Showing posts with label Battle Reports. Show all posts
Showing posts with label Battle Reports. Show all posts

01 November 2019

Napoleonic Peninsula War Campaign: Part 2

Our Napoleonic campaign continues directly after the morning's skirmish and subsequent French lank attack on the British column - see here for details:
https://tasmancave.blogspot.com/2019/10/napoleonic-peninsula-war-campaign-part-1.html

The French Commander, now informed of the morning's engagements by dispatch couriers and his own scouts, roused his main body to advance upon the British force.  The 10 miles or so would be covered in sufficient time to anticipate contact with the enemy shortly after lunch.

From a campaign perspective, we really wanted this game to be about the main forces and seeing the clash of firing line vs attack column. Accordingly, I removed the light forces from the battle - the British riflemen providing flank and rear guard protection from the French who had attacked earlier and subsequently withdrawn to the west.

Noting the dispositions of the forces post the morning battle, I directed the starting positions of the adversaries, commencing approx 2-3 feet apart and with each side occupying key buildings with light forces at game start - again this was to aid the development of the main fight.
The tightly packed French attack column forms up for the assault on the British thin red line
Le pas de Charge!
The British formed up with an extended line of British Regulars with Spanish guerrillas on their flank.  The Light Dragoons, so handy in the morning's engagement, stood past the Spanish on the far right wing as a forward Reserve.

The French formed up with an assault column supported by a regular unit in line and a number of light troops deployed to annoy the British and prevent them from concentrating their fire on the column. Oh yes, they also had a nasty looking 9 pdr cannon in support!

With the field set, the French began their advance, accompanied by the opening salvoes of the cannon which were rather impressively effective. You could see the British Commander get a bit nervous about the prospect of a protracted bombardment.
Clever French geometery kept the gun in action while the infantry advance
in the centre, supported by French light forces on the flanks (not shown)

Rapidly advancing using the "pais de charge" special ability and with a skirmisher
screen in place, the French attack column was very menacing!
Meanwhile, the British line is starting to thin under cannonade and sustained musket fire from the supporting French units
And at this stage the French attack started to slow - a couple of officer casualties, coupled with a lack of command flags, saw the cannon unable to fire and an inability to push the attack column forwards (though it did absorb a staggering amount of British firepower in the meantime, without significant effect).  Nevertheless, other French elements were pushing up and the British line was under heavy pressure.
Things getting very ugly for the British centre - a French breakthrough is imminent!
On the British left, the other Line Company manoeuvred into a good position to pour fire into the flank of the French attack column. The game was now on a knife edge - each activation important and a few early tiffin cards titling tilting the balance each way in turn. It made each card draw very exciting (and thus I forgot to take a lot of pictures!)
French dragoons attack the British left to protect the attack column from Flanking fire.
While tactically sound, this charge was ultimately very costly for the French
The British were doing well on the flanks but about to cave in the centre - indeed, the centre Line formation was faltering and had started to withdraw with over 50% casualties.  But British successes on the flanks had the overall French Force morale dropping fast, and then...

...from out of nowhere young Lieutenant Overbight shows up with his Light Dragoons- they had loitered way out on the British right flank, unengaged and forgotten in the bigger action. With masterful timing they streaked across the field, taking the supporting French line infantry in the flank and destroyed it. French force morale faltered and despite the attack column remaining intact, the French General was obliged to call it a day and fall back.

A fantastic game that went down to the wire and could have gone either way at any time. One of the best games of Sharp's Practice we have had!  Part of the end of day campaign moderator's report to the British Commander was the following:

The sun has set on an action filled day. As your servants clear away the remnants of your roast beef and yorkshire pudding in your tent, you reflect upon the day. Sipping at a good claret, the moment is marred only by the groans and occasional scream from the hospital tent. You make a mental note to have the Chief of Staff ensure the surgeons relocate further out of earshot tomorrow, and then turn back to the situation map.

Today saw three engagements, commencing with your screening elements under Lieutenant Rotter being pushed back by an enemy light force superior in number. That enemy force, mostly comprised of Voltiguers with some mounted Dragoons in support, then attacked your right flank mid morning and attempted to sack your baggage train, but the rapid redeployment of your main body swept them aside. Notably, young Overbight’s Dragoons performed most gallantly – perhaps there is more to that young man than just Daddy’s deep pockets.

The real action started when the French appeared in the afternoon from the North, forming up into their trademark attack column which advanced with flanking elements and the support of a 9 pdr. The latter’s opening salvos were a portent to a difficult afternoon but soon fell silent as the French infantry closed.  A vigorous engagement followed, with volleys crashing out in both directions and the fields were spattered with blood. In the end though, it was young Overbight’s charge onto the enemy’s western flank that caused them to waver and then withdraw to the North. You make another mental note to file for a brevet Captaincy for Overbight – he has well earned it this day.

Campaign wise, the French have now chosen to retire and consolidate in a new position to start a new follow-on campaign narrative.

22 October 2019

Napoleonic Peninsula War Campaign: Part 1

Over the last month, John and Gav at the club have been playing a Napoleonic campaign in the early years of the Peninsula War in Spain. To add to the fog of war I volunteered to moderate for them and deliver them the results of their blind map moves to help build a campaign narrative.

We have been using Sharpe Practice and the Dawns and Departures campaign supplement, which we enjoy and they have worked extremely well.  The campaign context has been late in the campaigning season with the French collecting fodder and supplies from the recent harvest, in order to prepare for winter cantonment. The British, along with their Spanish guerrilla allies, mean to stop them.

Prelude
The French Commander (Gav) went with a more numerous force of average and some lesser quality troops - this would allow him to occupy (and plunder) a number of Spanish villages and "acquire" the supplies he needs. The British (John) took a smaller but high quality Regular force, supported by the guerrillas, so he could strike hard. It was an interesting matchup and there were 3 days of map moves  in which I really played out some fog of war, vague scouting reports and the like - all adding to a sense of tension, before the battle was joined.

The British went on the offensive and pushed north to find the French main body, with a flank security force of light troops on their west flank towards indication of a smaller French force in that direction. This second French force was larger than expected, comprising of Voltigeurs and Dragoons was indeed moving in their direction but without expectation of contact. This resulting engagement was played out on a club night and as expected the British Riflemen and light bobs fells back before the stronger French, but giving the British Commander warning of what was coming.  The scene was set for a nice big weekend game.
The Commanders gather to do battle at Gav's Palace of Gaming - French would enter from the left on the flank of the British marching down the table
Flank Attack
The first big game was the contact of the French recon force hitting the flank of the British main column. They hoped to sack the baggage and do some damage while hoping for reinforcements from the French Main force, now alerted via dispatch rider, and thus catch the British from 2 directions.  The British commander hoped to repel this flank attack, crush it in isolation and then turn back to the main force to defeat it in detail.  Note that neither commander knew the exact size or composition of the enemy at this stage.
The British in march column 
John's newly painted Light Dragoons, under the command of young Lieutenant Overbight, scout ahead and on the flanks
The French advance from the left and the forewarned British deploy from the road to meet them
The British Regulars move forward into the French fire, undeterred by casualties from enemy fire
Musketry exchanged both at the farmhouse and in the vineyard (not shown)
About to be overwhelmed, the French light troops start to fall back from the farm, just as the Dragoons start to move in...
On the Northern edge of the Battlefield, French reinforcements begin to arrive - but are they in time to make a difference?
The French light troops deliver defensive fire into the Dragoons, but the cavalrymens' blood was up... 


And in 2 turns it was over. This French unit was cut down by galloping sabres and the remainder sensibly retired to the west.
A most enjoyable and thematic battle with some masterful handling of the Cavalry by John. The French reinforcement arrived too late to swing the odds, but the scene was now set for a major engagement in the afternoon. The French Commander, now aware of the location and disposition of the British, was bringing his main force to bear and while his reinforcement had arrived too late for this battle, they seized the key terrain to support the guns and infantry of the main force.

The afternoon would be hotly contested indeed...

29 May 2019

Outremer: Encounter at al-Hindar

Keen to use my new Outremer figs and terrain, this week we played Scenario 3: Capture the Flag.

My newly finished Mud brick house was the key terrain of the hamlet of al-Hindar, with my Templar Warband facing off against Saracens under Alan’s command.

Our forces entered from opposite directions with the Templars rushing towards the cover that the ramshackle house offered from Saracen arrows. Brother Michael provided covering fire with his crossbow, dropping one of the Arab bowmen, but was taken  down in turn by an enemy archer.  However, he had bought enough time for the Templars, weighed down as they were by their arms and armour, to get to the structure and take cover.  

The Saracen swordsmen approached from the other side and the combat got up close and personal. 

The first to cross blades with the enemy was Brother d'Avesnes, storming around to engage the closest enemy.  The enemy Arif ran to join the fray and Brother d'Avesnes was sorely pressed to Defend himself against both attackers. Some enemy strikes cut through his guard but he was armoured with the True faith and his protection held strong.



With the sun glinting brightly from his menacing two handed Sword, Serjeant Albrecht rushed to join the fray but was intercepted by a Saracen en route (actually the Serjeant failed the faith test for the charge and was then intercepted). They clashed blades briefly before the Albrecht struck him down and then moved to attack the Arif, the large blade slicing through the enemy commander’s armour to wound him.  Taking advantage of this distraction, Brother d'Avesnes rallied, striking down his opponent and then turning to finish off the Arif with righteous fury.  The remaining Saracen archer scuttled away rather than continue to face the wrath of the Templars.

(Those wondering what part Templar Commander Wulfred van Gistel played in the battle, will be bemused to know that he failed 3 faith tests in a row (despite his the Loner rerolls) and spend the entire battle either observing his team or fleeing as Saracens arrows pinged off his armour without penetrating)

Aftermath — The Martyrdom of Serjeant Michael

When the dust had settled and the cries of the wounded faded into stillness, the Templars turned to their dead. Among them, Serjeant Michael was found where he had fallen—his crossbow at his side, a Saracen shaft driven deep into his chest. The bolt that felled him had struck true, denying him even the chance to reload.

He had stood firm when it mattered most, buying precious seconds with his life so that his brothers might find cover and press the attack. His sacrifice had not been in vain—but it had been final. (he rolled a 1 on a d20 for effects of being Taken Down!)

Wulfred van Gistel knelt by the fallen serjeant, resting a mailed hand on his breastplate. No words were spoken—none were needed. The brothers formed a circle of prayer, dust clinging to their tabards, voices solemn in Latin.

“Grant unto him eternal rest, O Lord, and let perpetual light shine upon him.”

His remains were borne from the field with honour, wrapped in his banner, to be laid in sanctified earth. The Mud Brick House stood silent behind them—a place forever marked by both valor and sacrifice.


Game notes: 

·         Shield bash as a second attack – second roll made at the same time? If conducted as a second attack with opposed die rolls, then the defender has another chance to hit in return. We played that the Attacker rolls the two attack die at the same time, to the defender’s single defence dice.

·         Multiple Combats: a 2 v 1 matchup is well documented in the rules, but what happens when a reinforcement joins to make it a 2 v 2 combat? We just split the engagement into two separate 1 v1 melee actions.


30 November 2017

The Fighting Retreat to Dusters' Drift

Our Colonial game this week was a LOT of fun!  It saw a British Column, led by the 3rd Foot & Mouth Regiment (Major Backsight commanding) conducting a fighting retreat to the small logistics base at Dusters' Drift. Opposing them were the Impis of Zulu noble Oomagooglies (the Zulu King's cousin twice removed, on his mother' side)

I've done something a bit different and stitched together a video BatRep:

29 October 2017

Scenario and Campaign Update: Haresburg Held!

Ducks Defeated! Haresburg Held! In a very closely fought battle, the Mallardian raiders were thrown out of the Hopsland border city. The Defenders held their own and inflicted savage casualties on the Duck forces, though the latter did take substantial booty with them. Will this reversal of Duck fortunes be reflected across the frontier or is this just a local set back? Only time will tell...
In the quiet pre dawn at Haresburg...
Unwanted Guests on the doorstep
Dwarf Bezerkers lead the forlorn hope





And enter the killing ground at the gatehouse. Even those glorious red beards could not save them...
2 burned objectives later...


The Rabbit relief force rides forth!
Followed by the Duck extraction team



In the end the raiding force burned 2 of the 4 objectives but were wiped out on return.  Their relief force did make contact though and some made it off the table despite the heavy horse units trying o block heir escape. It came down to the wire, but the defenders where up by 1 VP at game end to claim a pyrrhic victory, but a Victory nonetheless!


Here is the scenario:

Hopping Mad at Haresburg

An escalating Dragon Rampant scenario for 4 players.

Situation: The Mallardian Spring Offensive has caught the enemy off guard, capturing much of the frontier zone.  The Army of the One True Duck is now encroaching upon the Hoplandian homeland and outlying towns.  But with supplies of fresh underwear and Oil of Uhlan dwindling, Prince Arr l’Orange is having trouble controlling his adventurous
Royal Army of the One True Duck.

Phase 1 
While the Army bypassed South of the walled town of Haresburg, a number of Troll Mercenaries in Duck employment decided to boost their pay with additional loot, and a number of the Army’s units joined them to destroy effigies of the false Rabbit God.  The Hoplandian garrison must now defend the town, while the Duck forces seek to loot (and burn, obviously - there must always be burning) four objectives around the town.

Phase 2
Meanwhile, Prince Arr l’Orange is furious at the unauthorised fun and decreed that anyone participating in the pillage should leave the town within the hour. However, his delivery of this order through interpretive dance was not well received so he personally leads a body of his horsemen to cease the mayhem and hang the ringleaders (and confiscate the loot, naturally).

Simultaneously, the Commander of the Rabbit army’s flank guard ses the smoke haze above the walled town and rides to investigate and destroy any raiders in the area.

Table setup
The table represents the approaches to, and parts of the walled town of Haresburg. The table to played lengthwise, split into two halves by a curtain wall. The southern approaches to the town should be cleared with scattered areas of light cover, crop fields and hedges but no major obstacles. Place a road leading to the curtain wall gatehouse.

The town wall runs East-West across the width of the table and has two access points to the city; the gatehouse, and a 6-8inch breached section of the wall (its been undermined by all those warrens). The gate is open (traitors…) and is clear terrain to move through, while the wall breach counts as
rough terrain (so both parties attack and defend on 5+ and with armour 2).Inside Haresburg there should be a number of buildings setup along street lines; moderately crowded but with enough space to manoeuvre units. Designate four objectives inside the town in separate and prominent buildings (Guild Hall, Church etc)

Forces– two initial and two relief forces. Each operates independently and has a warlord. Once one or more relief force arrives, player sequence is determined by random card draw.

Attackers: Royal Army of the One True Duck
Phase 1 - Duck Raiders. 36 points. To simulate their unexpected approach to the city, they can deploy up to 12 inches from the Haresburg city wall.

Phase 2 - Duck relief force. 24 points, all mounted forces (including warbeasts). Enter via Special Rule in the SE corner of the table

Defenders: Scions of the White Rabbit
Phase 1 - Rabbit Garrison Defenders. 24 points. One unit may start at the city wall. The remainder deploy on the northern edge inside Haresburg. May take up to one war machine (heavy missile with weighty projectiles)

Phase 2 - Rabbit relief force. 32 points, all mounted forces (including warbeasts). Enter via Special Rule on the SW corner of the table

Objectives
This is a game of two halves with changing objectives and shifting initiative.

The initial Duck force is trying destroy the 4 objectives (see special rules on how to set an objective alight). The initial Rabbit force is to defend the town and prevent this.

The aim of the Rabbit relief force is to prevent more of the town being destroyed and stop the Ducks from escaping. The Duck relief force is to stop the unsanctioned attack and aid the escape of the remaining Duck forces.

Special Rules

Setting alight an Objective. A unit can capture objective but setting it alight through the following procedure (taken from Lion Rampant)
- A unit must start its activation in contact with the objective
- instead of move, attack etc, the activation is to “Fire the Building!” and is successful on a 8+ if above full strength and 9+ if below half strength . Commander rerolls do not apply
- If successful: the fire catches, cannot be extinguished and objective becomes impassable.
- If unsuccessful: the unit enjoyably spends its turn drinking wine, eating some cheese and catching some rays.
More than one unit can attempt to fire the same obstacle in a turn.

Stop the looting!
The Duck looters will cease if the Duck relief force can place one of its units into contact with one of the initial Duck raider units. The Prince’s cease and desist order will then be relayed and all Duck raiders can then begin to withdraw from the table.

Arrival of the Relief Forces
Once an objective has been set alight, each player rolls separately each turn to see if their relief force arrives. This occurs on 9+ on two dice for the first turn, 7+ the second, 4+ on the third and then automatically. Entry points are detailed in the Forces section.

To move onto the board, each unit must successfully make a move activation. This means that they cant charge directly into combat from off table. If a unit fails this activation test, it will automatically enter on the relief force’s next turn.

Victory Conditions
Score Glory as follows (plus any boasts)

Attackers (Royal Army of the One True Duck);
3 points per objective burned
3 points if the relief force manage to cease the destruction.
1 point per unit to escape.
2 points per enemy leader slain

Defenders (Scions of the White Rabbit);
2 points per objective unharmed.
3 points if they stop the Duck Force from leaving.
1 point per enemy unit destroyed.
2 points per enemy leader slain

Note: This scenario is factually based; during Henry VIII’s march to Therouanne in his 1513 campaign, Landsknechts in his pay attacked and looted the city of Ardres (which was paying Henry protection money) and were followed by some of the English in Henry's army. The Hapsburg Netherlands Garrison held out as best they could, until a furious Henry personally led a body of heavy cavalry to the city, hung the ringleaders and restored order.


Many thanks Stuart!

16 September 2016

A farewell game of BA 1st Edition

This week I was very excited to catch up with Comrade James to play a last hurrah game of 1st edition Bolt Action before the 2nd edition is released shortly.

I took my Brit Para force (which I painted up during Analogue Hobbies Painting Challenge IV - see here) out of the box for the first time in over two years.  Slightly ironic given that my first game of Bolt Action was against Dux and his paras (which is resulted in an incredibly rare win over that wily fox - see here)
Cpl "Tommy" Atkins' No 1 section take up defensive positions in the ruins, determined to make Jerry pay dearly
We played the "Hold Until Relived" scenario and after winning the die roll off I decided to defend - thematic after I'd just watched A Bridge Too Far a week ago.  I placed a 10 man Para squad (with Bren gun) and a Medic in the ruins of the cathedral.  My first wave reinforcements were another para squad, Light Howitzer, another Squad and my sniper.  Waiting further in the wings were my third para Squad, 2LT, Forward Observer, and PIAT Team.  James took his German force with 3 Regular Squads, a vet Squad, MMG team, Oberleutnant, a Pz IV, Mdm Howitzer and a sniper.

Jerry starts to move up - a strong advance on my left flank.  The Panzer and Grenadier veterans have not yet appeared

My sniper comes on and starts a duel with his German counterpart.  He failed to hit anything.  In fact,  this sniper is remarkable in that he has never actually killed killed anyone despite being a veteran!
Cpl "Spider" Webb's second squad moves up to reinforce the paras in the cathedral
My Pack Howitzer is brought into action.  Actually, it didn't fire any HE at all, but 3 different smoke missions to screen the ruins in the centre.  This proved to be very effective in keeping the fire (and pins) off the Paras holding it.
Jerry gets ready to push hard on my left flank
Callsign MEDUSA rumbles onto the table via the road, pivots and rakes the German infantry with its MMGs
...only to have a Pz IV appear on its flank (a clever move by Comrade James, I didn't see it coming).  Luckily the optics were a bit off and the German gunner rolled a 1 or a 2 for 3 runs running!
MEDUSA pushed up to put the ruins between it and the Panzer and continued to support the Paras.  The Churchill is not a great tank, but this is what it was designed for and it does it well.
The Germans eventually got in close enough for close combat.  It was a bit ugly in there for awhile
"Defend the Cathedral"!  The ruins hanged hands twice.  In the end 2 German and 1 Para squads were destroyed but the position was retained by the Brits.
The Panzer IV snuck around some obstacles and MEDUSA took a tough shot through the hard cover - a Penetrating Hit!  The Panzer was knocked out and MEDUSA's crew celebrated their first ever tank kill
Followed shortly by taking out the German Command Car and embarked Platoon HQ (who were all KIA)
Time to Mop Up boys! - MEDUSA leads the Platoon reserve, Cpl "Squizzy" Taylor's No 3 Section, into the German rear to claim Victory.

A really fun game.  Great to catch up with James and formally say goodbye to BA 1st Edition

Thanks to Jolt Games in Canberra - a great venue to throw down for a game, with a great selection of tables of terrain ready for use.

02 May 2016

The Defence of St Harlot's Wood

...as it is known by Royalist forces, also referred to as the Second Battle for Curmudgeon Moor by the forces of Parliament.  Both refer equally to a cracking day out with Dux at Chateau Millsy yesterday.

Observant members of the blogosphere may have noted the other chaps' more timely battle reports here and here.  What follows here is the one true account as reported to His Majesty.

Two loyal Regiments of Foote deployed in the key approaches to Strumpet's Way, a pivotal strategic point and the key Parliamentarian objective.  The Royalist General and a rag-tag reserve of Clubmen deployed to give this key position depth.
The fearsome Royalist centre
Royalist Commander Sir Hugh Notatall-Surly, Earl of Crapstone
A little gouty on the day and not as effective as his Parliamentarian counterpart 
The left flank was securely anchored on the stone walled Church of Our Lady of Negotiable Virtue (a lovely scratch build by Millsy) with a unit of Commanded Shotte (newly painted by Millsy, surely they were doomed to die quickly and to a man) and a Veteran Unit of Dashing Cavalier Gallopers.

The right flank was anchored on the impenetrable forest of St Harlot's Wood where a massive Culverin demonstrated His Majesty's resolve and might

The Forces of Parliament advanced, determined to force their passage before nightfall and the inevitable Royalist reinforcements.
The real reason its called Curmudgeon Moor...
Early success as the culverin took the Enemy Trotters under intense bombardment and routed them from the field!
While on the left the Commanded Shotte came under pressure by enemy Foote and dismounted Dragoons.  The Cavalry Commander undertook a daring move to relieve the pressure but under intense fire the Squadron broke and fled.  Their Commander was cashiered personally by Prince Rupert after the battle and sent home in disgrace (This was indeed a bold but silly gamble which dramatically failed to pay off...)

Things were looking poorly on the right too, as enemy Dragoons outflanked the line and threatened to take out the artillery.  Some timely intervention by the Royalist Commander (a rare feature of this game, the servants must have been refreshing the claret at this point) manoeuvred the Clubmen reserve into position where they showed remarkable fortitude, no doubt assisted by many flagons of ale.  Their continued resilience in the face of enemy shotte would prove critical to the outcome of the day and preventing the right from crumbling.
 
Just as it looked like the position was stabilising, misery struck! The understrength and raw Foote in the centre crumbled, fleeing the field and leaving just one loyal Regiment to try and last until sunset.  Could they hold one under such odds?
Under fire from enemy foot, commanded shot and charged by enemy trotter, things were looking grim for His Majesty's forces.
And then divine intervention showed God's true will.  The Culverin belched forth doom and death upon another squadron of Trotters, dispatching them from the field.
As the enemy tried to turn the flank, the darkness enveloped the field and the din of battle died away.  His Majesty's forces had prevented the feared breakthrough but at a fearful cost.  It was indeed a close run thing.

It must be noted that the newly raised unit of Commanded Shotte who so gallantly defended the Church were able to retire in good order with no casualties and having successfully delayed an entire unit of enemy Foote plus a unit of dismounted Dragoons.  Could this be the start of a new era were newly painted regiments don't die to a man in their first ballet? We shall see!
Best on Ground - Tots all round lads!
What a great day out - thanks Millsy for the fantastic hospitality and the chance to play with such splendid hobby goodness.  It was also fun to ooh and aaah in your hobby room and 'cupboard of shame'!