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, 16 August 2019

Reserve Chips in Ramekin (the Genie Delivers?)


New supplies of 18mm chips in two colours, and the requisite D3 to sort out the mysteries of off-table reserves. Hot from the Genie.
I've been doing some work on my Ramekin Napoleonic rules, to encourage the realistic use of off-table reserves. Ramekin is my house variant of Commands & Colors:Napoleonics - it uses the movement and combat systems from C&CN (with some minor changes) but replaces the Command Cards with a dice-based activation system which allocates Order Chips to units. The introduction of this hybrid game has gone pretty well to date, though my recent Neumarkt scenario got a little bogged down in the introduction of off-table reserves into the action. I have been thinking how to improve this problem, and I was delighted (and very surprised!) by the number of interesting contributions and ideas I received.

I am very grateful to Arlen, Dave, David, Chris, Chris, Mark, Peter, Dan, Ross and Rob (and certainly one or two others - if I've omitted you, you know who you are) for applying their very considerable intellect and gaming experience to the issue of my humble rules, and, especially, to Goya, for analysing my rambling draft, and to the Archduke, for coming up with the logical but ground-shaking idea that there should be two types of Order Chips - ordinary ones (as at present), and (exciting, new) Reserve Chips, which are a bit different, as I shall attempt to describe with some attempt at brevity. Thank you, gentlemen.
 
A proportion of this post is copied from an email exchange I had earlier today - the previous recipient may well recognise sections of the text - apologies, as necessary, but it seemed a shame to waste it! What I like about this is the simplicity - even I can understand it! No doubt some further tweaking will be necessary, but this seems to be shaping up, and it now needs a little playtesting.

Eventually there has probably been sufficient interest in this to justify a short blog post - it will mean little or nothing to most readers, but never mind. Here is what is beginning to look like The Answer (or the First Draft of The Answer...).

* Ramekin rules are pretty much unchanged, except there are now two colours of Order Chips - one colour is Reserve Chips.
* These Reserve Chips arrive by a slow trickle, controlled by the dice, rather like the Order Chips, but there are a couple of differences...
* If your army includes an off-table reserve (of any size) you get to roll an extra D3 along with your Initiative Dice each turn - it doesn't add to the Initiative Total - the only thing you can use it for is to generate Reserve Chips.
* All you can ever do with Reserve Chips is use them to move off-table units on to the table - you can double up these Reserve Chips if you have accumulated enough, to allow the reserves to travel a little further on to the table, but you can't use them for fighting, and once the reserve units are on the table you need normal Order Chips to do anything with them - which is in itself a good reason to wait a while before bringing them on. You can't change Reserve Chips into Order Chips. No.
* If any of your off-table reserves are delayed for any reason (such as the Prussians at Waterloo) then the scenario will include a rule to determine/restrict when they are allowed to come on.
* If you have Reserve Chips left after you've brought all your off-table units on, you can ditch them, and stop rolling the extra die, since it doesn't achieve anything.
* Ramekin already stipulates that normal Order Chips can be carried forward to the next turn if not used, subject to a maximum carry-forward of 5; Reserve Chips may be carried forward without limit. [I am thinking of also allowing Order Chips in the player's stash to be converted to Reserve Chips, without the option to change them back later, but haven't decided about this]
* [Designer's Note...] I have been nervous of creating gamey situations where (for example) a player may use the existence of a reserve as a crafty way to generate extra Order Chips for his army. I think the system set out here works for a number of reasons. I've also abandoned various ambitious plans to allow reserves to be activated by the surrender of accumulated Victory Points - not least because I was at a loss to explain what this represented in a real battle. Apart from the good sense of keeping the reserve fresh and safe, it requires some time to accumulate sufficient Reserve Chips to get a strategic advance organised, and also bringing on the reserve too early runs the risk that there won't be enough Orders to go round - when the army is getting worn out, some of the units will not be using Orders any more, so there should be spare to look after the reserve. The tactic of bringing on the reserve prematurely, to jam up the table when there are insufficient Order Chips to do anything with them looks (historically, I hope) like a bad one!

Anyway - it obviously needs a bit of testing. In the meantime I've taken delivery of a shipment of what spielmaterial.de (of Moenchengladbach) describe as Crusader-Dubloons - in two colours. These will result in the phasing out of my rather whimsical collection of blue Tesco customer tokens, which have featured on this blog in a number of conflicts of late - I shall miss them, I guess, but this looks a bit more professional.

Monday, 29 July 2019

The Battle of Neumarkt-Sankt Veit (24th April 1809)

We had a big wargame here on Saturday - we had four generals, no less - Goya and Stryker and I were joined by The Archduke, who had travelled through a tempest, by express carriage, over the mountains from foreign lands, so we were a happy and prestigious assembly, as you may appreciate.

Our event for the day was to be the Battle of Neumarkt, noted as one of Marshal Bessieres' bad days. If you wish to read about the real battle, the best coverage is in the second volume of John H Gill's Thunder on the Danube trilogy, and in the Bavarian chapter in the same author's With Eagles to Glory. Like me, you may be surprised that there is so little written on the subject, but you must bear in mind that (1) Napoleon was not present, and (2) the French lost, which explains a lot.

Allied forces frantically pushing the French reserve over the river early on, to support Wrede's Bavarians. A lot of congestion - a lot of tap-dancing and creative orders to squeeze everyone in.
We played to the latest upgrade of Ramekin (the house's tweaked version of C&CN), we played on a 17 x 9 hex table (that's 10'4" long) and as far as possible we fielded armies which were pretty much correct for manpower representation, though the number of separate units was understated to fit [i.e. we used a reduced number of full-strength units to achieve the correct army strength, since that saves space and the rules work best in that arrangement]. Since they contributed the bulk of the Austrian forces - and we had 21 battalions in the Austrian OOB, which is a fine effort - Goya and The Archduke commanded the forces of the Kaiser. Stryker and I were in charge of the Franco-Bavarian army.

My scenario is due for a bit of criticism at the end of this post, but we'll get to that. The idea was to make use of off-table reserves. At the start, the French infantry (a division under GdD Molitor) were behind the River Rott, and thus off the table (since the river was mostly along the edge of the table). The Bavarians were deployed on the other side of the river, with their backs to it - not a comforting situation. They were placed in and around the south side of the village of Neumarkt and the Abbey of Sankt Veit (St Vitus - yes, that one), with their front line on a ridge by the village of Ober Scherm. The Austrians were arriving on the table in 3 columns. One (the left one - Hoffmeister's) was delayed, and thus had to be cued onto the field by a dice roll of 6 [test every turn!], the other two columns being well established on the table, with the rear of each column being off table but able to march on as orders and space permitted.

In the actual historical battle, the Bavarians defended their position pretty well, until things became impossible, at which point they managed a moderately disastrous withdrawal over the Rott (only one bridge at the town). I had identified that this would make an unsatisfactory game, so for our scenario the French adopted a new Plan B, by which Molitor would bring his infantry over the bridge to reinforce the Bavarians (under Wrede), and the combined force would set about the Kaiserliks before the ends of the columns came up.

Aha.

The game was pretty hectic - and I have to say this was one of the hotter afternoons of the summer so far, so the level of personal courage displayed by the generals was - what's the word? - exemplary - yes, that's it. Extra Victory Points (VPs) were available to the Austrians for every unit they managed to exit over the French baseline - having crossed the river, these units were regarded as having outflanked the French position.

I'll attempt to indicate a narrative of some sort in the captions to the photos. If you can't be bothered reading all that stuff, you need to know that the French lost, and it was not close, so for once there will be no "it could have gone either way" malarkey.


The battlefield, river and town at the far edge, before the soldiers came. John H Gill present and correct - great book, by the way.
And with the first instalment of troops - French light cavalry far left, Bavarians in front of the town and in the Abbey (famed for its lofty tower). On this side of the table, Mesko's advance guard is moving up in the centre, and Reuss's column is moving up on the right. Hoffmeister should eventually appear on the left flank.  
This is Jacquinot's light cavalry brigade - the only French troops on their right. There would have been a regiment of hussars as well, but Bessieres had detached them to go and check on something or other [historical fact]. You will hear more of these chaps later on...
View over the Bavarian-held area - the River Rott to their rear has only a single bridge, and is unfordable - yes - quite so.
Over on the French left, the view across the field shows that Prince Reuss's column is moving up nicely, and getting bigger as the off-table elements arrive. At this point, there was a lot of anxiety about the French left, and a plan was emerging to shift some of the French arrivals over to that side.
General view at this point, with Molitor's troops pouring over the river bridge, and wondering where they should stand
The defence of the southern suburb is looking less sparse, but a lot of sorting out is needed to get them organised. The centre column in the background advances relentlessly. Apart from artillery exchanges, very little combat at this stage, so any chance the French might have had of gaining some early momentum has already largely evaporated.
The Austrians are beginning to realise that they don't need to bring on all the reserves at once - they can use some of their orders for doing some actual fighting. The French took a while longer to get this idea. The soldiers in the woods are two battalions of Grenzers who, along with the IR Benjowsky of Hoffmeister's column, were the stand-out troops of the day.
Ah yes - Jacquinot's cavalry spotted a fantastic opportunity to take out an isolated battery on the Austrian left. It did not go as well as we had hoped. The cavalry units were not eliminated, but were not in a fit state to contribute much thereafter. In earlier conversation, The Archduke had wondered how a cavalry attack on artillery would go under these rules - he had his answer - he may still be grinning.
Part of Hoffmeister's column (with the man himself attached), looking to do the crafty outflanking manoeuvre and cross the river for extra VPs.
The Austrians did not mop up on their right flank, though it looked as though they might, but then they didn't need to.
More Austrian infantry crossing the river for bonus VPs - the end is close. Austrians won 10-5. The 10 consisted of 3 units advanced off the table ("outflank") and 7 French units eliminated. No staff losses on either side, by the way - unusually, apart from the heat, the Generals were all safe.
A moment for the C&C buffs. At one point, an Austrian line battalion attacked a regiment of Bavarian cavalry from the edge of a wood. The cavalry performed the correct Retire & Reform manoeuvre, which means the infantry still get a bash at them, but do not get to count "crossed-sabres" symbols, only "cavalry" symbols counting as hits. Guess what the infantry rolled? - see above. This roll would have wiped the cavalry out otherwise - as it is they suffered no loss at all - very lucky indeed!

[This is the point I reached in this post last night - I am now editing...]

My thanks to my colleagues for their enthusiasm and hard work, and especially their excellent company. Many miles were travelled on a very wet Saturday morning to assemble the troops and the players, so my compliments and admiration all round - The Archduke had a long drive each way to take part, which is an especially splendid effort! Thanks again, gentlemen - I could not hope for better friends.

The Ramekin rules worked well enough (Ramekin has now reached Ver. 2.0, and some more gentle tweaks are probably in the pipeline). The Austrians' appearance at Eggmuehl a few months ago sparked the first adjustment to kill rates. Yesterday we saw some similar situations - those 5-block Austrian battalions secure in woods. The changes in the rules do make things more reasonable, but the Austrian line units still take some stopping!


Ramble about Off-Table Reserves, War Games, Waterloo and All Sorts

Allsorts
Analysis of the scenario design is interesting - I am now thinking hard about the best way to incorporate off-table reserves. That aspect of our game did not go as well as I had hoped - though the game was fine, and a lot of fun, there is something philosophically tricky about reserves. I had spent some time before the game trying to get some insight into how this is handled in "proper" [i.e. other people's] wargames. I didn't learn much that was useful. In particular, I came across lengthy discussions on BoardGameGeek and elsewhere in which a load of guys took the opportunity to spout everything they knew about WW2 boardgames and the correct way to win a real war with bits of cardboard - I regret that I slept through quite a lot of that.

Here's the nub. At the Battle of Waterloo (sorry about this, but please bear with me a minute or two), most of the fighting took place in an area which I could squeeze into my largest table size - well, you might have to exclude Plancenoit. You could have the Allied army at one side, and the fighting would all take place around their position and in front of it - that's pretty much how the battle went, and it makes sense, since the French were attacking. That's how the game is traditionally played. Good.

Napoleon had a lot of troops a fair distance behind his front lines. The big cavalry charges, the final advance of the Guard - all that stuff - would correctly manifest itself in a game as an off-table reserve marching on. What Napoleon did not do on the day was fire a cannon at the start of the action as a signal for everyone to charge at once. When I think about it, this means he used his reserves as, well, reserves. I appreciate that the world of 6mm brings a different dimension to the game, but most wargamers of my acquaintance - especially me - guys with 25mm soldiers and normal-length arms - would, as far as possible, have just flung all the reserves in straight away to try to get an advantage on the table. The advantage is mostly illusory. You have more troops, but you can't do much with them. Napoleon (unlike me) was smart enough to realise that he had too many troops to fit onto the immediate fighting area - good practice was to bring the boys up only when you could use them. I use Waterloo because it is a well-known situation, and even I understand it, and also [whisper it] because we are pondering having a bash at Waterloo sometime.

Right - the problem in the game is partly the instinctive behaviour of amateurs like me, who were brought up on small skirmishes with embryonic collections of toys, and partly is a matter of rules. A standard approach to this might be to artificially restrict the availability of the reserve troops. The rules might say, "you may not stage Ney's big cavalry attack until after 2pm (or something), because that's what happened in the real battle". Now that would stop the beggars charging onto the field at the start, but I really don't like that as a rule. It is scripting the action, which takes a lot out of the game, and it brings you into all sorts of areas of the defenders knowing what is going to happen, how many troops it is going to happen with, and a whole pile of conditioning based on our understanding of the real battle and a load of hindsight which would not have been available to the generals of the day. As soon as your game becomes a scripted walk-through it pretty much stops being a game.

Our Neumarkt game on Saturday involved too many units to fit comfortably on the table, but the military situation was historically correct, and the idea of keeping some of the troops off the table until they could be used is obvious and (I think) authentic. Where the scenario struggled a little is that the French Plan B involved getting their reserves on the table as fast as possible and - in response - the obvious thing for the Austrians to do was to get the rear of their columns on the table too, so they didn't become disadvantaged. In other words (to repeat the message yet again - for my own benefit), the wargaming instinct was to cram everything back on the table as fast as possible - thus defeating the whole purpose of having off-table troops in the first place. Because the supply of order chips is restricted, the need to march everyone into position limited the amount of fighting, and crowded out most of the manoeuvre that could have gone into the early stages.

As I mentioned above, the Austrian commanders realised what was going on and started attacking with what was on the table - they did a nice enough job and they certainly saved the game as a spectacle. And, of course, they won rather easily in the end. If I recall correctly, 9 of the Austrian units were still waiting to come on the table at the end. Meanwhile, the Franco-Bavarian side had a lot of units crammed on the field which had not done any fighting and had mostly consumed order chips by trying to get out of each other's way. Hmmm. Mea culpa.

I have a couple of discussions going on with people whose views I have a lot of respect for, so setting this conundrum out here is not intended to preempt anything they have to say. There is something basic here that I can't get the hang of - how to make off-table reserves available, and have the rules allow the players (force the players? - nah...) to use them correctly.

Interesting stuff. 

Hmmm.




Sunday, 14 July 2019

Scenario Design for Klutzes

There will be a game at the end of the month here. Since I have no sense at all, I have taken it upon myself to design a scenario. My methodology for this involves more of a pantomime than you might expect, but here you see some breathtaking shots of the stages in the development. The rule system is my Ramekin variant on Commands & Colors: Napoleonics.

How to fit the terrain features onto a hex-grid table (start off with 13 x 9 hexes)
Having plotted the terrain (which has now grown to 17 x 9), and having sorted out the OOB, I now work out the starting situation - you will see that both sides have lots of off-table reserves headed toward the guns at the start
And then I set it all out, with the units in place - Battle of Neumarkt-St Veit - not one of Jean-Baptiste Bessiere's best days, as it turned out...
More of this in a couple of weeks...

"I never wanted this stupid gig in the first place"

Wednesday, 19 June 2019

Quatre Bras - 16th June 1815

General view at commencement, from behind the French right flank. Quatre Bras itself is represented by the building in the distance, just below the purple cushion(!). No idea who that bloke by the fireplace is - he was there quite a lot
Very enjoyable game at Goya's estates yesterday. As always, we were sumptuously entertained and looked after. Thanks very much for everything, gentlemen!

The game was the Commands & Colors scenario #014, which is a standard-sized 13x9 hex set up. We used my Ramekin adaptation of the C&CN master game, with a few (inevitable) beta-test tweaks, of which I shall say a little more later (assuming I remember). I was Marshal Ney, in command of the French forces (most of which I brought with me across the bridge from sunny East Lothian), while Stryker was Wellington, in charge of the Allied army. Goya chose to umpire, which was a most generous thing to do, in the interests of keeping the sides balanced. Apart from my own troops, there were lots of lovely soldiers on view - I must apologise that my photographs may not do this justice - Stryker will undoubtedly produce something more satisfactory, so I look forward to that.

If a little French bias creeps into what follows, I trust you will believe that it is unconscious, and merely a result of my having spent a day looking at the game from a French viewpoint.

The scenario allows the French an extra Victory Point (VP) if they hold the actual crossroads at Quatre Bras - 9 VPs for a win.

The game started with most activity around the Bossu Wood, on my left. My intention was to use my light infantry battalions (I only had two) to try to flush out the Dutch-Belgian (henceforth D-B) and Hanoverian troops before the British got their terrifying (and large) Foot Guard units in there. We started well enough, eliminated a D-B foot battery which was set up on the edge of the wood, but thereafter things got bogged down - my light infantry did not do well - one unit managed to stray too far from Command and thus were unable to move into a promising-looking attack, and that whole flank got bogged down very quickly, which meant I was pretty slow getting my infantry and heavy cavalry over the (fordable) river and a little ridge and setting about the Allied centre. When we did get that going it went fairly well for a while, but a pattern emerged which was recognisable from what we saw at our Albuera game some weeks ago - the French managed to wear themselves out fighting the relatively "softer" non-British troops (who actually fought very well) so that by the time we got to confront the British reserve we were already running out of steam. One big lesson of the day was a reminder that heavy cavalry are badly handicapped without horse artillery - we didn't have any. The chances of breaking an infantry square with cavalry are not good (especially if the damned squares are on a hill), but using the cavalry to force the infantry into square and then having something else to hit them with (such as horse artillery!) would have been a much more useful strategy. Oh well.

The game was close. At one point, quite early on, I was 6-3 down on VPs, then I got it back to 6-6, then my attack in the Centre got it up to 7-6 in my favour, then it came back to 7-7, and the end, when it finally came, was quite sudden. One of my battalions was eliminated in melee, and General Bachelu was killed along with them, at which point the Allies won 9-7. It is a bit of a constant theme of these games to say that it could have gone either way, but it really could. Anyway, history won out, I guess, which is something of a compliment to the scenario designers.

Stryker made a very good job of moving his forces nimbly and effectively in the space available - the Prince of Orange and The Duke of Brunswick were especially successful at rallying their troops when they had suffered under fire. This is really an encounter battle - neither side has the mix of troops nor the starting positions they would ideally choose. The Brunswick artillery were effective, and there was a particularly troublesome RA battery which I chased off the ridge a couple of times, but each time they brushed themselves down and climbed back up to resume fire. Stand-out performances? Hard to say, really - the D-B boys did pretty well, the Foot Guards are unstoppable if they get going, the French artillery was unusually effective. As French commander, it felt from fairly early on that I was going to run very short of fresh troops eventually (since, historically, D'Erlon's boys were not present, spending their day marching around somewhere between Quatre Bras and Ligny) and, though the day swung backwards and forwards for a while, that is eventually what happened.

Good game - a fairly stodgy start by the French, but exciting stuff later on. Quatre Bras on Waterloo Day - that's not bad, is it?

Opening situation, from behind French left. Bossu Wood is most of the foreground - Perponcher's D-B boys are well established in there. In the middle distance the French cavalry await instructions, while Foy's infantry confront the Dutch-Belgians in the centre. At the far end, Bachelu's division glare across the river at the Brunswickers
The river was not an obstacle, though anyone trying to fight their way out of it might have been a little incommoded. Prince William's chaps on the ridge to the right of the river reconsidered their position when the French Grand Battery opposite opened up. Note the proper, Old School Bellona bridges...
Ah yes - the Bois de Bossu. Didn't go well for us. You see the Legere boys going in there to dispose of the Dutch-Belgians. Ha! We eliminated the battery on the edge of the wood, but that was as good as it got in this part of the field
Slender Billy (seen waving his hat in the distance) sensibly shifted his men behind the high ground to get them away from the Grand Battery in the foreground (he may have been studying the ridge, to see if it would be possible to dig it up later to create a monumental mound)
Wider view of the same stage of the battle. That battery on the end of the ridge was a very persistent nuisance
Back to the Bossu - 2/25e Leger manage to get themselves stuck too far from commanders, and thus, without orders, do not have the wit to fire on the exposed enemy unit opposing them - they do take heavy losses, though. Oh well
Still struggling, 2/25e Leger fall back. Top left you can see Coldstream Guards approaching. Hmmm. This is not going to plan at all. The Guards were supposed to arrive to find the woods packed with crack French marksmen...

In some disbelief, General Kellerman came to help out, ensuring there at least was a General Officer near enough for the French left flank to be able to think straight, but things went from bad to worse. Those Guards are getting nearer, and - yes - that is a very large unit
Since the battle was obviously not going to be won over in the woods, Foy made a belated attack in the centre - that's him with the white border. The Grand Battery now being masked, Prince William, still waving his hat like the hero he is, got his boys to pop back up onto their ridge. The blue discs with "Tesco" embossed on them are, of course, order counters. Wellington and his staff are somewhere behind the building in the background
Foy's Division actually did pretty well here, and the French started to level up the VP score. The French cavalry started to come forward, too
Things suddenly look more promising for the French Centre, but those reserves on the right are a bit worrying
Since Foy doesn't have any reserves, so as you would notice, Bachelu makes a very late attack on the French right flank
Very welcome break for rations - grateful appreciation to our host. We decided against any selfies of the generals eating. We may not fight with skill, but we have elegance in abundance
Suitably refreshed, Ney sends forward his cuirassiers - no horse artillery, precious little support of any kind
Here he is - a little out of focus, but enthusiastic
All on their own-io, the cuirassiers get up onto the ridge - WHAT IS HE DOING?? WHAT IS NEY DOING??
Whatever he's doing, there's an awful lot of empty space on the French side of the river now
Inevitably, the battered cuirassiers are pulled back, while Bachelu (unseen by the camera) has just been eliminated at this end of the table - that's about game over...
On the Allied side of the field, it is evident that some of their units are just about hanging in there, but it doesn't matter now. You can see Wellington and his entourage just this side of Quatre Bras itself (complete with his trademark Travelling Tree), and you can also see the requisite nine Victory Banners. Job done
Game end, Allies on the left. It could, as I say, have gone either way, but a French win would have been a bit of a surprise - overall, I think we were beaten fairly thoroughly. Very enjoyable defeat, I have to say, and - as ever - educational! Sincere congratulations to that bloke by the fireplace
Rules? Not much to say - Ramekin system worked well enough - we had a rule tweak to allow units which had suffered loss to rally - this was a bit generous as drafted, but is worth refining - and we also re-introduced the Tactician Cards from C&CN Expansion #5, which put some surprises and a bit of welcome colour back into the game. We'll keep that as a useful option for the future. The revised balance between ranged combat and melee combat in Ramekin continues to work well - we did some tinkering with the abilities of various troop categories. All worked nicely enough.

Sunday, 3 March 2019

Albuera #2 - Game Report

Quite so - Ian Fletcher's book was available - we had the cheap, ex car-boot sale version, without pictures or maps...
Well, the game was duly played yesterday, and it was a belter. A lot of the fun, of course, comes from the excellent company, but a lot of things worked out really well. I was much happier with the amended rules, the game was very exciting and really could have gone either way - there was a lot of counter-attacking and a determined late attempt by the Allies to lose when it seemed certain they would win.

We considered a couple of alternative line-ups, but eventually decided to do without an umpire, and Goya and I jointly commanded the Allies (who won, in case I omit to mention it, though the committee approach to leadership is something I may come back to in the afterthoughts); Stryker played the part of Marshal Soult, with characteristic flair though, it has to be said, possibly with less than his usual streaky good fortune with the combat dice.

We used the latest update to my Ramekin modified version of C&CN. All worked well - we fought a battle involving something like 60 units to completion in about 4 hours - again, a large part of this is due to the enthusiasm and good humour of my guests (for which thanks, gentlemen).

As in the previous attempt at this battle in November, the armies were not far off the historical strength, though I'd set it up so that the number of actual units was understated - i.e. we fought the game with a slightly reduced number of overstrength units, which works better with the rules and the space available on the table.

We decided that 12 Victory Points would win the game. The scenario is not the official commandsandcolors.net one - it is similar, but is changed quite a bit to try to get closer to the original battle. There were bonus VPs available for possession of each of the two hexes of the town of Albuera itself - since the opening position has Karl Alten's KGL light brigade firmly installed in the town, that gets the Allies off to a flying start - 2-nil just for turning up!

The French have rather outsmarted Beresford at the start - Beresford has set his army up (mostly the day before) to defend the town and the river crossing. Many of his Spanish troops are elsewhere (as are most of his Portuguese - it's very complicated...), but he has Zayas' Spanish infantry stuck out on the right flank. Soult duly turns up and attacks the town with Godinot's independent brigade, as expected, but the bulk of the army crosses the river some distance from the town and swings left to attack the Spanish infantry. The game starts as Beresford has started to shift Stewart's and Cole's British Divisions to his right to support Zayas.

I hope that some sort of narrative can be pieced together from the captions to the photos. A quick summary (spoiler?) to start off? All right then.

Soult began with an attack on the Spanish line, using Girard's Division, supported by Gazan's - both of these divisions were smaller than the independent brigades of Godinot and Werle, which were on the right and in the centre respectively.  The Spaniards fought well enough, but as casualties mounted the inevitable came about, and the double-retreat rule for Spanish regulars did a lot of damage. The Allied line was pushed back, but the British infantry plugged the gaps, and eventually Girard ran out of steam.

Later in the day, Soult directed Godinot to attack the town, and it was partly taken - it was a struggle, and the KGL boys did not have a particularly good day. This became particularly tense - as the portion of the town next to the bridge changed hands, the VP tally swung back and forward. At one point the Allies were leading 8-4, then it came back to 10-9, then 10 all and eventually the Allies won 13-10, but it really could have gone either way.

Another sub-plot emerged towards the end, when the French (in a desperate attempt to sneak a few VP's!) brought up their cavalry on their left flank. They quickly disposed of the Spanish light cavalry (I apologise to any Spanish sympathists for this evident theme of the day - just the way the game worked out) but then were very badly handled by the British horse. I still don't understand this - the French should have won the cavalry action very easily - they had more units (5 vs the Allies' 4) and they were stronger (each unit 4 bases cf the Allies' 3). I guess the dice decided the day. Standout performance in this area came from the British 5th Dragoon Guards, who distinguished themselves, with support from the 11th Lt Dgns, who were (very surprisingly) temporarily led into action by the Spanish General Zayas, who, having run out of infantry of his own, had to fall back on friends, and obviously decided that this was the day he was going to get his wish to command some cavalry. Quite what the British light dragoons made of this foreign chap getting involved is not recorded.

View from the Allies' left, at the start, with the town in the foreground - Karl Alten's KGL lights are in the town, with the Portuguese of Harvey in support. You can see Zayas' boys in line in the centre of the table, some distance away, facing the main French attack
Harvey sends some of his infantry off to help oppose Werle, in the centre - Arriaga's battery seem to be armed with howitzers, but they were classified as plain Foot Artillery for the day

British infantry moving up to relieve the hard-pressed Spaniards

Hoorah! Just about the oldest man in both armies - the chef de bataillon of the 2/27eme is the last of my original Airfix soldiers from 1971 - I keep him as a reminder of those ecstatic, fevered days, and as an inspiration to his metal men - I always try to capture his rare appearances! 

Godinot's chaps standing by, just in case anyone really wants them to take the town - they were very busy later on! Note that Godinot, who is only a General de Brigade, has the regulation brown border to his base, appropriate to his rank
Zayas' boys taking some heavy punishment from Girard's men - Zayas (of whom more later) is in the foreground with white border, trying to encourage the Guardias Espanolas
The Spanish line is rapidly disappearing - eventually they were left with the remains of two light battalions - those of Campo Mayor and Barbastro - and they were in poor shape. The Brits are coming up behind.
The French have now advanced to the original position of Zayas' line - note that Zayas himself is now in the foreground, having been forced to take shelter with the British 11th Lt Dgns...
View from the Allied right flank at this stage shows that Girard's attack has pushed back the Allied line, but he is running out of men
...and that's another unit gone...

Just an instant captured for posterity - photographing dice rolls is up there with sending someone a selfie of your breakfast, but this is a goodie - this was a volley that one of Girard's fresh infantry battalions received from Stewart's lads - no-one was hurt, but they got a REALLY big fright - enough to send them back 800 paces... 

Not a great picture (bad nervous tremor), but here is a view of the French light cavalry on their left, having just chased away the Spanish light horse. General Latour-Maubourg, with the white border, was the only senior officer casualty by the end of the battle
Zayas (remarkably) brings up the 11th LD to oppose Latour-Maubourg and one of his chasseur regiments...

..on this occasion, the French cavalry had the better of the exchange - the 11LD have withdrawn to get their breath back, while the chasseurs are joined by the Vistula Lancers - the situation of the RHA battery on the hill looks desperate, but miraculously they were rescued, and survived!
Meanwhile, on the other flank, Godinot's boys have broken into the town - more Poles - 4eme Vistule - have taken part of it - the VP scoreboard is starting to swing about!


Back to the horses - with a lot of help from the impressive (and fortunate) 5th Dragoon Guards, Zayas and his chums are now wiping the floor with the remains of the French cavalry - this is where Latour-Maubourg was wounded

Significant moment - with the KGL chaps driven out, a Portuguese battalion hold part of Albuera. At this point, at the start of a turn, the Portuguese only have to march to the far end of the town, leaving behind a "Garrison" marker to claim the 12th VP and win the day - euphoria time...! However, Soult promptly wins the activation roll, and marches his own light infantry back in, which puts paid to the immediate VP objective, and - also - light infantry can fight as soon as they arrive in a town (which line troops can't), and - also - the Portuguese battalion was so battered that it was incapable of doing much about the new arrivals!
Now there's a gap between the armies in the centre - the British line looks firm enough, but the French are very depleted

More expansive view of the same thing

They also serve who only stand around and get wet. After waiting all day for a little action, the Portuguese 11th cavalry (centre foreground) eventually get an order, which is to get out of the way while some manoeuvring goes on to get fresh infantry up to fight for the town. In fact, just to keep them humble, they are required to go and stand in the river, as you see. The struggle for the town was still going on when word came from the cavalry action on the other flank that the Allies had gained a 12th VP, and the game was over.
General Stewart, who is a very old Minifigs chap, gives an inspirational word to some even older Lamming British infantry
And the RHA troop, after a miraculous escape, are still in action at the end
Afterthoughts

My compliments and sincere thanks, once again, go to Messrs Stryker and Goya for making the trip and contributing so generously to such a splendid day. This was certainly the most entertaining and exciting game I've had here for a while, and there have been some good ones. In passing, there was a noteworthy moment when Goya struck terror into the French commander at lunch, by nonchalantly pouring himself a glass of onion gravy - some kind of warrior tradition, apparently. Scary.

The game went well - very well. I am happy that the revised combat rules now provide a much better balance between the effect of ranged musketry and of melees. I believe that we still need some very minor tweaks to the properties of various unit types and "national characteristics" - in particular, French legere battalions have extra advantages and abilities which are almost certainly not justified for the Peninsular War. I'll have another look at that.

During the game I had occasional concerns that the 2-v-1 line up sometimes meant that Stryker placed his order counters and moved his troops in a businesslike manner, and then had to wait through an extended debate while the Allied command scrabbled for ideas. He was very brave and cheerful about it, and it really isn't a problem, but we should maybe give some gentle thought to re-introducing the timer to put a limit on turn time - we can discuss it, anyway (maybe). Stryker was badly let down by his cavalry - a brave effort to turn the day on both flanks might well have succeeded otherwise. Crap dice will out.

Thanks yet again, chaps!