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


Showing posts with label Solo Wargaming. Show all posts
Showing posts with label Solo Wargaming. Show all posts

Sunday, 23 January 2022

Sieges: Getting Organised (a Bit...)

 For a while I've been intending to take advantage of the strange world of Covid limitations and do some solo work on getting the hang of Vauban's Wars. Siege games are, by definition, very dependant on all sorts of fancy scenery and hardware, and it is always very easy to find assorted reasons why this is not the ideal time to have a go. Well, that's long enough.

I now plan to have a solo bash at a Napoleonic siege game, so I'm scratching around trying to collect all the bits and pieces I need. Some of this is trivial work, to be honest, it's just a question of getting down to it.

Today I have a case in point. The starting set-up for my proposed training game requires the British to have a couple of heavy mortars. Now I have odd bits of artillery around the place, and I have some spare soldiers, so it was a simple matter to put together the required mortar battery from some old Hinton Hunt gunners and a couple of very scruffy Hinchliffe mortars I got as a make-weight in an eBay parcel. Here they are - not beautiful, but absolutely fine - cross them off the to-do list. Ready for duty.


There is a new approach evident here - previously I put a lot of effort into making up smart siege trains for the French and the British in the Peninsula. I now also have pieces for a proposed Spanish train, including some fortress guns, and I'm starting to collect items for WSS sieges. My new approach is that I shall paint the ordnance pieces in nondescript colours wherever possible, and make up crews of various nations who can "borrow" spare kit as needed. This is the first such - the scabrous mortars here are simply BluTacked onto the bases, so they can be loaned out to another army, in a different period if required, or they can even be replaced by more beautiful examples if the dreaded Creeping Elegance ever catches up with my siege projects.

Anyway, enough said. I retouched and based these chaps (ex Eric Knowles gunners, by the way) while listening to the Crystal Palace vs Liverpool game on the radio. Easy peasy. The British now have siege cannons, mortars (both heavy and Coehorn), various howitzers and sappers. I even have some new, specially sized and based units of foot, rescued from spares boxes for duty on sieges. And still the wonder grew.

I'll put some notes here on the starting set-up for my Vauban's Wars solo game in a day or two.

Monday, 24 September 2018

Senior Debutante - Battle of Santiago Martir 1809

Marshal Victor and his young men decide what to do first
At the end of last week and over the weekend we had a family visitor staying with us; my mother's half-sister, my aunt, in fact, who is 83 and lives in far-off Somerset.

To put this into context, she is a very tough egg indeed. She travels a lot, drives over to France to visit her brother a couple of times a year, and has destroyed all her former hill-walking colleagues, who have all given up trying to keep pace with her. She was on her way home from a tour of the Highlands - particularly castles and the battlefield at Culloden - and took the opportunity to visit us, and thus to visit my mother, who is in a local care home.

Recently, I sent my aunt some pictures of my miniature Battle of Marston Moor, and she was so fascinated that she asked if it would be possible to invite someone in while she was visiting, to put on another wargame, so she could witness it at first hand. Hmmm. I thought long and hard about this, being pretty certain that there would be a very short queue indeed of people volunteering to come out here simply to demonstrate a wargame for my elderly aunt. I decided the best thing to do would be to stage what would in effect be a collaborative solo game - she and I would play out a game together to see what happened. Saturday morning was pencilled in for the occasion.

I dreamed up a fictitious but credible action from Central Spain in Spring 1809, and we used a cut-down version of Commands & Colors:Napoleonics which I have used successfully in the past for very large games. Our game was sort of medium-sized. Everything went well - we had about half an hour's discussion of the situation and the rules, then the game played to a conclusion in just over 90 minutes. The French won easily, which is as it should be, and my aunt thinks that wargames are fantastic. Does anyone know of a more unlikely debutante at a wargame?

The battle takes place somewhere between Madrid and Cuenca. The initial Spanish defensive set-up was decided by a couple of dice rolls, to select from a variety of possibilities. There were a few surprising choices made as a result - choosing to set up in front of a river seemed questionable, but it gave us a nice vigorous game. The Spanish troops included a proportion of Milicias Provinciales, who were kept to the rear, and (because they are colourful and excellent fun on the battlefield, and they don't get out much) a force of guerrilleros led by the dodgy-looking Don Pedro de Gentusa.

The narrative, very briefly, is that General Cuesta has sent forward an advance guard under the Conde de Belvedere, to deny the French the crossing over the Rio Mezquino at Santiago Martir. There are a good bridge and a couple of fords; wagons and artillery cannot use the fords, so the French will save a lot of time if they can capture the bridge. Bonus Victory Points (VPs) are available to the French for possession of any part of the town, the bridge and for each ford. The French will not gain VPs for the elimination of any of the guerrillero units. 9 points wins the day.

The French are commanded by Marshal Victor, Duc de Belluno (or "General Perrin" as he is known here), and he has brought forward his own advance guard in attempt to secure the river crossing. Imagine his disappointment when he arrives and learns that Belvedere is already there...

Victor has the infantry divisions of Leval (Germans) and Sebastiani (French) from IV Corps, and some cavalry from the Reserve under La Tour-Mauburg. Belvedere has the divisions of Del Parque and Portago and a brigade of cavalry under Ramos de Silva, plus Gentusa's fragile irregulars.

Victor has 15000 infantry, 1000 cavalry and 16 guns; Belvedere has 10400 infantry, 1000 cavalry and 12 guns, plus about 1600 irregulars, whom he sticks behind his left flank, to help out if everything else collapses...

General view at the start, from behind French right flank. Note that Belvedere (far side of
the table) defended his right flank strongly (the river behind that right flank is unfordable!)
to keep the French away from the little town, and was persuaded by the initial dice rolls to place
 his left flank on the wrong side of the river (he explained that the idea was that he could retire
them over the fords if necessary...). The fords can be spotted as a rather lighter blue in the river,
beyond the little wood.
Same moment, this time from behind the Spanish right. The troops behind the ridge in the
foreground are the Provincial Militia regiments of Cordoba and Granada, who were kept pretty
much out of sight.
Looking along the Spanish line. The division commanders (just identifiable by the white
edging to the bases) were both wounded during the day. The river this side (downstream)
of the bridge is unfordable, so the troops on this flank are in an uncomfortable situation.
 
Along the French line, from their left. The infantry on this side are Sebastiani's division,
Leval's Germans at the far end.
The Spanish centre - grenadiers in the town. The Walloon Guards and some of the best
of the line infantry on the far side of the road, in front of the fords. Victor decided that
a direct attack on the town would be costly...
...so he commenced a demonstration against the (stronger) Spanish right flank, to
discourage Belvedere from shifting any troops to support his left...
...where a major fire-fight commenced, which resulted in a big panic in the Spanish
army. The Walloon Guards were eliminated very quickly, General Del Parque was
wounded and captured, and the defenders on the Spanish left melted away.
At this point, the French only had to march forward; taking possession of the two fords would
be enough to get up to 9 VPs and win the day
Cometh the hour - nothing left on this flank but to send forward some of the guerrilleros,
to keep the French off the fords while reinforcements came from the town. They surprised
Leval's Confederation troops with the accuracy and weight of their musketry, but they didn't
last long...
...and Leval himself took one ford with the 2nd battalion of the 2nd Nassau. Just 1 VP
needed - get more infantry on the second ford (where are the light infantry when you need
them?). At this point Don Pedro himself brought up another unit of irregulars, but the game
ended suddenly...
...and it came in an unexpected way. The Lanceros de Carmona advanced to help delay the
French advance, but they took fire and, though they lost no men, they were forced to fall back.
On the French turn, the lancers took more fire, this time from the converged voltigeurs of Chassé's brigade
in the wood; again, they suffered no hits, but they did receive two "retreat flag" results. Without
support, and with no Leader present, they were obliged to retreat for both the flag rolls. Spanish
regulars have to retreat 2 hexes for each flag, and 1 hex movement forced the lanceros back into
the corner of the table - they couldn't cross the river at this point, so they had to take 3 loss counters
 in lieu of the extra retreat. The unit is only 3 "bases" strong, so 3 losses eliminated it. That was the 9th
VP - game over.
Here's a general view of the vanished Spanish left flank. Surmising beyond the technical end
of the game, the French now had the fords, and were able to cross the river, which would make
things very sticky indeed for the rest of the Spanish army. The boys in the town might make a
run for it over the bridge, or might fight on. Or, of course, they might surrender...
Here's the end of the game from another angle. The Spanish right flank, out of the picture to
 the left of the town, would now be cut off, and would mostly become prisoners, I think.
This photo gives us a rare glimpse of the Conde de Belvedere, with the yellow base-edging,
near the bridge, next to the beaker of red loss counters. We agreed that the Conde would have
a very fast horse (certainly it had been resting throughout the action), and he would be able to
go to report in person to Cuesta on what had happened to the advance guard. 



Monday, 22 May 2017

Another Solo Campaign? - Looking at Boardgames...

GMT's "Wellington"
In the last few years I have played out a couple of solo campaigns - one set in the Peninsular War, one in an unknown part of Lancashire and Cumbria during the ECW. I enjoyed them both - I mean really enjoyed them - there is nothing like a campaign to throw up interesting, assymetric miniatures battles, or hopeless defences, or tricky withdrawals, or games of a size and a format that normally I would not consider - might not even think of. Also, of course, as a solo player I need not worry about the one-sided nature of many of the resulting actions.

I documented these campaigns quite thoroughly, and still get a lot of fun and interest out of revisiting the narratives and the photos.

The mechanisms for supply and map-moving are always tricky - and then there's intelligence - despite my best endeavours, I didn't get either of these campaigns quite right - too much admin overhead, and the map systems forced the action into the same areas too frequently. For the ECW I used a map based on a customised set of The Perfect Captain's famous Battlefinder cards - it worked OK, but only just OK. For the Peninsula I used a map derived from Don Alexander's monumental (and terrifying) boardgame, War to the Death.

I have been thinking about a return to the Peninsula, later this year. I have been reading about the use of proprietary boardgames to provide the campaign framework - an obvious enough solution. One big advantage is that, apart from handling the logistics, the boardgame has its own inbuilt battle mechanisms, which you can use as defaults, so you can place whichever bits of the campaign you wish on the tabletop for the toys to fight out.

A number of sources were enthusiastic about the Pacific Rim game, Wellington's War, to manage a Peninsular campaign. I have never seen this game - I've read reviews, and seen pictures, and I was once quite excited about it, but there was a strange period of a few years when it was always just about to be published, during which I lost interest. It is very expensive, and I am unlikely to rush to buy such a thing unless I am convinced that it is worth the cost. I mean worth it to me (and I can be very difficult, I admit it).

It did get me thinking about two games which I own already, though I have not attempted to play either of them seriously. Firstly, I have the aforementioned War to the Death, which is so fantastically complex that I shall just reject it out of hand as a campaign driver. However, I also have GMT's Wellington, which is a smaller brother of their Napoleonic Wars and uses many of the same mechanics. In fact I also have the Napoleonic Wars game - and I haven't played that either (this is getting embarrassing...). The NW game has a replacement, de-luxe folding board, which is a major enhancement. At the time I bought Wellington, that was due to get an upgraded board as well - I don't care for the flimsy paper jobs, especially if the game is going to lie around for some weeks while I fight a campaign. However, GMT decided not to go ahead with that, for some reason, and the game has sat in its box at the back of my big walk-in cupboard for a long time, still unpunched, still waiting for the posh map which will never come.



I fetched it out at the weekend, and have been re-reading the rules in odd moments for a couple of days. It does seem a bit complicated, but the kit includes a Play Book, which walks through some detailed game-play examples, and that looks pretty good. Time permitting, I hope to set up a demo game and walk through the Play Book examples, to see how it goes. Customer reviews I've seen sometimes make reference to the game's being rather hectically interactive, which suggests it might be a dead duck for solo play. I don't normally do hectic anyway.

So what? Well, I just wondered if anyone had experience of the Wellington game (it doesn't have hexes, by the way...) and/or had any views about its suitability as the driver for a campaign. I'm not committed to using it, but it is lying in the cupboard...

Or should I splash out on Wellington's War? - or do you have good experience with some other boardgame for this purpose? All thoughts and suggestions welcome!

Friday, 2 September 2016

Battle of Montgomery - 18th Sept 1644 - Another Really Bad Day for Lord John

Lord John, just checking that those chaps over by the river are the Other
Lot - his groom is saying nothing...
Well, since the hoped-for guest general is still missing, presumed to be on vacation, Max No-Mates decided to go it alone, and the battle has duly been fought this evening, to the aforementioned hybrid C&C-cum-allsorts rules.

The game lasted about one and a half hours, and I have a sad bit of news for all my Royalist readers - Lord John Byron blew it once again. The real battle swung in the balance for a little while, before the King's men collapsed; my version of it went the same way, but it was never very close...

I started the action at the point where the Parliamentarians have realised that they are outnumbered, and therefore in a bit of trouble, so they decide they must sit tight, while Lord Byron launches his men into a glorious attack, keeping a little reserve back to watch over the siegeworks at Montgomery Castle (and taking personal command of this reserve, naturally).

The activation rules allow spare activation counters to be hoarded (to a maximum of 5), and Byron's best bet would have been to advance slowly and steadily, keep his forces organised and the supports close at hand, and save up a little cache of extra counters to help out in moments of stress, later. He didn't get very good activation dice, that is for sure, but a slower advance would have been a sound idea - the Parliamentarians were not in a position to do much beyond standing and waiting. 5 Victory Points was all that were needed, and the Royalists had scope for gaining an extra 2 if they captured the Salt Bridge, the only Roundhead retreat across the River Camlad (or Kemlett, as John Speed's map says).

The Royalist attack gets moving, concentrating (historically) on the better ground on their right.

Meldrum does a bit of shuffling, to get his defence organised.

General view of the start of the attack - the rough ground is in the Y of the roads, far left.

Meldrum is ready, and salting away spare activation counters for later use.

So they stand and wait...

With the counter cache accumulating.

And the Royalists get nearer...

...and nearer...[really milking this]...

...and by the time they make contact Byron's second line is starting to get out of touch.

Of course, a cavalry fight broke out on the flank.

At last, Meldrum's foot got off what had to be a decisive musket volley - dreadful!
- they hit nothing at all in their big moment! - this was a high point for
the Royalists - things really looked quite promising.

But when the troops got into melee combat, the Parlies did very well indeed.

The cavalry battle was nasty, but Wm Fairfax with the Parliamentarian
horse gradually got the best of it, and also forced Michael Ernle's RoF into
Stand of Pikes (hedgehog, whatever).

Lord John suddenly has a vision.

And now we have it, as the combined cavalry of Myddleton's Brigade and the
Derbyshire Horse swept into Robert Broughton's Foot, coming up in support
- the Reaction Test required Broughton's lot [Class 3] to roll a 3 to get
themselves into Stand of Pikes, but they failed, leaving them unformed and
pretty much helpless. They took heavy losses and were forced to retreat 4 hexes,
which effectively put them out of action for the rest of the day. 

Now Myddleton's horse crashed on into Henry Warren's Foot, which was
also wrecked, Warren himself being captured
 

Suddenly very short of troops, Byron sent up the remainder of his Horse, but
the day was lost. Michael Ernle's regiment, still in Stand of Pikes, was destroyed
by musketry, and surrendered. The 5 VPs were accomplished. 

Situation at the end, seen from behind the Parliamentarian position.

Sir John Meldrum - job done - no celebration and certainly no hat-waving.
He has to get back to running the Siege of Liverpool in the morning.
Overall losses - Meldrum's Parliamentarian Army numbered about 1500 horse and 1500 foot; they lost about 400 horse, 200 foot. Byron's Royalist Army had about 1500 horse and 3000 foot; they lost about 700 horse, 2200 foot, and Col Henry Warren was wounded and taken prisoner. OOBs can be found in the earlier "preamble" post, here.

The real battle ended with the broken Royalist force being pursued right off the field, to the south, which is where they suffered most of their loss (500 killed and 1500 prisoners, I believe, overwhelmingly from the Foot). This evening's version did not continue to play out the pursuit, but I have a simple dice system to simulate the situation at the end of the day. This reflects the state of the respective armies - in particular the balance of effective cavalry remaining. In this action, the Parliament army held the field, with moderate initial losses and the troops still fairly fresh, while the Royalist cavalry was not in a desperate state, but was battered. The system is crude but works OK - the winning side roll 1D6 for each base lost (red "loss" counter - I don't remove actual bases) - any base which rolls 4, 5 or 6 can return to the ranks in the morning - they were just lost somewhere in the general excitement; the bases on the losing side are only rescued by a 6 - those that avoided death and capture are heading homewards, thank you very much.

In my game, poor old Byron should have advanced more carefully, keeping his force better co-ordinated, storing up extra activation counters wherever possible and using his greater numbers of foot to gain superiority in a focused area. He would also have done well to keep his shakier units (Class 3 - yellow markers) out of the front line - this was probably compromised, both in the game and in the real battle, by the fact that the senior officers in the Foot (notably Ernle) were from the Shrewsbury garrison, so the most jaundiced troops were to the fore. There were two particular occasions where lack of enthusiasm caused problems: part of Tom Tyldesley's horse were forced to take the necessary double retreat as the result of a reverse in the cavalry skirmish, which removed them from the action, and - especially -  Broughton's foot failed the reaction test needed to redeploy when attacked by Myddleton's horse, were badly beaten and ran a long way from the action, leaving Myddleton's men to continue to roll up the Royalist left.

In an action of this size there are few second chances - when the day starts to swing one way, lack of fresh reserves and lack of opportunity to withdraw damaged units are decisive - and quickly. The real Battle of Montgomery lasted about an hour - my version must have been fairly similar. Without the Homeric narrative of the rally of the Cheshire Foot and the Yorkshire Horse, the story is simple enough - the King's troops attacked, it did not go well for them and they retreated from the field, losing a great many in killed and captured on the retreat.

Friday, 22 April 2016

Siege Testing - (1) Town Planning

I have a little spare time available, and today I received a shipment of what originally was intended to be an interim solution for the matter of trenches, but the interim solution seems so good that it may become a more permanent solution - I'll say more about this in a later episode...

Since all my reading and scribbling notes have only gone a little way toward developing a working ECW siege game, I think the time is right to set something up on the tabletop and try some ideas out. This is not really going to be a proper game, I hasten to add - merely an extended test of ideas - but I have a few days to work on it.

View over the formidable Bridgegate, looking west - the dodgy-looking suburb
outside the Stockgate is an immediate issue for a military governor, I would say
- it will have to be cleared - this is where trouble starts if the mayor owns
the land. Note the mighty Duke's Sconce defending the North Road.
Tonight I set out a fortified town - tomorrow I'll have to work out the population and the appropriate size and composition for a garrison, estimate what size of attacking force is needed and allocate engineers to the two sides.

It is not a real town - it has a couple of features I borrowed from Chester and Carlisle - it may develop a proper identity later on.

View of the North Wall, seen from the direction an enemy will approach! The
medieval walls, as you will see, have no earthworks to protect them (this is the
situation Newcastle was in in 1644 when the Scots arrived).
With a bit of luck, the backbone of an ECW siege game should be adaptable for Napoleonic sieges without too much grief. I have fiddled about with sieges for some years now, without managing to produce a best-selling siege game - that's why you have never heard of me.

View across the Market Cross, inside the Stockgate, with St Thomas' church in
the distance and the Old Barbican back left. A prosperous town? - I think it will
declare for the King...
More soon...

Tuesday, 29 December 2015

An Actual Wargame – [No-One Expected That…]



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 trump-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

Rule changes allowed me to field this rather scruffy rocket troop - as far as I recall,
they've never appeared in the field before - they have taken part in the odd siege
(brown bases mean they belong in the SIEGES box). The rules worked well
enough - the rockets had sporadic successes, but at least they avoided blowing
themselves up

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

General Hulse brings up his brigade in the Allied Centre - the idea was that he would
swing left, and, with Col Palmeirim's Portuguese, he would assault the French right.
It didn't go well - Hulse's men were repulsed pretty decisively, and Hulse himself
fell, and at about the same time Paleirim was shot in the woods to the left, which
meant that activation of the entire Allied left wing became a major problem
- without a commander present with a brigade, the constituent units have to be
ordered separately

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

For the first time, the British musketry has cleared part of the village (though reserves
are available, Bouton was a casualty) - at the bottom of the picture, Clinton
has arrived to take charge of Hulse's leaderless troops

Villatte himself brings the Chasseurs des Montagnes up to defend the village (this
is getting pretty near the bottom of the barrel!), while Hinde and Madden
organise the Allied assault - the more battered units to the rear, as per the text book

...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... 

Once again, the firefight forced the French to vacate the village - Clinton began
to smell victory, if he could just avoid losing any more units - at least the French
no longer had the green VPs (though they could march back in and reclaim them)...

So the action came down to 3 assaults with the bayonet - on the left, Clinton led
one of Palmeirim's Portuguese battalions against a battered French unit - the
French routed immediately, and the brigadier with the blue cube was captured...

...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!...

...the Portuguese attack on the village was not required - Col Hinde took his
village almost unopposed with the 32nd Foot, the French legere battalion
which opposed them routed from the field, and Villatte was taken
- Allies won 11-8, but it could have gone either way at the end
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!