Showing posts with label Napoleonics. Show all posts
Showing posts with label Napoleonics. Show all posts

Sunday, December 20, 2015

C'est Incroyable! C'est Manifique!


I dropped by The Panzer Depot in Kirkland, WA today where Steve Puffenberger ran a small Napoleonic game using the Black Powder rules.  The scenario was a small encounter in Spain. Two French brigades with some cavalry and artillery support attacked two smaller British brigades holding a small hill top town position. The British also had a supporting Spanish brigade coming up to their rear. Mark Serafin and I were the Frenchies, Steve and Ken Kissling were the Brits and Spanish.

At the outset, Mark and I viewed our chance of success as minimal. British troops in line holding a decent position are pretty secure and in Black Powder towns are nearly impregnable fortresses. Faced with the immovable object, we did not see our troops as anything like an irresistible force.

I had three légere battalions and two ligne battalions in mixed formation with skirmishers deployed forward. Facing me were Steve's two British line battalions, a battery of 9 pounders, and a rifle company.

Mark had four ligne battalions, a battery of horse guns, and a squadron of Hussars. We also had an 8-gun battery of divisional troops. Facing mark were Ken's three British line battalions with a squadron of light dragoons in reserve.

The game started with a small preliminary bombardment that managed to inflict casualties and disorder a couple of the British line—although that was't something we could take advantage of. Our first turn saw Mark and I both failing our first move attempts and the initiative passed to the Brits.

With turn 2 things started moving faster. Mark and I both managed to move up with all our units and start trading shots between our skirmishers and theirs. On my third turn, I decided to grasp the nettle and charge in with a légere battalion in colonne d'attaque against one of Steve's line units. Another léger battalion smacked into his battery, with the third battalion in support of the two in contact.

I gritted my teeth expecting the withering fire of Steve's British, but he wiffed the shot, rolling 1-1-1-2 for closing fire. My battalion attacking the battery was not so lucky. I took a hit and was disordered. However, I passed the break test and the combats proceeded.

I beat the line battalion just barely, but Steve rolled a '3' for his break test and bye-bye line battalion. The guns also lost the combat and were taken. Having expected the worst, I was suddenly in a commanding position, even though there were two unbroken British line battalions and a detachment of riflemen nearby.

At this point, Steve counterattacked with his remaining line battalion. My closing fire inflicted a casualty, and in the ensuing combat, Steve again lost and rolled low for his break test. The second of his line battalions was gone, only his riflemen remained and his brigade was broken.

Steve counterattacks!
Steve broken, Ken's flank exposed
On my next turn, I attempted to charge the flank of Ken's rightmost battalion, which was now exposed with the collapse of Steve's brigade. However, I failed to roll well enough on my command dice and didn't manage to contact.

At this point, Ken withdrew the battalion into the town before I could try to hit it again. Steve plinked away at one of my légere battalions, which I'd put into line, and managed to cause it to become shaken. Steve would keep at this unit, which remained shaken for the rest of the game, but always managed to pass its break tests.

Ken withdraws to the town
I still had four effective battalions, but I was afraid I'd just keep battering my head against the town. By this time, too, the Spanish brigade had come up, although Steve kept it back and out of trouble.

I charged into the town with one légere battalion and another in support and got shoved back. I tried again next turn and although I lost, I managed to stay in contact.

First assault
On my third attempt at the town, I managed to bring one of the ligne battalions into another face of the two, so I had 2-1 odds, plus more support from other units. In this final attack, the British lost and broke on their break test (they were at -3 for shaken and excess casualties).

Final assault

La ville est à nous!
On Mark's side of the board, he'd been skirmishing with Ken's other two battalions, one of which was in another two section. He'd managed to shoot the other one into a shaken state. With the loss of the one battalion in the town and another shaken, Ken's brigade was broken and the game was over. No one expected the Spanish to save the day. They were too few and too bad.

The game did not go at all as expected. I thought Mark and I would get shellacked on our attempt to take the position. Instead, much to our surprise, the British crumbled in just about 8 turns.

I'm sure the news made Wellington's stiff upper lip a bit stiffer.


I'd be remiss not to mention that this game saw the debut of my newly acquired vintage bakelite dice. I picked up 25 of them in a few purchases on eBay and Etsy. They're nicely yellowed and range from a kind of jaundiced putty to a deep butterscotch, which gives them character. A nice addition to my dice collection and—for this game at least—lucky.


Sunday, May 8, 2011

Odd and ends...

It's been a while since I posted anything, even though I have had a few things going on worth blogging about. Today's blog is a grab-bag of recent goings on. Unfortunately, I didn't bring my camera to the games I mention, otherwise I would include some nice pictures to ameliorate my vapid, tortured prose.

Employment
I've been fully employed again—and then some—for a while now. It was a slow start, then I started working two jobs (six days a week), and after today, I'm back to one, but the money is better than ever.

I like the latest gig. I get to play with words and I'm mostly able to do it on my own schedule with my own project plan. It's temporary (like Achilles), but looks to last through summer and maybe into the fall. What's after that, I don't know, but "Sufficient unto the day is the evil thereof" (Matt. 6:34), so why worry now.

Hail Caesar!
I picked up the latest expensive, hardback, full-color rules from Warlord Games today. I enjoy Black Powder immensely, so Hail Caesar! looks to be more of the same fun--except that it's ancients now. I have so many ancients rules that I want to play (and don't), one more can't hurt.

However, I see the dreaded activity of debasing and rebasing in my future. It also means the end of my dreams for a revival of pre-DBx WRG ancients. Of course that was always a bit of a pipe dream. Kevin Smyth and I had a brief retro-gaming period playing WRG 6th, but everyone else turned up their noses at it. Alas.

I very much like Field of Glory, too, but no one plays it much. Besides, I already have 15mm armies for FoG. I'm looking for something to use for my 28mm figures.

I'm contemplating all the ancients figures I have—mostly unpainted—and it's really a hodge-podge. I have a lot of 3rd c. Romans that will require rebasing, as well as several more unpainted. Even with all that lead, I'll need to buy more to flesh out my cavalry units. And then I need an historical enemy to fight. I've also got a lot of Sassanid Persians and some Carthaginians, but these are almost exclusively bare metal.

Black Powder
Quite unintentionally, I got roped into not one, but two Black Powder games yesterday. I had planned to spend the morning/early afternoon having dim sum and shooting with Phil and Karen Bardsley and then back home to putter and hang with the cats. However, I stopped off at The Panzer Depot on my way home and Bob "the tempter" Mackler cajoled me into being an Austrian cavalry commander: Graf von Sullivan.

Game 1 went beyond my expectations. It was already under way, with Bob on the ropes. I was the cavalry reserve. After a few turns of rolling 10s for my commands (and doing nothing), I got lucky several times in a row. I sent in the Austrian cuirassiers and swept all before me: taking out some light cavalry, two batteries—and even beating back the vaunted Grenadiers au Cheval. This didn't make for an Austrian victory, however. Our center had ceased to exist. We had two units huddled in square formation on one flank while the French infantry occupied the rest of the board.

After game 1, I was nearly out the door. If I hadn't dallied to talk with John and Dave Redding, I would have made it home safely. Instead, Bob buttered me up with compliments about my superior Austrian cavalry-handling skills and worked on my vanity to lure me into a second game.

Game 2 was played on a bigger table with more figures. John Kennedy, Dave Redding, and I were the Austrians. Bob Mackler and Dick Larsen, the French.

Regardless of how many big Austrian units there were, the French seemed to outnumber us. Also, Dick had his all-grenadier division in play (he based this puissant formation on Oudinot's converged grenadiers ca. 1806).

I had two Austrian line battalions, two Austrian grenadier battalions, two batteries, and some jaegers. Facing me was Dick's grenadiers du mort. as well as Bob's grand battery. To my right was Dave with the Austrian cavalry, the same guys who had rode to glory in game 1. To my left was John with a division of Austrian infantry, a battery, and a hussar unit, and then farther left, John had a division of light cavalry with some grenzers and jaegers.

The course of the battle saw our flanks crushed while our center fought bravely but in vain. Dave's first attacks against Dick's cavalry wind seemed to go OK. His cuirassier forced two of dick's light cavalry units to retire off board and his lancers took out one of Dick's batteries, much to Dick's chagrin. However, a counterattack by Dick's "Gros Bottes" put the hurt on him. In short order, he lost his lancers, his light cavalry and rolled snake-eyes on the morale test for his supporting cuirassier unit. The remaining cuirassier unit was forced to retire because the division was broken.

In the center, I put one of my big battalions into line thinking that I would shoot up Dick's grenadier columns. They were on me in a flash and a vicious, prolonged fight ensued between two battalions of French grenadiers in column and my battalion in line. I got some advantage from being a big unit, namely more dice in combat and a stamina of 4. However, Dick was throwing 14 dice against my 9. My dice seemed unable to roll above 3; his dice were unable to roll below 5.

Nevertheless, after several turns of fighting, aided by the fact that all units were "steady" and automatically passed their first morale check, I managed to have both of Dick's columns shaken, while I was still hanging on. But even shaken, Dick managed to roll better and my unit was eventually forced to retire shaken to the other side of the hill.

On my left, Bob started early with an attack in line that ran all the way up to within close range of one of my batteries. I think he meant to shoot it up, but failed. The return fire from the battery, two of my columns, and John's jaegers caused Bob to go disordered and shaken.

I figured this was the time to send in a column of my own grenadiers. They performed magnificently, but Bob's unit was "steady" and so it automatically passed it's first morale check. It took another two rounds before I managed to rout him. At that point, I was exposed on a hill before Bob's merciless grand battery. At one point, I became shaken, failed morale, and was forced to retire out of cannon shot--exactly what I wanted to do. But then next turn, when I attempted to rally the unit, I rolled boxcars (blunder) and got an advance order, which took me back into the cannon fire, now augmented by Dick's howitzers. One turn of getting smacked by three batteries and the unit routed away.

John's cavalry wing fared about as well as Dave's—although John was facing Imperial Guard cavalry. The first few turns were a fight, and then everything went south. That division had left only a battalion of grenzers in square and some jaegers skulking in a hedgerow. Fortunately, Bob was unable to get his cavalry to do anything else after beating John. John's infantry in the center was completely unable to go forward against Bob's battery and infantry opposite him. John's guns kept up a lively fire at one of Bob's remaining battalions, but another battalion was free to work it's way down to take out John's grenzers who were fairly impregnable in their square against Bob's cavalry.

Dave Redding left, bequeathing me his single withdrawing cuirassier unit, i.e., the entire Austrian cavalry wing. I had been working away with some jaegers at one of Dick's grenadier battalions that had formed square back when Dave had a functioning cavalry wing. It wasn't much, but I kept him disordered and taking casualties so that he couldn't reform from square. I turned my howitzer battery on him now and in a few turns managed to smash him and rout him from the field. This left my small jaeger unit exposed to Dick's cavalry.

Dick charges one of his hussar units at the jaegers, who formed up and did the best they could. Their best wound up being pretty good. After a single round of combat, the hussars lost and routed.

It wasn't enough. After my line battalion retired from fighting Dick's grenadiers, I threw in my second grenadier battalion, in column, against one of Dick's shaken columns. The result was rather disappointing. I got chewed up, but stayed in anyway. I now had just one fresh unit, one unit routed, one shaken, and a third beat-up and locked in a losing combat. That was it for the Austrians.

I think I've learned that unless you must, there's no good reason to fight in line when your opponent is in a position to get you 2:1 with units in column.

Viva Mexico!
We played some Mexican War games using Fire & Fury Regimental. Chris Craft has been working on 15mm Mexican War figures for a while now. We played Resaca de la Palma a month or so ago and just a few weeks ago we played Palo Alto. The games went better for the Mexicans than one might think. Even though they are qualitatively outclassed, the Mexicans can put up a good fight.

In the Resaca de la Palma game, the US won handily, even though it was close at the very end. Palo Alto, however, was a real challenge for the Americans.

The Mexican players we me and Ken Kissling, while Chris and Steve Puffenberger were los Gringos. Ken had a lot of cavalry, but it was mostly middling to poor in quality. However, he managed to break a square of American regulars and push back the elite (but few) American dragoons.

Mexican shooting was better than expected. My guns even managed to shoot up Ringgold's flying battery, which Chris used as a position battery instead of flying it around. My Zapadores fought to the last stand, which held up the American left. My one cavalry unit played a part, too. Feckless though it was, I managed to work it onto the American flank where it caused Chris enough concern to dispatch an infantry regiment to deal with it. That was one less infantry regiment attacking the Mexican line.

At one point, when I foolishly thought los Gringos were on the ropes and my time to counterattack had come, I unwisely advanced the Tampico battalion, one of the best units in the Mexican army, against one of Chris' batteries. I got shot to bits. 'Nuff said.

The game eventually ended as a Mexican win, but just barely. Both sides took heavy casualties and most of the Mexican infantry was worn or shaken. However, the Americans had two infantry regiments rout off the board, one dragoon regiment destroyed, and Ringgold's battery nearly destroyed (one damaged section remaining).

So far, I've enjoyed the Fire & Fury Regimental games I've played. Kevin Smyth is play-testing a scenario for Hobkirk's Hill on Saturday in Tacoma, which I plan to play in.

Cats
Finally, the cats. Grendel seems to have developed Feline Hyperesthesia Sysndrome (FHS). It sounds more terrible than it is. The name is fancy veterinarianese for "we're not really sure what this is and what causes it." I noticed it first when Grendel started chasing his tail. Odd as he is, he's never done that before. That was back in November. From there, he started twitching his back and then running to escape from himself. It's a bit concerning to see. It's not something he does all the time, just in brief episodes.

I took him to the vet when the signs first showed up, but the vet said it's OCD. That's pretty much the line on FHS. It's an emotional disorder that may be due to diet, environment, or a lack of stimulation. I.e., it could be anything. And, it may go away if the cause is eliminated—if you can discover what that is.

I've been treating him with Bach's Rescue Remedy, which is supposed to calm the nerves. I put a few drops in his food at every meal. It seems to do some good. I also use the Zoom Groom on his back when he starts having one of his episodes. Whatever the vet says and what other information states, it still seems to me like his skin is driving him crazy at these times. The Zoom Groom scratches him where he itches. However, there doesn't appear to be anything wrong with his skin. His coat is full and healthy and there are no places where he has been biting himself. I'm just hoping it will go away, but I know I have to keep doing things that will stimulate him. He's almost 8 now and has been with me for five years. He's indoor only, so being cooped up all this time may be a factor. But I don't live where I want to let him out, besides, I have a townhome whose only door to the outside is on the first floor. I couldn't hear him coming and going if I did. He'd sit outside and whimper all night because I couldn't hear him to let him in. So I Zoom Groom and give him Rescue Remedy. It's better than the Prozac the vet recommended.

In other news, whereas I first thought that my cats were antiliterary, I'm now adjusting that view. I think cats may read by osmosis, which is activated when they rub their face against a book. This might explain why they do it so often. I can't get five minutes into a book before one of the cats has his or her face in it. I now think that their attempt to keep me from reading is just a ploy to ensure that they gain knowledge without my gaining it too. Plotting, always plotting. Little scamps.

Sunday, July 18, 2010

La Bataille de Mont St. Mackler


We had another game of Black Powder this weekend at The Panzer Depot in Kirkland, WA. We played the "Battle of San Miguel" scenario from the rules book, substituting Napoleonic troops for the Isabelinos and Carlists.

Bob "Fox of the Steppe" Mackler commanded his Russians, Mike Lombardy and Bill "The meat Grinder" Stewart commanded Austrians, consisting of BIG battalions of regular infantry and un-big battalions of militia, supported by a battery of 4-pounders and a couple squadrons of light cavalry.

General Mackler, the Fox of the Steppe, blessed by 
his priest and genuflected to by his toady

Dick Larsen commanded the French forces, with Rich Knapton, Brett Hendrickson, and me as sub-commanders. My own command consisted of a battalion of line infantry, a battalion of légère, and a battalion of Frenchmen in Bearskins (Français dans les bonnets à poils) who were my corps d'elite. I also had a squadron of light cavalry (even if the figures -looked- like carabiniers à cheval) and a battery of guns.

The victory conditions for the game were to take and hold the hilltop town in the center of the board, which we dubbed Mont St. Mackler for our game. The Russo-Austrians had the advantage in gaining the town first because their set-up put them close to it and the French needed to ford a river—while annoyed by mad monks—to get to grips.

Brett's brigade crosses the ford while mad monks inveigh and plot

Once across the stream, we formed up and prepared to launch our gallant battalions against the sausage-eating Austrians and God-knows-what-eating Russians.

En avant! The French advance

I formed my command into a fine example of ordre mixte with the guns limbered in the center and my cavalry on my left. My plan—and I had one—was to advance across the stream, sweep the Austrian verlorene haufe, commanded by Bill, from the small hill by the town, unlimber my battery there, and then support my further advance against the Austrians.

First contact: The French 1er brigade meets the Austrian advance force on the hill

As I was fording the stream, Bill attempted to charge his cavalry at me, but he failed his command roll. Mike sent him another cavalry unit in support, which Bill deployed on his right. On my turn, I moved up to close range with Bill's cavalry and shot them up with my légère, leaving them shaken and disordered. My cavalry charged into the cavalry on Bill's right and beat them badly enough to allow me a post-mêlée sweeping advance, which I used to smack into Bill's shaken cavalry in front of my légère.  That combat also swept away the other cavalry leaving Bill with only a militia battalion to hold the hill.

And then there were none - French light cavalry (despite wearing
carabiniers' bearskins) after sweeping the Austrian cavalry from the field

Meanwhile, Dick and Brett advanced their battalions towards the town, while Rich held the French right wing with two cavalry units against Bob's advancing Cosaques.

Russian foot and French horse square off

On the next Austro-Russian turn, Mike advanced his Austrian line battalions alongside the town, which he occupied with another battalion, and sent his battery and another militia unit up to support Bill. One of Mike's BIG battalions used it's first fire to get a debilitating five hits on Brett's leading battalion. Unmasked by the rout of their cavalry, Bill's Austrian militia shot my légère and disordered it.

The Austrian horde carelessly tramples the peasants' fields

On my next turn, I charged my line and elite battalions in column of attack through the légère and into Bill's militia, which broke.

Force de frappe! My two columns go in

Brett advanced a battalion in line through his disordered lead battalion and smacked into Mike's Austrians beside the town. But the Austrians held and sent the battalion back in disarray.

French Ligne in mêlée with a column in support

In the aftermath defeating the militia in front of me, I pushed forward the Français dans les bonnets à poils in hopes of further discomfiting les Autrichiens, which I did by beating the next militia unit in turn.

A successful advance, only militia stands between me and Vienna!

In the center, Bill and Brett continued to battle with the foe. Brett's battalion in attack column, which had taken one hit from the mad monks of the monastery as it forded the stream, was been poised and ready to spring into the Austrian battalion to his front, but got forced back by a break test. Every turn thereafter he wound up being disordered by Austrian fire, which prevented him from giving the unit orders to charge in again. There it sat for the rest of the game, unable to retreat or advance due to persistent disorder. It did, however, manage a few lucky sixes when shooting its one die at Mike's BIG battalion.

On my part of the field, the attacking battalions were getting a bit high on stamina hits. By chasing off the militia, my two columns had unmasked the Austrian battery, which proceeded to pour shot and shell at me until I formed line in order to fire back.

French colonnes d'attaque getting whiffed with Austrian grapeshot

Rich withdrew his cavalry in the face of Bob's advance, although he remained enough of a threat to make Bob form one of his battalions in square as a hedge against an attack on his flank.

Russians squared

Bob threw his other battalions against Dick's brigade and they mixed it up for several turns. At one point, the Fox of the Steppe made a successful flank attack with his cavalry against one of Dick's battalions, which cause it to retire to lick its wounds.

Dick's infantry getting warmacklered by the Fox of the Steppe

While I was trying to get my attack back on track, the mad monks came out of their monastery and started nipping at my rear echelon, namely, the guns. Still limbered and waiting their chance to form on the hill I had captured, they started taking lucky shots from the monks, who, though apparently armed only with scripture, were having an effect. I spent several turns unable to move the guns because they had been disordered.

As Brother Maynard quotes from The Book of Armaments, his brother monks 
lob holy hand grenades at my feckless limbered artillery (mon artillerie sans feck)

Also on my part of the field, Mike kept feeding Bill units to get killed, but the task was taking its toll on my battalions. The elite Français dans les bonnets à poils and the légère were shaken. I put all my battalions into line and started trading shots with the enemy. A telling fusilade from the Austrian line finally resulted in my severely failing a break test and the elites went away, but not without having covered themselves avec la gloire. Au revoir, bonnets à poils, au revoir mes enfants.

Still harassed by the mad monks, at one point, I attempted to move my cavalry around and chase them off. However, after being able to retreat the guns from the monks on an initiative move, I turned the cavalry back around to bring it into support of my remaining battalions.

I continued to trade fire with the enemy and eventually shot the Austrian 4-pounders into a shaken state and managed to keep them disordered as well. This consistent success in shooting, finally induced Bill to attempt to "cool" me by touching defiling my dice. It worked for one roll (against his guns), but my next shot at Mike's troops resulted in three sixes. Maybe the dice work better after defilement. Brett and I were both shooting at Mike's foremost battalion and even if BIG, we managed to keep it shaken and/or disordered by numerous hits—which kept Mike's commander busy rallying it back from shaken status.

Mes enfants at game's end

On the French right, Rich brought his squadrons into the fray, but was eventually forced back by Russian infantry, now commanded by John Kennedy while the Fox of the Steppe took a break.

Exhausted - Dick's infantry and Rich's cavalry on the French right
after having fought the Austrians and Cosaques to a standstill

Finally, we called the game for the Austro-Russian side. They had taken and kept Mont St. Mackler and with many of our units shaken, we decided that the French had little hope of taking it themselves. I'd managed to take out five Austrian units, while losing only les bonnets à poils. My worst damage seemed to come from those unruly monks. We didn't take the town, but we had the monastery and would soon set ourselves to punishing those contumacious monks.

The Archduke Mike surveys the field of battle after successfully holding his position 
and wonders whatever became of all those units he sent to General Stewart

Further deep thoughts on Black Powder

My second game with Black Powder went very smoothly. I mostly knew the rules by then and the turns played quickly, despite the large number of units on the board.

One thing I noticed is that elite units are just OK, if that. Their one advantage is being able to roll off disorder at the start of their turn, which enables them to take initiative or receive orders instead of sitting around—if they pass the test. On the other hand, the BIG battalions of the Austrians got +1 dice on shooting and +2 dice in hand to hand combat, much more tangible benefits just from being bigger, not necessarily better. My Français dans les bonnets à poils succeeded because I rolled good dice (until Bill defiled them), not because the unit had significant intrinsic advantages as an elite. (I never got disordered, so the unit's one advantage was moot.) The militia units I fought were just as good as I was at shooting, hand to hand, stamina, and break tests.

However, as one reviewer wrote of Black Powder, you have to see the rules more as a toolkit of game mechanics that you can use to build different unit characteristics. It's this ability to customize that enables the kind of chrome that makes games more interesting. So, we might have made militia units a minus at one or more of the characteristics that define a unit's abilities. For example, they might have been stamina 2 instead of 3 or fought hand to hand with -1 or -2 dice. Or, the elites could have had stamina 4 and/or fought hand to hand with +2 dice.

After two games, I am very happy with the rules and look forward to more. I've got the 1914 project under way and am pondering moving closer into the gravitational pull of the Black Hole of Wargaming (i.e., Napoleonics).

Sunday, March 22, 2009

Once more unto the black hole, dear friends! Once more...



This Saturday, Bill Stewart and Mitch Berdinka hosted a 28mm Napoleonics game at The Panzer Depot in Kirkland, WA. This is the third time since November that I've played Napoleonics, which my friend Kevin Smyth calls "the black hole of wargaming" because of its profound ability to suck into its maw the entirety of your hobby experience. I am feeling the pull—but I resist.

The rules we used were 2nd edition General de Brigade from Partizan Press. The figures were mostly supplied by Bill Stewart, although as word got out that the game was to be played, it became a kind of bring-and-play with people volunteering a few of their own units to the mix.

We wound up with two French ligne brigades (each of three battalions), one French légère brigade, a brigade of Polish lancers and hussars supported by a Polish foot battalion, an 8-gun foot battery, and a four gun horse battery. 

French légère in column

Opposing this were three british foot brigades (three battalions each), a foot battery, and brigade of heavy dragoons supported by a horse battery.

Redcoats in line supported by 9-pounders

Most of us were brand new to the rules. Mitch had run a game of the Battle of Maida a few years back using 15mm figures, which was my only experience (and his, too, I think). Even so, the exposure I had gave me some clue to how to use my troops most effectively.

I ran one of the French ligne brigades. As the game began. my brigade had assault orders, while the rest of the French had advance orders. I formed up my battalions in column, screened by skirmishers, and headed full speed at les goddams to my front. Being in column naturally attracted the attention of the British guns. No artillerist can resist a dense mass target. My right-hand battalion took some punishment in its advance for a few turns until they moved out of the battery's arc of fire. My left-hand battalion also took some losses due to very effective British musket fire.

Just before contact, the columns are exposed to British muskets

On my right, Bill Stewart's ligne brigade advanced in line with skirmishers forward against the British guns. On the extreme right, the légère skirmished across a stream against the British leftmost brigade. 

French and British skirmishers exchange fire as more French move up to assault across the bridge.

On my left, Mitch ran the cavalry, Poles, and the horse battery. As I assaulted with my brigade, Mitch ran his cavalry against the British dragoons. However, his charge was blasted by the British horse battery and he was forced to halt unformed. Since the Dragoons had countercharged, he might have been doomed, but the Rosbifs failed their morale check to charge home and they halted unformed as well. Meanwhile, Mitch ran the Poles up against the British horse battery, but got sent running back after a "whiff of grapeshot."

After advancing for a few turns, I finally came within charge range of two British battalions. Ken Kissling, who commanded these battalions, had ignored the Wellingtonian art of "making war sitting on his ass" and advanced against me. When I charged, he chose to countercharge me instead of shooting me (hopefully) to bits as I came in. I was able to get 2:1 odds against his left-hand battalion and was even up against his right-hand one. The dice favored me, barely. I pushed back his right-hand battalion, following up to remain locked in combat, and forced the left-hand one to retreat. 

A little worse for wear after enduring the British fire last turn, les fantassins come to grips with the Rosbifs

My mêlée victory left me unformed, which required a turn of rallying before I could advance against the British again. Once reformed, I charged my center battalion against Ken's right-hand battalion, which was locked in the third turn of ineffectual combat with my left-hand battalion. This charge did the trick and threw back les goddams. With my right-hand battalion, I charged again against his left-hand battalion, which had since recovered morale and reformed. They didn't stand it and routed away before contact. When attempting to recover morale next turn, they failed again and ran off the table. At this point, I reformed my troops and regrouped for the last push against the redcoats. 


With 30% losses to the flanking battalions, the brigade reforms for its last assault

Meanwhile, on my left the opposing cavalry brigades were at it again. Once again, the French failed to charge home, but the British dragoons countercharged successfully and routed the French horse. Unfortunately, the dragoons rolled badly for their pursuit check and wound up being blown—unformed and no pursuit.

The clash of cavalry—just before a bad French loss

Also, on my right, Bill's brigade had advanced to the foot of the hill where the British foot battery and two battalions stood. His skirmishers were taking a steady toll and he had nearly shot away one of the British gun crews.

The French pressing the British center

In the final charge, my left-hand battalion failed its morale check to charge home, but the center battalion was enough to do the trick. The British battalion was unformed and retreated, so its ability to make a stand was pretty feeble. It had significant minuses in mêlée due to its losses and status, so there was no contest. My right-hand battalion went forward to chase off the last of the British skirmishers. The result was a big hole in the British line. I was in position to turn my battalions toward the British center and support Bill's assault.

The last assault

At this point, after about 3.5 hours of play, we called the game.

Responses to the rules were mixed. Like any rules, they have their, sometimes irksome, idiosyncrasies, but overall, I liked them and I hope to play again. This is the style of gaming I like. The dice can vary widely, but with 2D6 as the standard die roll for everything, there is an averaging built in that mitigates extreme differences without preventing them in rare circumstances.

After scouring the Web for manufacturers of 28mm Napoleonics, I've cooled off and won't be painting any figures soon. I have far too many other irons in the fire. However, somewhere I have a few blister packs of Foundry French cuirassiers. Maybe I will paint a squadron or two…

Sunday, November 2, 2008

Boney at bay

On Saturday at The Panzer Depot, we refought the battle of Aspern-Essling (first day) using Napoleon's Battles and a whole lot of 15mm minis. I haven't played Napoleon's Battles for maybe 12 years and was afraid I'd be out of practice. But as one of my fellow players noted, it's like riding a bicycle. And so it was. Within a few turns I was back in the swing, but I shudder to recall what errors I may have made in my first few "learning" turns.

The scenario leaves no margin for error for the French side. A small force, only marginally reinforced throughout the game, needs to hold its ground against an increasingly larger Austria juggernaut. The French started with two infantry divisions (one each in the villages of Aspern and Essling) and three cavalry divisions (two light and one heavy in the center between the villages).


The French setup

Austrian forces are meagre on turn one, with a division of mixed infantry/cavalry/artillery poised to strike at the French left in Aspern. However, each turn brings on a new corps or two of Austrians. The ratio is roughly 3:1 in favor of the Austrians once all the forces have arrived on the field.


The Austrians attack Aspern

I played the French left under Marshall Massena and Jeroen Koopman played the French right under Marshall Lannes. The faceless Austrian horde was commanded by Steve Puffenberger, Ken Kissling, Mike Kennedy, and the father/son team of Pat and Morgan Clifford.

We opted not to use a previous house rule that limited the effect of firing into a village. The house rule was supposed to minimize the tendency to let attackers shoot a defender out of a village. Not using it in this game allowed the attacking austrians to shoot the French out of Aspern. The one Austrian attempt to take the village by assault met with failure, but they had enough muskets and cannon to make themselves masters of the village after about five turns.


The Austrians overrun Aspern

The French had a few significant counterattacks that staved off an early defeat. At one moment, Jeroen sent a heavy cavalry brigade into the advancing Austrians and in a marvelous string of luck, managed to destroy eight limbered Austrian batteries that were strung out on the march. It ultimately cost him half the brigade when he was counterattacked by Austrian cavalry outside of Essling and routed back behind the French lines to be eventually rallied by Marshall Lannes.

At one point, I was able to repulse two Austrian heavy cavalry brigades with a single brigade of light cavalry (lead in person by General Lasalle). Much action took place in the part of the French line beside Essling. At several points it looked as if the Austrians had a wide open opportunity to drive through the hole in the French center only to be stymied by desperate French counterattacks.


The contested ground beside Essling after the French cavalry counterattack

As French reinforcements eked in from the single road that lead from the bridge to Lobau island, we threw them into line where we could. The division of the Young Guard went to the French right to shore up the open flank beyond Essling. There they were instrumental in defeating a large attack of Austrian cavalry.


The division of the Young Guard advancing in column to hold the French right

After taking Aspern, the Austrians pressed the French left and center and started a division through the marshy land between Aspern and the Danube. The French reinforcements struggled in the restricted area to form from march column to combat formations. The situation demanded that divisions be deployed piecemeal and the French found it difficult to form a cohesive line.


The French reinforcements march on to shore up their faltering left flank

In the final turns of daylight, the French heavy cavalry and horse batteries finally showed up in time to form a solid cavalry force on the French right. However, the French infantry had been badly mauled in the course of the game and had very little that could hold the ground against the Austrians who kept up their inexorable advance despite taking as good as they gave in losses. One heroic French brigade held the line of the sunken road until it finally dispersed as a result of routing a superior Austrian brigade (the "winner's loss" took it to its dispersal level).


Massed Austrian reinforcements descending on Essling - Custer's Last Stand on the Danube

By the end of the game, the French barely held on to a perimeter just below where they started, but they had lost Aspern and would soon lose Essling as well. In his last hurrah, Jeroen made a desperate gamble with a combined arms attack on a brigade of the Austrian grenadiers only to get routed back beyond the town, leaving it wide open for the Austrians to stroll in at night.


French positions at nightfall

Historically, Napoleon held on the first day and only withdrew back across the Danube after a second day of fighting. In our case, Boney et cie. would need to withdraw without attempting a second day's battle.

It was great to play Napoleon's Battles again after such a long time away. Back in the 90s when I played it regularly with my friend Bob Mackler, it struck me as the ideal scale and level of detail for a grand tactical Napoleonic wargame. Unlike Empire, which was also grand tactical, but represented every battalion as well as companies of skirmishers, the play moves very quickly. We started the game at noon and ended by 4:00 having completed all daylight turns in the scenario. There is also never a dull moment. As Bob used to say, it's the fightingest Napoleonics game. The battle can go back and forth several times before a winner can be determined. Even though the French are massively outnumbered with no significant qualitative edge (by 1809 the French were less than they'd been in 1805 and the Archduke Charles had done wonders reforming the Austrian army), they can still perform well at Aspern-Essling.

Apparently, there is a third edition that will come out soon from Lost Battalion games. There's no more information about it than a brief announcement that confirms the rumor. I may be tempted to get it, but I can't imagine painting 100s or 1000s of gaudily uniformed 15mm men. Fortunately, I think, there are enough people who have whole armies already.