Christmas has been a bit odd this year – we’ve sort of squeezed bits of it in between other priorities. One unexpected by-product was that our dining table was no longer required for dining by Boxing Day, so I took the opportunity to set up a Napoleonic battle, and fought it solo in short sessions over two evenings.
I had a whole pile of reasons for getting
the toys out; apart from merely wishing to demonstrate to myself that I still
do this sort of thing occasionally, I also had the Commands & Colors:Napoleonics Expansion #5 to explore.
It is obvious, very quickly, that the C&CN#5 game enhancements are really
not suitable for solo play – they look interesting for a [sensible] two-player
game, but it is not easy to surprise yourself when maintaining two hands of Command and Tactician cards – in fact this may be one of the few situations
where short-term memory loss would be an advantage. So I played the game using C&CN’s movement and combat rules and
my own (dice-driven) activation system. Since my activation rules allow orders
to be given to brigades, I had a chance to use my recently-acquired coloured wooden
cubes to identify brigades and their commanders. The Expansion #5 involvement was limited to some new rules (terrain
related, and also some new rules for rocket units, of which more later), and I also borrowed the
general form of the Brienne scenario
from the new booklet.
I have said here before that I am not a big
fan of the published scenarios – mostly this is because of my solo games; the
scenarios specifically give a balanced game which for a solitary gamer can
produce slogging matches. I prefer an uneven game, where the skill of
conducting a hopeless defence (or something) gives more of a challenge.
Otherwise, a solo attempt at a balanced scenario can become an exercise in
watching the chance element play itself out.
My version of Brienne was – of course – not
Brienne at all. It used an elongated version of the scenario field (17 x 9
hexes) and I added some extra units – the line-up was now a Peninsular War one
– Anglo-Portuguese (General Henry Clinton with the Allied 6th
Division, plus the Portuguese brigade from 3rd Division, plus
cavalry, plus – hallelujah! – a rocket troop) attacking a French force (General
Eugene-Casimir Villatte, with a large division of French and Confederation
infantry, with cavalry).
The French were installed in a fairly open,
flat area which contained 4 villages (3 of which were in a cluster, within
musket range of each other, and looked like an ideal position to defend) and a
walled farm (which was classified as a “fortress” for the new rules), which
controlled a key river ford. 10 victory points were required for a win, and
there were 2 temporary VPs available for whichever side held most of the 4
village hexes at the start of each turn. If the Allies took the walled farm
that would be an immediate victory – game over – didn’t look very likely.
Clinton was required to take the
initiative, and his general plan was to ignore the cluster of BUAs on his
right, and attempt to score enough VPs on his left to win the day. He had a few
early bad breaks, including the loss of both of the brigade commanders on his left, as
a result of which Plan C was required (there was no Plan B), and the game
suddenly became a face-off between two linear armies, exactly the sort of
slugging match I wasn’t looking for. At the end of the first evening session, I
came close to abandoning the game. The Allies were now forced to attack a strong
defensive position, their approach being across open ground which made heavy
losses inevitable; without the scope to move reserves quickly enough to provide
a game-winning local superiority, and in the absence of the whimsical command card possibilities of C&CN,
it seemed fairly clear that the real General Clinton would have thought better
of the whole deal and would have pulled back, and whistled up some heavier
artillery (or some Stukas, if he had any).
Thus the game only just made it into
evening 2, but in fact the second session went well – there was a lot more ebb
and flow than I expected, and the result could have gone either way
– Clinton just edged it, though he might well have lost if it had gone on
another turn. Good game, rather to my surprise – my faith is restored.
I’ll try to explain the action in the
picture captions.
General view from Allied left flank. The cluster of villages is at the far end |
Villatte set up his defence of the cluster in accordance with the scenario map - the battery in the space between two BUA's proved to be a weakness - Villatte has the white border to his base |
Garde de Paris doing some berry-picking - no flag - having lost their eagle at Baylen, the replacement unit was never given a new one (historical fact) - Napoleon remembered... |
Anson's light cavalry on the Allied right saw an opportunity to clear their front of their French counterparts - it was nippy while it lasted, but they succeeded |
Straight out of the box, the rockets scored a direct hit, first shot, on this battery - they did not maintain anything like this level of success |
Synchronised dragoons - the 20eme, with their brigade commander, did a bit of riding backwards and forwards on the flank, but never got involved - note the pink brigade identifiers |
Their opposite numbers - Le Marchant's British heavies, facing them, also contributed nothing to the action |
After Hulse was wounded, the French started to organise their defensive line, and this was the point where General Clinton had grave doubts about continuing the action |
A decisive moment came when the light companies from Col Hinde's brigade overran the pesky battery at the cluster - you will observe that I use red tiddlywinks as loss markers |
Gen de Bde Bouton brings up a battalion of grenadiers to dispose of Hinde's light bobs, and to plug the gap left by the artillery's demise |
More reserves - the 3rd Confederation Regt (Frankfurt) look on from the rear |
Allies on the right - this really doesn't look too promising, but at least the artillery has gone |
All quiet on the Allied right - the light cavalry spent the rest of the day glaring at each other |
Looking back the other way, from the Allied right, as Clinton resolves to give it his best shot |
...and the marker is spitting blood - including the (green) temporary VPs for majority possession of the villages, the French were leading 9-6 at this point - 10 for the win... |
...while Col Hinde attacked one of the villages... |
...and a Portuguese battalion attacked another village - this was regarded as the least hopeful of the assaults, so was kept until last!... |
Now I must try to pencil in a future evening,
and invite a guest general to help me give Expansion
#5 a proper try-out.
If I don’t get back to the blog before next month, I wish everyone a happy and peaceful New Year. I'd better get the battlefield tidied away!
Good to see a holiday game, Christmas is for toys after all and it all looks attractive and enticing.
ReplyDeleteI confess that flipping through various c&c/Battlecry etc scenarios, I usually struggle to find the connection to the original.
Also good to seeing the Heavies fulfilling their primary duties of looking good and staying alive.
A splendid looking game!
ReplyDeleteBest Regards,
Stokes
A game??? A game??? A rather spiffing looking game at that! Love the Rocket Troop!
ReplyDeleteVery nice again! You must do more Napoleonic games because they send m on a nostalgia trip (ignoring the hexes of course). You must consider your readership. 😉
ReplyDeleteAnother great looking game Tony and nice to see some British on the field especially the rocket troop! I'm looking forward to more in 2016...
ReplyDeleteDespite my known antipathy to all things hex, that is a most pleasing looking game...! A happy New Year for later in the week...
ReplyDeleteGreat looking game Tony, and good to see the Heavy Dragoons on the table at last :)
ReplyDeleteThank you all gentlemen - best wishes to all - from several points of view, I could do with 2016 turning out rather better than its predecessor! Onward and upward...
ReplyDeleteTony:
ReplyDeleteYour toys en masse look absolutely splendid on the tabletop. Your buildings are quite pretty as well. You keep a very precise table, I must say - I noted the precise spacing of the victory marker tokens. I wish I was that neat.
I am somewhat disappointed in your findings on CCN Exp 5. I have this on my wish list but don't think it will add much to my mostly solo gaming. :(
Best for the new year,
Michael
I'm sure CCN#5 will be fine once I've tried it out with an opponent and got my head around to make the extra cards work solo. One faint concern I have is that it makes CCN a bit more card-focused - I'm sure it gives a good game but I would guess the turns are bound to be slower.
DeleteI don't see why the new cards have to be a bigger problem for solo play than the old cards, provided you remove First Strike and a few others. On the other hand, I think they have the potential to add some much needed story and Napoleonic color.
ReplyDeleteThat's good then.
Delete