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


Showing posts with label War Games. Show all posts
Showing posts with label War Games. Show all posts

Tuesday, 10 July 2018

A Battling Weekend in Ireland

Got back today from a splendid trip to Northern Ireland to take part in some games, and gain experience of Field of Battle as played by people who know what they are doing.

The events are far better covered on the blogs of Sgt Steiner and Le Duc de Gobin, so this post is mostly to commemorate the fact that I wuz there, chaps, and to thank these gentlemen - and also the celebrated (and formidable) Stephen the Dice Demon - for their enthusiasm and energy and their ability to explain what was going on. Thanks also to my hosts and their families for the food and the crack and for a really great couple of days.

On Saturday there was a big Napoleonic fight at Steiner's - the Prussian attack at Lützen (1813) - played to FoB rules - something like 70 units of 15mm on the table. A true spectacle, for which you'll have to visit the host's blog (I managed to forget my camera for this session - duh). I enjoyed the game immensely; my head was spinning a bit by the end, but I was definitely understanding a lot more.





On Saturday evening I had a brief exposure to Maurice - just as a taster, since I've never tried it before. We played a game based on Germantown, from the AWI - we didn't get very far, and it wasn't awfully serious, but it served well to demonstrate how the game works. Interesting.

On Sunday there was another big FoB game - this time Neerwinden (1693) at Castle Gobin. Again, there were about 70 units on the table, but this time the figures were 28mm and the ground scale was much bigger, resulting in a game which had more rapid movement [bigger moves, like...]. I was appropriately employed as a subordinate commander to the Dice Demon, who kept things cracking along on our side. I had responsibility for the Allies' left flank - lots of blood and thunder, and one memorable feature was that my troops were driven out of the village of Rumsdorp, took it back again and then were kicked out more decisively. The French were just getting their very impressive cavalry properly into action when they failed an Army Morale test and it was all over. The game lasted less than two hours - it was pretty intense, but it really moved along. It is much easier to get the hang of an unfamiliar game in the presence of experienced players, and these three gentlemen did a terrific job to keep up the excitement and the action. The French suffered a remarkable number of casualties among the celebrity generals - this is described more colourfully on the other blogs.

Overview of Neerwinden at the start, Allies on the right of the picture

The cavalry battle that never quite developed
French dragoons chuck my lads out of Rumsdorp for the second time
I also enjoyed a visit to Carrickfergus Castle, which is a blast, and in the evening had a quick introductory game of Memoir 44, which was more familiar because of my C&C experience. Good game, I must say - especially for someone like me whose understanding of WW2 is mostly based on John Mills movies.

King John enthroned in Carrickfergus Castle, pondering
the marvels of the electric light
We thought this chap wasn't up to the job at all - in Field
of Battle terms, he's no better than D6 quality
Got home late this afternoon, still buzzing from the battles.

In passing, anyone know what, and where, this is? Something I saw on my
travels - emergency iPhone photo not great. In fact I do know what it is, but 

if you know something about it please give me a shout.

Monday, 7 May 2018

"Muskets and Marshals" Day Out


On Saturday I was privileged to take part in a very fine Napoleonic game - most excellent fun. I have no wish to pre-empt or otherwise produce a spoiler in advance of the official blog post, so regard these few pictures, if you will, as a humble taster. I will mention, however, that I believe I lost again...



I am told that the miniature headcount was over 1000; Hinton Hunts, and wonderfully well painted. A proper Old School extravaganza (I offer an appropriately deferential nod to anyone who regards Hinton Hunt as a little newfangled).

My thanks and best wishes to my hosts and my colleagues for a smashing day, in the most excellent company.


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

Very pleased to see that Stryker's produced a lovely post to commemorate the event - so please go over there and have a look at the real deal! (link)

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

Sunday, 25 March 2018

ECW - The Battle of Marston Moor - 2nd July 1644

Hot Rupert came spurring to Marston Moor;
Praise we the Lord!
Came spurring hard with thousands a score:
Praise we the Lord!
Beleaguered York, that we lay before,
He knew would be ours ere a week was o'er,
So to scatter our hosts he fiercely swore.
To the Lord our God be glory!


William Cox Bennett




With the snow of recent weeks now merely a fading memory, we played the postponed Marston Moor game yesterday, here at the Chateau Foy. Excellent fun - using my Commands & Colors-derived rules, we fought the battle to a result in about three and a half hours elapsed, which is not bad going at all, considering that I was umpiring...

Baron Stryker, true to type, embraced the role of Prince Rupert with his customary zeal, while Count Goya played out the part of the canny Lord Leven with a more calculating, cautious approach which was entirely appropriate.

The battle was set out according to the most reliable OOB listings I could find. Rupert was given a couple of choices before commencement:

(1) he could, if he wished, reposition the two advanced units of foot on his right - his own and Lord Byron's regiments - which earned him much criticism on the day from Lord Eythin; he opted not to change the set-up, and left them in their historic position

(2) along with his own regiment of horse, Rupert started in reserve, off the table, and could appear on either flank, as he wished; in this case he chose to join Goring's cavalry on his left flank, rather than the choice he made back in '44, when he joined Byron and Molyneux on the right

The game had some strong similarities to the original battle - both sides won their own left flank - Cromwell and Leslie with the horse on the Allies' left were successful, after an initial struggle which could have gone either way; Goring (with Rupert) won the cavalry fight on the other flank for the Royalists - rather easily, in fact. In the centre, the Allied foot was more cautiously handled than in the original, and Rupert surprised everyone by attacking in this area. This was a bold move, though there is a reported eye-witness account which claims that at one point he was heard to say, "erm - I wonder if I should have waited for them to attack...?". 

With luck, some form of battle narrative should suggest itself from the photos. The Allies won by 14 Victory Points to 9 - the units and leaders eliminated being:

Royalists

Chisenall's Foot
Earl of Newcastle's Foot
Gibson / Ernle's Foot (combined)
Prince Rupert's Foot
Lord Molyneux's Horse
Trevor's Horse
Lord Byron's Horse
Chas Slingsby's Foot
Tillier's Foot
Warren's Foot
Cheater's Foot

plus a couple of cannons and a few commanded shot (which don't count), and also the following generals:

Lord Eythin
Sir Charles Lucas
Lord Molyneux

Allies

Earl of Manchester's Foot
Lord Eglinton's Horse
Bethell's Horse
Lambert's Horse
Earl of Manchester's Horse
Vermuyden's Horse
Fairfax's Horse
Fleetwood's Horse

plus one light cannon, plus

Sir Thomas Fairfax, who was killed in the cavalry fight near Long Marston

To my guests yesterday I offer, yet again, my heartfelt thanks for their good humour, patience, enthusiasm and excellent company. It should be recorded that, in honour of the substantial Covenanter presence on the field, our lunch menu featured haggis, neeps and tatties.


Very open terrain - view from the South-West (Allies on this side)...
...and from the South-East - the edge of the village of Long Marston is off the table,
and only there to provide some scenic context
Same two views, with the armies in position

Prince Rupert - his dog featured in the scenario rules. Earl of Newcastle's carriage
in the background.

Cromwell attacks the cavalry on the Royalist right flank

In the centre, Rupert shocks his opponent by attacking
Meanwhile, on the Royalist right, only a battered remnant of the horse remain, and they are
about to be finished off
...there you are - they've gone, and Lord Byron is now taking refuge with the
Foot, a bit further along
The battle in the centre is now building up, though Rupert could have done with some more troops
Having defeated the Royalists' horse on their right flank, Cromwell turns his attention to the foot
Meanwhile, on the Royalist left, Goring has virtually eliminated Fairfax's horse - this
was the most successful bit of the Royalists' day. The day before the real battle, the Allied
soldiers and horses exhausted all water supplies in the village of Long Marston - you
can see that we were taking no chances yesterday. [To even up the accidental advertising
 in this report, the sharp-eyed reader may observe that I have requisitioned a number of
Tesco's charity tokens to augment the stock of order counters - that's the blue, round
things - more accurately, the blue, round things which have "Tesco" written on them]  
Rupert running out of steam in the middle - the VPs are mounting up
Goring has complete control of the Royalists' left flank, though by this time it doesn't
really matter any more. Rupert, with his own regiment of horse, is in the centre of the
picture. Rupert conducted himself with conspicuous gallantry, as you would expect,
though he appeared to be the object of some personal vendetta from Lord Loudon's
Glasgow Foot (who, luckily for Rupert, couldn't shoot for toffee). Both Rupert
and his dog survived the day. Hurrah! 



Appendix 1 - afterthoughts...



With the battlefield dismantled and everything put away, the dining room returns to its normal calm. With Glenn Gould playing Bach on the hi-fi, it's hard to believe that so many thousands fought and died here just yesterday, a feeling which is not unlike what I experienced when I walked across the Marston Moor battlefield in the pouring rain only a few weeks ago - it's just farmland now - odd how the years take away the suffering...



So, if one day the battlefield archeologists visit my tabletop battlefield, what will they find? - just a family dining room?



Not necessarily! - they might find evidence of my splendid new play-mats from the Early Learning Centre, which add greatly to the stability and the evenness of my battlefield, and would probably serve to deaden the sound of tiny hooves in the basement below - if we had one, that is.


Appendix 2 - the Rules

Mostly, everything went well. The game is intended to allow a large action to be fought to an understandable finish in a short time, and that was accomplished without problems. A couple of things I learned, which may appear on Version 2_70 in due course:

(1) Artillery is worse than useless - arguably even more useless than it should be. Easily fixed - I'll go back to fielding two artillery pieces in each unit of medium or heavy field artillery - that should fix it. 

(2) The scenario rule to handle parties of commanded shot attached to units of horse was something of a wash-out. Since loss of these musketeers did not involve Victory Points, it would have been better to state that if they became separated from their parent unit of horse (normally as a result of the horse galloping off at cavalry speeds, which happened a lot, both in the real battle and the toy one) then they would simply retire quietly to a nearby hostelry. Trying to keep track of them and make sensible use of them after separation was not useful.

(3) The latest version of my rule which tries to give "Galloper" cavalry a reasonable advantage over "Trotters" has become too fiddly again - it would be handier and simpler if they just got an extra Battle Die in all combats. My attempts to do something more subtle really only produced a small extra measure of irritation...








Saturday, 23 December 2017

Thinking Aloud? - Marston Moor (maybe)

Royalist celebs preparing for Marston Moor - the fellow in the carriage may be
the Marquis of Newcastle, enjoying a crafty pipe of tobacco
One of this week's Things to Think About in the Background is the possibility of my staging an ECW battle - possibly in February. This is to be a proper, social game, not one of my weird solo efforts, so I am keen to make a decent job of it. Any kind of a historically-based scenario is always viewed with some suspicion here at Chateau Foy, but since the tie-in with history usually vanishes after about two turns it's not really a major concern.

My short list of promising scenarios has been steady at a choice of two for the past month. I did an ECW game based on Kilsyth (that's Montrose vs the Covenanters) a few years ago, which went well, and is a smallish action on interesting terrain, with plenty of potential movement, and highlanders and Irishmen and all sorts - that might be an attractive thing to have another go at.

On the other hand, it is tempting to go for the Grand Bash, just for the mind-numbing spectacle of the thing. I am drawn towards Marston Moor - hardly a leap of the imagination, you might think, but I've never attempted it, and it does have a certain [moronic?] appeal - flat, open field, groaning with toy soldiers, minimal scenery - all the alarm bells should be ringing.

Hmmm.

I've been doing a bit of reading, as you would expect - everything from Peter Young to Osprey, with John Barratt and Newman and a few others on the way - I've even looked at scenarios for MM in De Bellis Civile and Charlie Wesencraft's Pike & Shot book.

Hmmm.

The major criteria, of course, are the lowbrow ones: how many soldiers have I got, and how many would I need? What size table? That was easier - I believe that, without any extra figure painting (always a potential disappointment, since, in my experience, the fresh units always get eliminated within the first few moves of their debut appearance), I can set up a ⅔-scale version of the battle on my larger (10'6" x 5') table. The ⅔ refers to numbers of troops, rather than of units - we'll just assume that the smaller entities were assembled into fewer, larger groupings...

OK - looks pretty good. I need to improvise some scenario-specific rules for the treatment of the small bodies of musketeers which both armies interspersed among their units of horse in this battle, but that's all part of the fun. Righto - at the moment, it looks like Marston Moor is feasible. The background thinking may continue.

You may hear more of this, in time. I'd even get to field Rupert and his magnetic dog - the dog doesn't know what he's in for, does he?

Sunday, 26 November 2017

Möckern Around on a Saturday Afternoon

Tough nut - the French-held village of Möckern, complete with medieval tower
and - can that be Felsham church...?
Yesterday, before dawn, it was all busy, busy here at Foy's Travelling Wargames Inc, the van was packed and I set off with many little friends packed in magnetised boxes, headed for 16th Oct 1813 and that far corner of the Kingdom of Fife which calls itself Perth and Kinross. Very nice too, despite the weather forecast and rather snowy conditions.

Goya hosted the event at his baronial palace, where he has busily been painting Prussian troops to make up the cast list. The combined Prussians of the armies of Goya and Baron Stryker (under Goya's command) were to fight the French VI Corps under Marshal Marmont (played by Stryker himself, still glowing with the glory of his recent French success at Talavera). I was the umpire, a role which I enjoy (leveraging, as Dilbert would say, my OCD tendencies to advantage) and which gives a very good chance of avoiding defeat.

Möckern, of course, is one of the outlying precursors to the Battle of Leipzig, which took place two days later. Research is hampered a little by the fact that there was another battle of Möckern, some 6 months earlier, which, since it was a French victory, is rather better documented [discuss].

The large village of Möckern at that time was some distance from Leipzig, and sat on a road from the north which went to the Northern gate to the city. Our battle was only part of the real historical one - we covered the left of the French defence - that part which was opposed by Yorck's Prussian I Corps of Blücher's Army of Silesia. Our scenario comes from the official Commands & Colors: Napoleonics Expansion #5 booklet - the only amendments were some substitution of Prussian units to fit with the miniatures we had available, and a house rule tweak to include a couple of roads, and allow a small measure of quicker movement for regiments which used them.

The French start the day strongly positioned in the village (thus having 2 bonus Victory Points at the outset, which, if they lose the place, will disappear and become 3 for the Prussians). There were also bonus VPs available if the Prussians managed to exit any units over the French baseline (which in rugby terms is known as a try, we think). 10 VPs for the win. Standard size 13 x 9 hex table. A couple of scenario rules concerned the small bend of the River Elster and the minor stream (Pleisse? - Parthe? - can't remember) on the French right flank, and a more significant rule, in that the outlying Manor Farm of Möckern was a strong, walled strongpoint allowing defenders to disregard one "retreat flag" if one came up.

The Prussians, being Prussians, are allowed an allocation of Iron Will counters by the C&CN rules - on this occasion they had 4 available for the day - these may be used as a last-resort means of cancelling retreat flags - 1 counter per flag. [We used 20-cent Euro coins, in fact]

In the real battle, the Prussians made pretty slow progress attacking the village, suffered heavy losses and retreated. The French were somewhat inconvenienced by an exploding ammo cart (so Marmont says, anyway, in his memoirs), but the Marshal ordered up his corps light cavalry - a brigade of Württembergers commanded by Generalmajor Normann - to pursue the repulsed infantry, and - allegedly - Normann refused. Marmont then ordered forward Lagrange's infantry to carry out the pursuit, and they were caught by the Prussian cavalry, and very badly handled, falling back in disorder onto the village of Gohlis, where they joined Ney in an attempt to hold off the Russian advance the following day.

Normann's disobedience may seem less surprising when it is remembered that the Württembergers were one of the German states which defected to the Allies on the 18th.


Our game started with the Prussians butting their heads against the walled farm, in authentic style, and they started losing men rapidly - a tendency which became established as a general theme for the day. They then had a quick, dramatic success when a battalion of French légère received two retreat flags and - special rule or not - were forced out of the farm, to be replaced by some Prussian grenadiers, who held it for the rest of the engagement. That was as good as it got for Yorck. Hampered by astonishingly poor dice (unbelievable - it quickly passed beyond amusing to downright embarrassing, so after a little while no-one laughed any more...), Yorck also had problems with the quality of his army - he had a lot of Reservists (double retreats) and militia (triple retreats), and thus had to use the Iron Will counters to stop his militia cavalry disappearing to the rear - and his cavalry, though much more numerous on the face of it, were relatively puny, the scenario stipulating 3 "blocks" per unit, compared with the French 4 per unit.

The French at one point were 8-0 up on VPs, though the Prussians did eventually wear a few units down, and then there was the extraordinary episode of General Lagrange. Lagrange was present with a French line unit which was eliminated. He survived, though was only able to retreat to a very hazardous position adjacent to the farm, where the resident grenadiers duly used him for target practice. They missed. Apparently crazed by his luck, Lagrange hung around for another volley, waving his hat to goad them - they missed again. At which point a unit of militia lancers appeared, and captured him, which certainly served him right.

The Prussian attack on the left fizzled out from lack of sufficient good-quality troops, and the game ran out a 10-4 win for the French - still with the initial 2 for holding most of Möckern village, and with the Prussian 4th VP counter entirely due to the death-wish of General Lagrange.

Interesting game - very interesting. None of us has any idea how the Prussians could have won; once again we overturned history. They never got close to securing any bonus VPs for scoring a "try" on their left - they couldn't have spared the troops anyway. One alternative strategy would have been to ignore the very strong village and concentrate on an assault by the Prussian left - it would be necessary to clear away a good few French units to rack up VPs, and then exit over the French baseline with enough units to get up to 10VPs with the scenario bonus.

As it was, this was never a possibility, and the day's bloodshed made very little contribution to the overall cause of Befreiung. Not to worry - an excellent day's entertainment, and excellent food, as ever. Special mention must be made of the personal efforts of Count Goya, who had banished his family, along with all the servants, to the country for the weekend, and did a fine solo job of the catering. My thanks to my colleagues for their excellent company and good humour.

Thoughts on C&CN scenarios? Not very much - we should maybe be suspicious of general application of the standard C&CN national characteristics. In particular, the French line infantry get an extra combat die in melee combat against infantry, simply because of their famed élan and effectiveness. That's well and good, but the point is well made that, though Marmont's Corps was among the better of the French line troops at Leipzig, the French army was nothing like what it had been in 1809. We should have a look at scenario rules more carefully in this respect. The French OOB for VI Corps includes many provisional regiments which consisted of battalions of veteran Peninsular War regiments, but typically these were the 5th or 6th battalions of such regiments, and the large numbers of "Marine Infantry" present are something of an unknown quantity - whatever some of the historical paintings may show - these were not the Marins de la Garde - nothing like.

Right - to the pictures. Please ignore the labelling you see on the units - there were a great many sabots on loan from other armies, so the presence of apparently Spanish or Portuguese units should be disregarded.

General view - French on the left, Prussians and the North to the right, and the
village of Möckern dominating the Leipzig road at the far end
From behind the Prussian left, at the start (about 11:30)
The village, with its outlying walled farm, seen from the French side, with the
little village of Wahren on the far edge (featuring a town gate which I like, and
which doesn't get played with very often, on account of the clock in the tower being
a poor fit with the ECW). General Lagrange is already practising his hat-waving
act, just this side of the village (with the white border to his base).
Yorck's Prussians make a start against the walled Manor Farm
Though the farm is not very promising, the main village itself is a very formidable 
objective, with enough size to allow garrison units to provide mutual support
Just for a moment, things seemed to be swinging a little, as the Silesian grenadiers
drove the French out of the farm
Further left, the Prussians under Horn and Steinmetz ponder the chances
of a breakthrough
And on the far left flank of the Prussian force, Hünerbein did at least have some
better quality regular troops
General problem for Yorck was that his cavalry was understrength, and he had
too high a proportion of Reservist and Landwehr units...
...more particular problem was his spectacular lack of luck with the dice. Here's a
good example - this is the result of a 3-block militia lancer regiment attacking in
melee. Normally, 3 sabres would be 3 hits, but of course militia don't get to count sabres
in a melee under C&CN rules. We did have a laugh at this one, in fact.
Action on the Prussian left - a brief glimpse of the legendary French 15eme
Chasseurs à Cheval (on the road) who did not manage to live up to their celebrated
success at Talavera
The battle for the farm reaches its peak - the French were driven off here
Having driven off an attack by the French (Württemberg) cavalry in the centre,
the Prussian cavalry here are too weakened to contribute further
The extraordinary adventure of General Lagrange, waving his hat in defiance of the
Prussians in the farm. The lancers in the background did for him shortly afterwards.
The final situation - stalemate on the French right, the Prussians have failed to capture
the village and - ultimately - lost too many men. If you have good eyesight, you may
see the white Victory Point counters on the respective baselines - 10 for the
French (including 2 green ones for hanging onto most of Möckern) and 4 for the
Prussians.