Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label Ramekin. Show all posts
Showing posts with label Ramekin. Show all posts

Friday, 1 March 2019

Albuera #2 - Set Up, with a Light Interlude


I've now set up the table for tomorrow's Albuera game. Since the last time I played this (in November) was mostly intended as a test for the rules revisions, I seem to have managed to lose most of the notes I made at the time. As I recall, I produced my own C&CN style scenario, since I had a few issues with the one on the user site. I've now laid out the table by dint of much study of the photos from my blog post in November - plenty of zooming-in and "aha...!". That's a strange thing to do, with hindsight - it's like forensics, with added OCD. I took a lot of trouble to use the same generals and units, but - presumably to keep out the Evil Eye - this time I set out the table rotated 180 degrees. No reason, really.

With everything set up ready, we should get off to a flying start around 11:00 tomorrow, assuming my guests have no adventures with the trains.

These are either Osram bulbs, rated at 2135 lumens, or else they are Phillips bulbs, rated at 1800 or so. Roll the dice, place your bets.
I recently invested in some rather hotter light-bulbs for the overhead lamps for the battlefield [= dining table - Ed]. These are rated at 2135 lumens each, which is about 18% better than our usual bulbs, so two of these about 80cm above the table have helped improve the light levels for photos. As part of the battlefield set-up, I carefully swapped the bulbs, putting in the brighter ones, but when I came to take a picture, I was rather disappointed with the results. Hmmm - could this be simply because there was fairly bright sunlight outside the window, which was confusing the camera? - could it be that these bulbs really aren't as bright as I had thought? - are my eyes getting worse more quickly than I'd hoped? - it couldn't be, I suppose, that bulbs somehow get tired when they've been used a few times?

You will be ahead of me, I'm sure...

I had a sudden thought, and checked the lamps I had removed during the set-up - yes, you're correct. It seems that last time I had a wargame on this table I forgot to change the bulbs back to the standard issue, so when I carefully swapped them yesterday I was putting the dimmer ones in. Fortunately they have the manufacturers' names stencilled on them, so it is an easy thing to check. Idiot.


I am delighted to have another excuse to consult Mike Oliver and Richard Partridge's fine little book about Albuera. A nice piece of work - probably underrated. I got to know Mike a bit when he was bravely trying to be the UK distributor for Falcata Miniaturas, with no help at all from the manufacturers. Nice man - one of the hobby's gentlemen.

Wednesday, 16 January 2019

Battle of Aspern-Essling (Day 1) - 21 May 1809

Wargaming yesterday - early start to get to Schloss Goya for 10am kick-off. My idea that it would be amusing to arrive with fresh custard tarts was stillborn, since I couldn't obtain any. No matter, in fact, since our host laid on the customary excellent food and refreshments.

View over the battlefield, early on, from behind the Austrian left flank
Our game was the Commands & Colors: Napoleonics official scenario for Day 1 of the Battle of Aspern-Essling, which I guess is just the Battle of Aspern, when Massena attempted to hang on to the town, waiting for the bulk of Napoleon's army to hurry up and cross the Danube; thus the French have IV Corps plus some of the reserve cavalry. Lannes and all that stuff belongs to the second day. One big advantage of Day 1 is that it is small enough to make a good-sized game, though the number of built-up areas promised to give the beta-test Ramekin rules [I'm up to version 1.7] a decent workout and sanity-check.

I was Massena, while Goya and Stryker shared the Austrian forces, their overall commander being Archduke Charles. I took along my own French troops, and the Austrian forces were Goya's. We followed the published scenario very closely - the only (insignificant) amendment was that we replaced the mystery French "Guard Heavy Cavalry" unit with a third Cuirassier regiment - it has been suggested to me that whoever designed the scenario identified the Carabiniers as a guard unit - no matter.

Because we stuck to the published set-up, my artillery was mostly stuck in the wrong places. What I should have done was get busy right away with the double-moves which Ramekin allows, to get my artillery better placed. Didn't happen, of course, because I was immediately up to my neck in muck and bullets as the Kaiserliks set about the village.

The big Austrian line units have a scary amount of firepower, and they performed well - their only disadvantages are that they are slow, and are not allowed double moves, though they can certainly get a shift on when they are retiring, since they get double retreats for the C&CN flag symbol rolls. Their distinctive battaillon-masse tactic also proved to be a major discouragement to my late cavalry attack - without horse artillery (or aerial support) there was not much I could do against them.

The Austrians made excellent use, throughout, of the Combined Arms Attack rule, using artillery (including one particularly effective Grand Battery on the little hill north of the village) very effectively to support infantry attacks on the various bits of the town. I took heavy casualties very quickly, and was steadily pushed out of the town - I hung on to the extreme east end of the place, and I held the church for a while, until, again, the Austrians brought up a foot battery and blew me out of there.

So the French were very quickly well behind on Victory Points, including extra ones for possession of the majority of the town, and I only made the margin of defeat anything like respectable with a grand charge of cavalry (historically authentic, by the way) which took out the pesky Grand Battery and wrecked the Austrian cavalry. With everyone beginning to show signs of fatigue, Bellegarde's troops eventually claimed the necessary 12th VP, and the French were beaten [but only until the following day!].

Yes, it was pretty decisive. Once again, my sincere thanks to my colleagues/opponents for their company and good humour, and to Goya for all his hard work organising and setting up, and for slaving in the galley.


Austrian High Command caught in the act of setting up the Grand Battery on the ridge. On the left edge of the photo is visible Massena [that's me] in a rather snazzy little [S-Range] carriage - yes, that's only correct for Wagram, but the thing would never get a run out at all if it weren't for a little historical licence...
Already some casualties, but the Archduke isn't hanging about here
The French left was protected by the church and some woods, and some impassable marshes. I put some crack light infantry in there - the boys in the church seem to have lit enough candles to hold out for a while, but the fellows in the wood were shot to bits very quickly
Grenzer troops and Jaegers - good shooting...

Discouraged French troops falling back after being routed from the first bit of the town; the strange circular base is my version of one of C&CN's new-fangled "Garrison Counters" which we re-named "Detachments" since it seemed more appropriate. These are a useful little addition to the game, and I might say some more about these some time. Yesterday we used unpainted MDF, with the soldiers attached with BluTack,  but they are to be smartened up a bit. They are a most excellent way of finding a job for some of your substandard figures - give me your battle-worn, your bayonetless, your OOP misfits, your oddments from the Spares Box, your huddled masses yearning to breathe free... 
Austrians well-established in Aspern

French cavalry getting moving on the right flank
General Legrand brings up some fresh troops from his division (not easy to find) to try to take back part of the village; they failed, and he himself became a casualty in the attempt
Massena still hasn't moved, but he can see that the village is a lost cause - he gets the cavalry advancing on his right flank (far right of the table)
Looking from the Austrian right, round about the same stage of the battle
D'Espagne mops up the rest of the Grand Battery (half of it has already gone) with the 2nd Cuirassiers. Archduke Charles looks a bit close to the action in the background. Note the impressive row of white VP counters...
But the heavy cavalry had no answer to the battaillon-masse tactics of the Austrian line infantry, so concentrated their attention on the cavalry - this went far better...
As D'Espagne's French cuirassiers attack the mounted Austrians, Marulaz brings up the French light cavalry to attack the uhlans on the hill
Some things can just be relied on - like death and taxes, the 15eme Chasseurs are always around somewhere
The battle is more or less lost, but Molitor attempts to take back part of the village - borrowing the successful Austrian tactic of supporting the infantry with artillery in a Combined Arms attack
Situation at the end - the French cavalry have pulled back to avoid the fire of the Austrian infantry. Massena is running out of friends, but he knows Lannes is coming to sort things out tomorrow!
Special mention - Goya's new Landwehr unit are plastic (gasp) - very nice too - they did well. Goya is reluctant to spend too much on figures for the Landwehr or militia, since he is uneasy about making much of an effort to arm the masses.


***** Late Edit *****

Since the only reaction to this post thus far today has been a couple of emails which indicated that at least two of my readers are confused, I must offer my apologies for a very poor bit of editorial work here. Having thought further about the matter, I confess that I am now a bit confused myself. 

To clarify: this is not a description of the first day of a 2-day wargame (I wish it was!), it is a description of a wargame based on the first day of Aspern-Essling, which was a real battle which lasted two days, and my suggestion here that the French might go on to win after two days is not based on history, it merely expresses the French commander's expectation after wargaming the first day's action. After all, the French would probably not have chosen to fight on if they had expected to lose, I guess.

Which brings me to the second point. Was Essling actually a French defeat? I have always believed it to be so - famously so, in fact. Yet Prof De Vries points out (correctly) that Essling was a battle-honour on French Napoleonic battle flags - the 1812 issue of flags showed this honour for a great many regiments. The Professor reckons that the French (like everyone else, he says) only awarded battle honours for victories - the later example of La Moskowa (Borodino) being explained since the French regard it as a victory. Thus, says he, Essling must be another disputed result.

I confess I have always been sort of aware of this apparent paradox, but had managed to avoid thinking it through. I did a quick bit of reading today, and it seems that battle honours were awarded to regiments which performed well at battles commanded by Napoleon himself (which is why you will not find Tarragona, for example). The small matter of whether or not he won was not normally an issue, as we know.

All fine - looks like I learned something I should already have known, and if it turns out that the Professor is mistaken (an event rarer than a Napoleonic defeat) then that is indeed icing on the cake.

*******************


 

Friday, 21 December 2018

Hielan' Coos - and the Ramekin

Moo!
First off, I must wish everyone a happy and comfortable Christmas - all the very best to you and yours. Here's a suitably frozen picture of some Scottish cattle. Tourist stuff, but cute.

I also thought I'd take the opportunity to put out the current draft of my Ramekin add-on for Commands & Colors: Napoleonics. In truth, "add-on" is not ideal phrasing, since the Ramekin game is a simplification. As I attempt to explain in the note, this is not intended to replace C&CN, it is merely a variation to cope with games where the left/centre/right section cards are not appropriate, or where the battle requires a lot of preliminary movement to develop the armies, or where the game is so large that some streamlining of the activation system helps to push it along. What I have is still a working draft, so it will certainly change further, but a number of people have asked me about it.

Replacement of the Command Cards with a dice-based activation system feels a bit like a sell-out, and I had all sorts of ideas for making the dice system very scientific, possibly utilising the army structure - the Tempo Points system from Polemos' General de Division was a likely candidate (I've always liked that) - but in the end I decided simple is good, at least for starting with, so the system at present may be described as crude-but-fast. This may get improved a bit as I build some more experience, but it gets me up and running.

The scaling-back of the effect of ranged musketry is an experiment. I am keen not to destroy the balance of the game, but, as published in C&CN, musket fire at 2-hex range is about as effective as melee combat, which has always bothered me rather. Let's see how we get on with this. I've had a great many games where attacks get shot to pieces before the attackers can even get to close range - that doesn't seem to correspond completely with history. Anyway, let's see how I get on with the tweak. If I can get the changed version of Google Drive to work, you should find the note here.

If you'd like to discuss the Ramekin, or make suggestions, or share you own experiences with it, please get in touch, but if you think it sucks then please keep it to yourself! Also, before anyone asks, I have no intention of publishing or maintaining a set of scenarios for Ramekin!

Have an excellent holiday, everyone.

Thursday, 8 November 2018

Rules Testing - Battle of Albuera (16th May 1811)

Godinot's brigade have a think about their diversionary attack on the village - Von Alten with the KGL light infantry are in residence...
One of my projects at present is to develop a tweaked version of Commands & Colors: Napoleonics for in-house use. This game is intended to work (quickly, and simply, and without ambiguity) for very large battles, for battles which require large, grand-tactical movement of troops (such as off-table reserves), and for games which for other reasons do not lay out logically in the conventional C&CN, across the table, left/centre/right configuration - end-to-end-of-the-table battles, or oddities like the tactical bits of sieges are examples.

The tweaked rules are currently still in a state of flux - the main features are that they do not use the C&CN cards (they use a dice-based activation/initiative system), and they do not enforce strict alternation of moves, but they do use (most of) the main C&CN movement and combat systems. Until they are more stable, I don't really want to say too much about the rules themselves, though I will make some observations of a general nature at the end of this post. The important thing I wish to make clear at the moment is that the tweaked version is not intended as an improvement on original C&CN, nor a correction; it is merely a modified cousin of the game to suit specific kinds of wargames that I seem to be very interested in, so there is no need for anyone to rush to defend the original game, nor to pitch in from the other side, to write it off. Oh yes - my working title for the modified game is "Ramekin". This has no special significance or merit apart from the fact that it amuses me, and it stops me calling it "Vive l'Empereur" or "The Vivandiere's Moustache" or similar.

These rules, in their evolving form, were recently used for the Eggmuhl game here, and for the demo game I set up for my aunt (yes, all right, all right).

This midweek I had planned to set up a solitaire playtest game to do some more refinement (or, as is often the case, to abandon some of the most recent brilliant innovations, since they might simply be a waste of time!). Playtesting is a necessary investment of effort, of course, but playtesting on a solo basis has hazards of its own, since the writer knows what he intended the rules to mean, and how they were supposed to work, and will tend to fail to spot the big holes in them during solo play. Thus I was doubly delighted to have a collaborator yesterday - Count Goya came to help out.

I set up a biggish game based on Albuera, which is a battle of which I had limited understanding previously, and one which is noted for the intensity of the fighting, and the fact that it could have worked out in a number of ways - in fact you might say that it was several different battles, fought successively, in different directions.

I did a lot of reading (so did Goya), and set up a game on my bigger (10'4" x 5', 17 hexes x 9) tabletop. I did some work to sort out which bits of the complex OOBs actually appeared in the field, and - though the numbers of units I fielded didn't match the original battle, the implied numbers of troops were pretty close. [Thus, for example, Girard's Division in my game was 5 battalions, which is about 4000 men, which is correct, though in the original battle these men were spread over 9 battalions.]

I read over, but did not use, the published C&CN Albuera scenario. My game was somewhat larger, and my map was rather more closely based on fact (again, this is not a criticism of anything). We started the game at the point where Beresford (or someone on Beresford's staff) notices that the French are not really serious about attacking the town of Albuera itself - this is a diversion, and the main part of Soult's army has performed a smart left hook, so the principal attack is on the Spanish troops on the Allied right. Thus Stewart's 2nd Division, with Colborne's brigade in front, are sent marching to the right, to cover the Spaniards' exposed flank.

Albuera is renowned for having some key incidents which may not fit with normal wargame rules. Most famously, the French light cavalry - notably the Vistula Lancers - wrecked Colborne's troops, who failed to form square (because Stewart and/or Beresford ordered them to stay in line to maximise firepower, or because there may or may not have been a violent rainstorm which obscured their view and damped their powder, or because they didn't expect the cavalry to be out there on the flank, or for some other reason). It is possible to incorporate some chance card type decision point - I confess I don't care for rigging a game in that way. As a gesture towards history, we adopted a simple dice-test for any infantry wishing to form square - just for the day.

I'm not going to step through the AAR in more detail than comes from the photos - we were not attempting to re-enact anything - Albuera served primarily as an entertaining context for some playtesting. There were some interesting historical parallels in the game - some worked the opposite way to the real battle, of course, and some worked the "correct" way, if in a slightly different manner. We ran out of time, though the French appeared to be winning when it was time for dinner. Whether or not the Allies realised they were beaten, of course, is the critical issue...

Overall view from behind the French left flank at the start of the game. In the foreground is the left hook - La Tour-Maubourg with the cavalry, the divisions of Girard (in front) and Gazan (behind), then Werle's brigade in the centre and, at the far end, Godinot's diversionary assault on the village
View from behind the French right flank - on the Allied side, Karl Von Alten has a KGL brigade in the village, and behind him are Portuguese troops (Otway's cavalry and Harvey's large infantry brigade from 6th Divn); I'll describe the other end of the Allied set-up in a moment...
...and here you are - Zayas' Spaniards in line in the centre of the table, with Stewart's 2nd Division marching to their right behind the Spaniards, to cover the flank. On my game system of replicating the numbers of troops rather than the number of units, Stewart's command comprises Colborne's Brigade (in front, 3 battalions), then Hoghton's (2 bns), then Abercrombie's (2 bns). In rear of them is the 1st brigade (Myers) of Cole's 6th Divn, and beyond them we are back to Harvey's Portuguese (who received no orders throughout the day!)
Pin-up unit - the dreaded Vistula Lancers. In fact they had a remarkably bad day, and were eliminated very quickly. So much for history.
The French cavalry - Vistula boys at the front, then 2 units of chasseurs, then 2 of dragoons - at this point, they were opposed only by a weak brigade of Spanish light cavalry, so they chanced their arm...
... one of the chasseur units and the lancers moved forward to deal with the Spanish horse, and as a result of some of the most outrageous dice-rolling seen for a while the French were repulsed heavily, and the headlining lancers were eliminated, and thus would not get to meet the Buffs later.
Over on the Allied left, and in the centre, the Portuguese still haven't moved, neither have Myers' brigade from Cole's force, and Stewart's boys are making very slow progress towards the right.
Apparently not convinced about the benefits of hanging round demonstrating, Godinot's force gained a foothold in the village  - these are more Poles, the 4eme Vistule - but took a bit of a hammering for their trouble, and gave up on the idea thereafter. In theory there was a Victory Point available for occupation of the village, but after this early effort the KGL were left in peace.
Meanwhile, on the right, Colborne's brigade gets moving. On the tabletop, Colborne's boys were 3 battalions of old (proper 20mm) Lammings, and pretty shiny, too. Since my collection doesn't include the correct units for Albuera, there was some role-playing - notably our "Buffs" were actually a battalion of the 61st Foot (South Gloucestershire), but at least their flag was the right colour.
The firefight - Colborne's chaps appear on the right flank - not quite in the historic manner, and free from cavalry interruptions for the moment. In fact they didn't do very well when they got there - it was a nasty exchange though.
Early stages - Allies slightly ahead - 1 VP for holding the village, and one of the others must be for whacking the lancers. 11 VPs for the win was the order of the day.
Allied right flank isn't looking very clever, and Cole and the Portuguese are still mostly rooted to the spot on the far side. After a slow start, Girard is pressing the Spanish infantry.
Gazan's Division, behind Girard's, watches the attack develop in front. Both Girard and Gazan are prominent hat-wavers. Famous for it.
Back at the village, Godinot's demonstration is over; the combined battalion of grenadiers is sulking after suffering 3 bases-worth of casualties, the light infantry is in the wood, and the battered Poles are in another wood to the left, out of picture. The artillery can't see much point in carrying on wasting orders by firing, so they all hope their job is done and that Soult will win the day elsewhere.
Eventually, of course, the Spanish cavalry on the Allied right got their come-uppance, and were sent packing, and here General Loy, the brigadier, has a Ponsonby moment, as the French dragoons pursue him. Amazingly, they failed to kill or capture him (i.e. they couldn't roll a single crossed-sabres symbol on a total of 8 dice) and thus he escaped, choosing to leave the table just to deny the French the VP they would get if they did for him.
Better fortune for the Allies in the centre - combined-arms attack by one of Hoghton's battalions and Miranda's Spanish battery does some fearsome damage to one of Girard's regiments. All a bit late, really.
Late view from the Allied right shows that their right wing has mostly disappeared, and the left wing has hardly moved. This was just about dinner-time - the scoreboard showed the French leading by 10 points to 6, so they had more or less won.
Final view across towards what was, in fact, Beresford's position from the day before the battle. Beresford is going to get a dreadful roasting from Wellington, who even loaned him The Tree to  stand next to, as you see. On the far left you can see one of the ramekins (to hold initiative dice and order chips) from which the game gets its working title.
 Many thanks to Goya for his company and enthusiasm, and for helping out with the analysis. The game is shaping up nicely, and is a lot of fun, but we need some more work on getting the effect of musketry in balance with history, and to refine the use of the Order Chips (thanks to Tesco for the chips, by the way).

That's enough about that, I think - you'll hear more of the Ramekin soon, I'm sure.