as the Artillery exchanges some long range counter battery fire.|
|The Blue Dragoons move from the hill to support the other Blue Dragoons by the road, to prevent any chance of the Red Dragoons breaking into the Blue rear.|
|Two Blue Line Infantry units have been forced back to reform, but they are still able to form a cohesive defensive line.|
|The Red units at Point C are is some disorder, with one unit forced back to reform and the loss of the Jaegers reducing their combat effectiveness.|
|The Blue Artillery in position to enfilade any Red attacks.|
- The Blue Jaegers were certainly the stars of the game, pretty much single handedly winning the game, with able support from the Blue Artillery. Routing three Line infantry units in quick succession meant that any threat from the Red units at Point A quickly evaporated.
- I was unsure how the scenario would play, but it worked much better than I could have hoped. The random nature of the troops choices before the game, what Turn they would arrive and where certainly created an interesting and challenging game. The Red team was hampered with the units arriving at Point A, as the woods and compact deployment areas meant they couldn't bring their numbers to bear. Not having any units arriving at Point B allowed the Blue team to focus on the main threat to their Right Flank, which certainly helped them. The scenario certainly has lots of replayability to it and is one i think I will come back to in the future.
- Both sides were using the Austrian stats from the book to keep things simple. One could easily have used the Prussians for the Blue team as their better stats would give them an edge, but as it was the game worked perfectly well with 'vanilla' forces. I gave the Jaegers rifles and the Artillery was classed as Medium, with the Lin Infantry having Battalion guns.
- When I set the game up I was unsure whether to put in a few hedges to help the Blue position, but in the end left them out. I think if they had been there, it would have given the Blue team too much of an advantage early on.
- Both sides had their fair share of chances and good and bad command rolls, but as can be seen from above, the Blue Jaegers actions tipped the game firmly in favour of the Blue team. Without their sterling effort, I think the game would have been much closer and certainly a lot tougher for the Blue team. Even so if those units in Turns 7 & 8 had routed rather than retreated to reform, then we could be looking at a Red victory.
- The 10 Turns for the game was just right, as I felt 8 would not be enough, given the slower movement rates and ranges when using the 10mm stats from the rulebook.
- I was fairly flexible with the C&C of units, given the unusual arrival and deployment nature for both sides. A bit of common sense was applied and for me it worked out OK. If I had played 'as per the rules' then I don't think the scenario would have worked out as well as it did.
Once again thanks to Dave for taking the time and the effort to give me the Blue orders to follow, which gave me a more enjoyable game, as I could obviously not know what he had planned in advance. This is probably the easiest and best way to give fog-of-war to these sort of solo games. I hope to get another of these games in next week, again using Honours of War, subject to the usual caveats.
Thursday, 14 January 2021
|An overview of the table, with some hedges and the ploughed fields and corn classed as rough terrain. The woods could only be entered by the Dragoons.|
|The off table units and general gaming detritus in a very useful area for this sort of stuff.|
|The end of Turn 2 and both sides still struggling to get onto the table and shake out into line.|
|The Dragoons start a firefight with the Red Dragoons gaining the initial upper hand.|
|The end of Turn 4 and both sides have formed line and the cavalry face each other across the ploughed field.|
|The Red Infantry break the Blue Infantry on the road and the Blue Dragoons are still suffering withering fire, but hold on.|
|The end of Turn 5 and the Red force is in a slightly better position than that of Blue.|
|The Red right flank is coming under intense fire from Blue, but poor shooting and good morale saves sees them hold their position.|
|The aftermath of the Cavalry clash, with both sides having retreated to lick their wounds, but the Blue Guards being one unit short.|
|The end of the game.|
|The Red left flank is secure and the Blue Dragoons have taken more intense fire which has stopped them dead.|
|Combined shooting sees another Blue Infantry unit break, leading to the Blue force leaving the battlefield.|
- I completely forgot to use the 'First Fire' rule, even though I had made a note of it! It was only half way into the game that I remembered it so left things as they were. Must do better next time...
- Movement is much slower in this game than BPII, leading to units slowly entering the battlefield and deploying, but this felt right for the period. No massive Napoleonic sweeping cavalry charges here! I did enjoy this and you do have to plan your movements more carefully as it takes time for them to be able to get into place.
- Having some terrain was nice, not only from a visual point of view, but also from the effect it had upon the game. Rough Terrain really does make a difference, not only as it does slow units down to one move only by and large, but it also can disrupt units with pikes, as happened in this game. I don't think I would want much more terrain and this as it would affect the game too much I fear. I would only add more stuff for decoration to improve the visual aspect of the table.
- The Dragoons worked well and brought a nice touch to the game, but need to read their rules again to make sure I played them correctly.
- The Blue Guard Cavalry certainly can be devastating but as in this game, there is always the chance that the Die Gods will favour the other side! They're nice to have but as Barry Hilton mentions in the rules, you don't want too many Guard units as otherwise it can have too big an impact on the game.
- After two games I'm very happy with the rules but need to have a good re-read and make sure I've been doing this correctly and haven't missed anything. But first I'm going to take a break from these rules so I can come back to them 'fresh' as it were.
- I also want to do some reading up on the period and so have dug out my copies of Chandler's 'The Art of Warfare in the Age of Marlborough' and CS Grant's 'From Pike to Shot 1685-1720'. Hopefully these will provide a good refresher as my knowledge is more towards either the ECW or the SYW.