Showing posts with label Joseph Morschauser. Show all posts
Showing posts with label Joseph Morschauser. Show all posts

Thursday, August 11, 2022

Historicon 2022: Battle of Marengo with Morschauser style rules

 

I ran this game Friday afternoon. It was a good thing that I set it up well in advance, as I kept thinking it was at 6 PM! 


Part of the French starting positions. 


The Austtians begin their advance. They had majorn traffic control problems. I really should have used 30 - 50% fewer units! 

Getting into the action! 


The opposing armies close. I didn't take many pictures due to being well engaged in running the game. 
It looked great, and played OK, but I would have been better to have stuck to the twice tested Austerlitz scenario. 

I didn't have nearly enough vineyards for the game, even with all of the new stuff I bought at Hiistoricon in November!



Back home, some Russians model the vineyard pieces, created from purchases from Pastimes on the Square. 


I bought very little again at Historicon this year. One booth had Lucid Eye Productions at 10% off. I had never heard of them, but they are a British company that dopes mostly fantasy stuff, but also has a nice range of Republican Romans and Macedonians. I bought 2 sets of Roman Consuls, as I never seems to have enough figures to use as Generals!


I also bought a pair of Eagle bearers to use as Army Standards for my Roman Army when playing  To the Strongest! I also purchased eight D12's of various different colors, with Test of Resolve games in mind. 


Historicon Special free figure - a female Ukrainian hero from WW2. I spotted these Perry Austrian High Command set and picked it up; I always seem to need more Austrian Command figures, too!


I really wanted some more Poplar trees from Battlefield Terrain Concepts, but they didn't have any. They had their usual show special - buy 12 of these trees, get 3 free. With two $12 GM vouchers in hand, the out of pocket cost for these trees was quite low!


Altogether it was a great show. Attendance seemed down modestly from 2019, but given the ongoing pandemic, that was to be expected. lots of good games and seeing friends old and new!

Friday, July 22, 2022

Marengo a la Morschauser

 Battle of Marengo, June 14, 1800



Table terrain set up for tonight's game. Marengo is in the foreground.


St. Guiliamo in the foreground. 


Marking the grid on the new ground cloths Monday.


Everything ready to take to the car Tuesday; arrived in Lancastger uneventfully about 3 PM Wednesday. 

Game will use the latest version of Morschauser style rules.


FRENCH ARMY


First Consul Napoleon Bonaparte (Player1) +2

2 Guard Infantry

2 Guard Cavalry

1 Guard Horse Artillery



Joachim Murat (Player 2) +2

2 Heavy Cavalry

2 Light Cavalry



Victor +1


Division 1  Chambarlac (Player1) +1

4 Light Infantry

7 Line Infantry

1 Foot Battery


Division 2 Gardanne (Player 2) +1

8 Line Infantry

1 Foot Battery




Jean Lannes +2


Division 3 Watrin  (Player 3) +1

3 Light Infantry

7 Line Infantry


Division 4 Monnier  (Player 4) +1

2 Light Infantry

6 Line Infantry

1 Foot Battery


Cavalry Brigade Champeaux (Player 3) +1

2 Dragoons (Light Cavalry)



Desaix +2


Division 5 Boudet  (Player 4) +1

1 Light cavalry

4 Light Infantry

7 Line Infantry

1 Foot Battery



French Totals: 

2 Guard Infantry, 2 Guard Cavalry, 1 Guard HA, 2 Heavy Cavalry, 5 Light Cavalry, 11 Light Infantry,  35 Line Infantry, 3 Foot Batteries  (61 units)  11 Generals



Deployment (French set up first): 

Lannes, Infantry Division 3 and Cavalry  Brigade Champeaux start within 2 boxes of La Buzana

Victor,  Infantry Divisions 1 and 2, Murat and his cavalry Division all start within 3 boxes of Spinetta


French Reinforcements (all enter anywhere on the Eastern edge of the table:

Turn 1 - Bonaparte and the Consular Guard

Turn 2 - Infantry Division 4 (Monnier) 

Turn 3 - Desaix and Infantry Division 5 (Boudet). 




AUSTRIAN ARMY - General Melas +1



Main Column, General Zach  NC


Light Division: Quasdanovich (Player 1)  -1

1 Light cavalry

2 Light Infantry

1 Horse Artillery


1st Division: Haddock  (Player 1)  -1

2 Light cavalry

8 Line Infantry


2nd Division: Kaim  (Player 2)  -1

9 Line Infantry


3rd Division: Morzin (Player 3) -1

9 Grenadiers


Cavalry Division: Elsnitz  (Player 2)  -1

9 Light cavalry



Right Wing: O’Reilly  (Player 3) NC

Light Division: Rousseau  -1

1 Light Cavalry

4 Grenz (Light Infantry)

1 Horse Battery



Left Wing: General Ott  (Player 4)  NC


4th Infantry Division: Shellenberg  -1 

7 Line Infantry

1 Light Cavalry


5th Infantry Division: Vogelsang  -1

8 Line Infantry

1 Light Cavalry

1 Horse Battery



Totals:  15 Light cavalry, 6 Light Infantry, 9 Grenadiers, 32 Line Infantry, 3 Horse Batteries (65 Units), 12 Generals



Deployment (Austrians set up second): 

All troops West of the Fontanone creek




Special Rules:

Austrians move FIRST. 

The French were caught by surprise my the Austrian attack; to reflect this, all units starting on the table begin with one hit, which may be rallied off as usual. 

ALL French infantry moves 3 boxes instead of 2, and all may enter woods. 

The Austrians MUST attack; if they fail to win, the game is a French victory!


Napoleon may assume command of any Division, and may rally any troops in the Army within his radius, which is increased to 6 boxes. If Napoleon is lost, the French lose. Otherwise, 

Lannes, Victor, and Desaix may rally any troops under their command within radius

Zach, O’Reilly, and Ott may rally any troops under their command within radius; Melas may rally any Austrian troops within his radius. 


Terrain:

Vineyards act as soft cover in melee ONLY (not for fire), and cost 1 box for Infantry to enter or leave. Cavalry and Artillery may not enter or attack units in vineyards. 

Tree-lined roads (brown) block line of sight.

Castel Cerulio is fortified; units shooting at or attacking into that box deduct TWO from their die roll


Sunday, May 1, 2022

Austerlitz at the Gardiner Library, Gardiner, NY

HMGS Next Gen ran a game day at the Gardiner Library in Gardiner, NY, this past Saturday. The venue is lovely, and has a large, very well lit room for events. In addition to my large game there were two more rational sized games run by Jared (Peninsular Napoleonic, I believe), and Greg and Eddie (? North Africa, World War 2?).


View of the table and players from the North early on in the game. Wesley, Thomas, and Levi played the French, while Milo, Ryder, and Ben played the Allies.


The French Cavalry Reserve under Murat is charged by their Austrian ciounterpart under Liechtenstein. 

Lunch break; the Library provided doughnuts, coffee, Pizza, water, soda, fruit juice, and even Oreos. Carolyn commented that this was the only group where there's NEVER anything left over!


The afatermath of the great cavalry charge; the French had hot dice and won every melee decisively, all but eliminating the opposing command. this p[ut all of the Allied forces in the North in grave danger!


Lannes's men battle it out with Kolowrat near Jirskowitz and Puntowitz. 


The Austrians come out the worst for it once again!


As happened in the actual battle, the Russians in the South had difficulty maneuvering and bringing their big advantage in numbers to bear on Davout's command holding Tellnitz and Sokolnitz, despite both of Davout's Artillery units being eliminated on the very first move - incredible shooting by the Russians!


Over view of the center in mid game; the Russians have descended the Pratzen heights in an attempt to take some of the pressure of of their Right; however, the French Imperial Guard has entered the table to add punch to Soult's attack, which will start soon after. 

We played quite a few turns and ended as the Russian Imperial Guard reserves were arriving to bolster the Allied Right. Most of the guys would happily have continued playing. Overall, I'd give the French the edge in the battle, although they were unlikely to achieve the decisive victory that Napoleon did in the actual battle! 

The available tables allowed for a 5 x 12 foot area, which actually worked better; I chopped 4" off the top edge and 8" off the bottom edge of the map above, which worked fine. 



Gratuitous shot of s mass of Hyacinths by our mailbox this week. 



Orders of Battle are based upon the following ratio

1 unit = 1500 Infantry, 1000 Cavalry or 16 Guns.

French Army - Emperor Napoleon I, Leadership +2

*Special - Any French Infantry whose Corps commander is within 6 boxes of Napoleon, and are within command radius of their own Commander,  may add 1 box to its move. If Napoleon is lost, the French lose.

 

3rd Corps, Marshal Davout, Leadership +2

2 Light Infantry

4 Line Infantry  (Advancing)

1 Foot Battery

1 Heavy Cavalry (Dragoons)

1 Light Cavalry

1 Horse Artillery

SHAKEN: 5 units lost

  • Half of Davout’s infantry starts off the table, and enters on the 1st French Move. 

 

4th Corps - Marshal Soult, Leadership +1

2 Light Infantry

7 Line Infantry (Firing, Attacking)

2 Foot Artillery

1 Heavy Cavalry (Dragoons)

SHAKEN: 6 units lost

  • 1 unit of Light Infantry and 2 of Line Infantry start off the table and enter on the 2nd French Move. They will likely need to reinforce Davout. 

 

1st Corps, Marshal Bernadotte, Leadership +0 

5 Line Infantry (Marching)

1 Foot Artillery

1 Light Infantry

SHAKEN: 4 units lost

 

5th Corps - Marshal Lannes, Leadership +1

2 Light Infantry

8 Line Infantry (Bicornes)

2 Foot Artillery

1 Light Cavalry

SHAKEN: 7 units lost

 

Reserve Cavalry Corps, Marshal Murat, Leadership +1

4 Heavy Cavalry

2 Light Cavalry

1 Horse Artillery

SHAKEN: 4 units lost

 

Imperial Guard, Marshal Bessieres, Leadership +0

2 Guard Infantry

2 Guard Cavalry

2 Grenadiers

2 Guard Horse Artillery

SHAKEN: 4 units lost

  • May enter on the 3rd French Move or thereafter at Napoleon’s discretion. 

 

 

ALLIED ARMY: Tsar Alexander I, General Mikhail Kutusov, Leadership -2

Allies move first, Advanced Guard and 1st Column must move towards and/or attack Tellnitz and Sokolnitzat maximum movement the first 3 turns. 

 

Advance Guard of the Army - Major General Prince Bagration, Leadership +0

1 Light Infantry

3 Line Infantry  (Marching)

2 Light Cavalry

2 Heavy Cavalry (Dragoons)

1 Foot Artillery

1 Horse Artillery 

SHAKEN: 5 units lost

 

1st Column  - Lieutenant General Buxhowden, Leadership +0

1 Light Infantry

1 Grenadier

4 Line Infantry (Advancing)

1 Foot Artillery

1 Horse Artillery

1 Light Cavalry

SHAKEN: 5 units lost

 

2nd Column - Lieutenant General Langeron , Leadership -1

1 Light Infantry

1 Grenadier

4 Line Infantry (Overcoats - Old Glory) 

1 Heavy Cavalry

1 Foot Artillery

SHAKEN: 4 units lost

3rd Column - Lieutenant General Prebyshevsky, Leadership +0

1 Light Infantry

4 Line Infantry (Assorted Minifigs)

2 Foot Artillery

SHAKEN: 4 units lost

 

4th Column - Feldzeugmeister Kolwrat, Leadership -1 

1 Light Infantry

6 Line Infantry

1 Grenadier

2 Foot Artillery

SHAKEN: 5 units lost

 

5th Column - Feldmarschal Leutnant Prinz Johann von Liechtenstein, Leadership +1 

2 Heavy Cavalry

3 Light cavalry (1 is Lancer)

1 Horse Artillery

SHAKEN: 3 units lost


Russian Imperial Guard - Grand Duke Constantine, Leadership +1

3 Guard Infantry

1 Guard Foot Artillery

2 Guard Cavalry

1 Guard Horse Artillery

SHAKEN: 4 units lost

  • Imperial Guard and C-in-C may not enter the table until the Pratzen ridge is under attack by French

  • infantry (close range fire or melee).



Morschauser-style gridded Horse and Musket Rules, Mark 4.4

Organize the Army into commands, each with a Leader. Leaders only affect their Command.

Players alternate turns. Dice for who goes first at the beginning of the game unless otherwise specified by the game scenario. All movement and shooting is +/- 45 degrees from unit’s front.

MOVEMENT

Unit Type

Move-boxes

Hits

Melee- Front

Melee- Other

Morale Point

Militia Infantry

2

4

5

6

5

Light Infantry

3

4

5

6

3

Infantry

2

5

4

6

4

Grenadiers

2

6

3

5

3

Light Cavalry

5

4

3

6

4

Heavy Cavalry

4

6

2

5

3

Foot Artillery

2

4

6

6

4

Horse Artillery

4

3

6

6

3

Guard Infantry

2

8

3

5

2

Guard Cavalry

4

8

2

5

2

Leaders

6

2

5

5

-


Counts as 1.5 boxes to move, or measure range, on the diagonal

Costs  1/2 box for each turn of 45 degrees

Increase Move by 50% if the entire move is along a road. 

Crossing a stream costs 1 box of movement

Units may move directly to their rear or flank  at half speed, maintaining facing.

Only Light Infantry may enter woods. Cavalry and Artillery may not enter buildings.

If entering an enemy zone of control [ZOC] (within the 3 boxes to the front) must stop, and

melee will result. Must face into the box of at least one enemy unit whose ZOC you enter.

Infantry units may take ½ move to form into or come out of Square formation

Infantry Units in Square formation have no flanks or rear, but may not move..



MISSILE FIRE (Shooting)    Closer Range is half or less of Maximum range

Unit Type

Range-boxes

To Hit: Long Range

To Hit: Close Range

Militia Infantry

4

6

5,6

Light Infantry

5

5, 6

4,5,6

Infantry

4

6

5,6

Grenadiers, Guard

4

6

5,6

Light Cavalry

3

Double 6

6

Heavy Cavalry

N/A

N/A

N/A

Artillery

12

5, 6

4,5,6

Units may Fire at the beginning or end of their move, but not in between; EXCEPTION - Foot Artillery may not fire at all if it moves, other than to change facing.  Field of fire is +/- 45 degrees.

Roll as many D6 as there are hits remaining to the unit. Exception: Squares may fire no more than 1 D6 from any face. 

Mark each unit that shoots with a “smoke” marker; remove the smoke as the first action of each player’s turn.

Units that do not have smoke markers on them may shoot back if shot at or at any enemy units that enter their ZOC; they are then marked with smoke as well. 

Units in a stream or ford may not shoot. Units on hills may shoot over friends if the distance from the shooter to the friendly unit(s) is less than thet from the friends to the target. 


Minus 1 to die roll if shooting into woods, at targets behind walls, or in buildings.

Minus 1 to die roll if  their Command is Shaken. 

Plus 1 to die roll for Guard Artillery when shooting - a "7" = 2 hits at close range only


Units suffering 2 or more hits due to fire in a single turn roll a D6 for every 2 hits; if the roll is less than their Morale Point, they must Fall Back 2 boxes, facing the enemy. Shaken units subtract 1. 


MORALE

Command MoraleWhen ½ of the units in a Command have been removed it becomes Shaken and must immediately retreat 4 boxes. Units which are part of a Shaken Command move at half

speed, except to the rear (retreating), and suffer an additional minus 1 penalty to shooting, morale rolls, and melee. 

Army Morale When HALF of the Commands in an army are Shaken the General must concede. 


MELEE

All attacking units facing into a box containing an enemy unit fight in melee.

All defending units who are attacked fight in Melee

All defending units which have an enemy in their ZOC may fight in melee. 

Resolve multiple unit melees so as to involve the fewest possible units in each. 

All units in Melee roll as many dice as they have hits remaining.

Each die that has a score greater than or equal to the Melee rating of that unit is a hit!

Use the “Other” rating for units attacked in  the flank or rear, or if Cavalry attacking Infantry in Square. 


Minus 1 to die roll when attacking uphill, from stream, into woods, or units in buildings.

Minus 1 to die roll if their Command is Shaken. 

Plus 1 to die roll for Lance armed cavalry when fighting infantry only. 


Units losing a melee (causing fewer hits than the enemy) Fall Back 2 boxes, facing the enemy.

If both units score the same number of hits, and neither is eliminated, check morale as per fire for every 2 hits suffered

Victorious units MAY move into the box vacated by the enemy. 



LEADERS

Must stay w/in 6 boxes of his command; units farther away move ½ speed (round up) 

Leaders can’t shoot, but do participate in melees.

If a Leader is in a box that is shot at or engaged in Melee, roll 2D6, on a total score of 2 or 3,

the leader takes a hit. 2 hits eliminates a Leader, all his units then move half speed (round up)

May Rally 1 unit within 6 boxes at the start of their Move:

1.2 = Fail, 3,4,5 = unit  regains 1 hit, 6+ unit regains 2 hits!

Subtract 1 for units belonging to a Shaken command


Leader Quality 

Assigned Historically, or  Roll a D6 for each Leader at the start of the game:

1 = Abysmal (minus 2 to Rally rolls)

2= Poor (minus 1 to Rally rolls)

3,4 = Average (no change)

5 = Good  (plus 1 to rally rolls) 

,6 = Superior (plus 2 to rally rolls)