Showing posts with label Napoleonics. Show all posts
Showing posts with label Napoleonics. Show all posts

16 July 2023

July Hobby: Valour & Fortitude

British Brigade advances to contact in the centre

Along with Slowpainter John, we were hosted last weekend by Club mate Gavin to enjoy his awesome table and figure collection. We tried out the Valour & Fortitude rules which are from the Perry's website here

Its always a treat to play at Gav's place!




We played a 4 player (2v2) meeting engagement with Division level forces on each side: Brits vs French.

He is some eye candy from the game:

"Present...Fire!"



French Grenadiers go in with the bayonet


CHARGE!!!!


French Brigade assaults the British left flank



A good time for everyone!

I really enjoyed the simplicity of these rules. They also had me thinking about using them for FIW, but scaling them down to play a Regimental Commander with units representing companies, vanguard and flanking units and Indian allies. Hmmm....

01 November 2019

Napoleonic Peninsula War Campaign: Part 2

Our Napoleonic campaign continues directly after the morning's skirmish and subsequent French lank attack on the British column - see here for details:
https://tasmancave.blogspot.com/2019/10/napoleonic-peninsula-war-campaign-part-1.html

The French Commander, now informed of the morning's engagements by dispatch couriers and his own scouts, roused his main body to advance upon the British force.  The 10 miles or so would be covered in sufficient time to anticipate contact with the enemy shortly after lunch.

From a campaign perspective, we really wanted this game to be about the main forces and seeing the clash of firing line vs attack column. Accordingly, I removed the light forces from the battle - the British riflemen providing flank and rear guard protection from the French who had attacked earlier and subsequently withdrawn to the west.

Noting the dispositions of the forces post the morning battle, I directed the starting positions of the adversaries, commencing approx 2-3 feet apart and with each side occupying key buildings with light forces at game start - again this was to aid the development of the main fight.
The tightly packed French attack column forms up for the assault on the British thin red line
Le pas de Charge!
The British formed up with an extended line of British Regulars with Spanish guerrillas on their flank.  The Light Dragoons, so handy in the morning's engagement, stood past the Spanish on the far right wing as a forward Reserve.

The French formed up with an assault column supported by a regular unit in line and a number of light troops deployed to annoy the British and prevent them from concentrating their fire on the column. Oh yes, they also had a nasty looking 9 pdr cannon in support!

With the field set, the French began their advance, accompanied by the opening salvoes of the cannon which were rather impressively effective. You could see the British Commander get a bit nervous about the prospect of a protracted bombardment.
Clever French geometery kept the gun in action while the infantry advance
in the centre, supported by French light forces on the flanks (not shown)

Rapidly advancing using the "pais de charge" special ability and with a skirmisher
screen in place, the French attack column was very menacing!
Meanwhile, the British line is starting to thin under cannonade and sustained musket fire from the supporting French units
And at this stage the French attack started to slow - a couple of officer casualties, coupled with a lack of command flags, saw the cannon unable to fire and an inability to push the attack column forwards (though it did absorb a staggering amount of British firepower in the meantime, without significant effect).  Nevertheless, other French elements were pushing up and the British line was under heavy pressure.
Things getting very ugly for the British centre - a French breakthrough is imminent!
On the British left, the other Line Company manoeuvred into a good position to pour fire into the flank of the French attack column. The game was now on a knife edge - each activation important and a few early tiffin cards titling tilting the balance each way in turn. It made each card draw very exciting (and thus I forgot to take a lot of pictures!)
French dragoons attack the British left to protect the attack column from Flanking fire.
While tactically sound, this charge was ultimately very costly for the French
The British were doing well on the flanks but about to cave in the centre - indeed, the centre Line formation was faltering and had started to withdraw with over 50% casualties.  But British successes on the flanks had the overall French Force morale dropping fast, and then...

...from out of nowhere young Lieutenant Overbight shows up with his Light Dragoons- they had loitered way out on the British right flank, unengaged and forgotten in the bigger action. With masterful timing they streaked across the field, taking the supporting French line infantry in the flank and destroyed it. French force morale faltered and despite the attack column remaining intact, the French General was obliged to call it a day and fall back.

A fantastic game that went down to the wire and could have gone either way at any time. One of the best games of Sharp's Practice we have had!  Part of the end of day campaign moderator's report to the British Commander was the following:

The sun has set on an action filled day. As your servants clear away the remnants of your roast beef and yorkshire pudding in your tent, you reflect upon the day. Sipping at a good claret, the moment is marred only by the groans and occasional scream from the hospital tent. You make a mental note to have the Chief of Staff ensure the surgeons relocate further out of earshot tomorrow, and then turn back to the situation map.

Today saw three engagements, commencing with your screening elements under Lieutenant Rotter being pushed back by an enemy light force superior in number. That enemy force, mostly comprised of Voltiguers with some mounted Dragoons in support, then attacked your right flank mid morning and attempted to sack your baggage train, but the rapid redeployment of your main body swept them aside. Notably, young Overbight’s Dragoons performed most gallantly – perhaps there is more to that young man than just Daddy’s deep pockets.

The real action started when the French appeared in the afternoon from the North, forming up into their trademark attack column which advanced with flanking elements and the support of a 9 pdr. The latter’s opening salvos were a portent to a difficult afternoon but soon fell silent as the French infantry closed.  A vigorous engagement followed, with volleys crashing out in both directions and the fields were spattered with blood. In the end though, it was young Overbight’s charge onto the enemy’s western flank that caused them to waver and then withdraw to the North. You make another mental note to file for a brevet Captaincy for Overbight – he has well earned it this day.

Campaign wise, the French have now chosen to retire and consolidate in a new position to start a new follow-on campaign narrative.

22 October 2019

Napoleonic Peninsula War Campaign: Part 1

Over the last month, John and Gav at the club have been playing a Napoleonic campaign in the early years of the Peninsula War in Spain. To add to the fog of war I volunteered to moderate for them and deliver them the results of their blind map moves to help build a campaign narrative.

We have been using Sharpe Practice and the Dawns and Departures campaign supplement, which we enjoy and they have worked extremely well.  The campaign context has been late in the campaigning season with the French collecting fodder and supplies from the recent harvest, in order to prepare for winter cantonment. The British, along with their Spanish guerrilla allies, mean to stop them.

Prelude
The French Commander (Gav) went with a more numerous force of average and some lesser quality troops - this would allow him to occupy (and plunder) a number of Spanish villages and "acquire" the supplies he needs. The British (John) took a smaller but high quality Regular force, supported by the guerrillas, so he could strike hard. It was an interesting matchup and there were 3 days of map moves  in which I really played out some fog of war, vague scouting reports and the like - all adding to a sense of tension, before the battle was joined.

The British went on the offensive and pushed north to find the French main body, with a flank security force of light troops on their west flank towards indication of a smaller French force in that direction. This second French force was larger than expected, comprising of Voltigeurs and Dragoons was indeed moving in their direction but without expectation of contact. This resulting engagement was played out on a club night and as expected the British Riflemen and light bobs fells back before the stronger French, but giving the British Commander warning of what was coming.  The scene was set for a nice big weekend game.
The Commanders gather to do battle at Gav's Palace of Gaming - French would enter from the left on the flank of the British marching down the table
Flank Attack
The first big game was the contact of the French recon force hitting the flank of the British main column. They hoped to sack the baggage and do some damage while hoping for reinforcements from the French Main force, now alerted via dispatch rider, and thus catch the British from 2 directions.  The British commander hoped to repel this flank attack, crush it in isolation and then turn back to the main force to defeat it in detail.  Note that neither commander knew the exact size or composition of the enemy at this stage.
The British in march column 
John's newly painted Light Dragoons, under the command of young Lieutenant Overbight, scout ahead and on the flanks
The French advance from the left and the forewarned British deploy from the road to meet them
The British Regulars move forward into the French fire, undeterred by casualties from enemy fire
Musketry exchanged both at the farmhouse and in the vineyard (not shown)
About to be overwhelmed, the French light troops start to fall back from the farm, just as the Dragoons start to move in...
On the Northern edge of the Battlefield, French reinforcements begin to arrive - but are they in time to make a difference?
The French light troops deliver defensive fire into the Dragoons, but the cavalrymens' blood was up... 


And in 2 turns it was over. This French unit was cut down by galloping sabres and the remainder sensibly retired to the west.
A most enjoyable and thematic battle with some masterful handling of the Cavalry by John. The French reinforcement arrived too late to swing the odds, but the scene was now set for a major engagement in the afternoon. The French Commander, now aware of the location and disposition of the British, was bringing his main force to bear and while his reinforcement had arrived too late for this battle, they seized the key terrain to support the guns and infantry of the main force.

The afternoon would be hotly contested indeed...

31 January 2019

January Gaming + CanCon

Great times with good friends

Looking back on my January hobby month I was struck by the variety of games I have played, many of which were new to me, and all of which were big, multiplayer games. And also that I kept getting invited too :-)

General d'Armee (2 x 2 players) French vs Anglo-Spanish
My first foray with these rules, hosted by Aled and his father Dean, which I really enjoyed.  Slowpainter John and I ended up facing off on an action packed flank and it came right down to the wire.


Slaughterloo (3 x 3 players)
This fun game is a tongue in cheek Napoleonic big battle in a fantasy setting - good fun but also very god rules which would work equally well for historical games. All sorts of mixups and mayhem, and we converged on Slowpainter John's Orc Guarde in the Centre with a singular purpose - and tough buggers they were too!  Postscript: John has never played in the central position since!

The Battle lines are Drawn!

The Advance to contact!

The last stand of John's Orc Guarde - sandwiched between my Flank attack and Marty's Cavalry charge

Dragon Rampant (4 x 4 players, but with a twist!)
A return to our Foulwarren fantasy campaign when I hosted the guys at mine for a big 4 v 4 player Battle Royale on a 12 x 5 table.  But one of them was a traitor, and just didn't know it yet...  I'll write up and post the scenario later but it was an awesome 'toys on the table' mega game

Three Quarters of the table (and players!)- I had to take this pic through the window from outside
The wearing of Hawaiian shirts and a fez earned players additional army build points!
Kaiser's Pirates
We played this GMT game at the club a few times actually.  The theme is really well executed and the resource management is quite dynamic. With 3 or 4 players this really hits a sweet spot.  Now to find my own copy (its OOP).


Congo
I enjoy Studio Tomahawk games and their innovative mechanics but hadn't tried this before. Cub mate Mac shared his lovely terrain and figs with me for an introductory game one club night and I really enjoyed it (and not just because my Tribesmen War Party cleaned up his cursed Zanzibari Slavers!).  I really liked the multi-layered resource management that the game uses bu without slowing play pace, and most of all it felt like an adventure not a scenario.  A game I am definitely interested in playing more, and maybe making a warband for.



And then to top it off, a bunch of us did a road trip to CANCON and had a cracking hobby day out. Good times indeed!

Working Hard vs Hardly Working!

The fourth Annual catch-up: thanks for organising Barks!

So thanks indeed to all the club lads and lasses for their companionship, time, and sharing their wonderful toys.  A most memorable summer of fun gaming.  It comes at expense of AHPC painting time, but I'll choose gaming with friends over a brush any day :-)

29 September 2016

A field of Slaughterloo

A really fun day last weekend, playing in a massed 6 player game of Slaughterloo, the fantasy Napoleonic game by Alternate Armies.  
A great excuse to put a LOT of lovely miniatures onto the table!


Slowpainter John hosted, and he and Dave from the club were kind enough to share their voluminous collection of miniatures, which they have been collecting for more years than they care to admit. Despite having 6 Divisions on the field, they still had a lot of figs uncommitted to the battle!

The real gem of this game is the characterful miniatures.  Wonderfully sculpted in a chunky & cartoonish style, they are a lot of fun and the various special units rules add a wonderfully slapstick and fun layer to the game.  Orc Infantry, Dwarves, Elves, Dogs, and Frogs just to name a few, but my favourite were the undead Russian hordes.  I got to see a lot of them as my Allied Division went up against John's Undead Division on the left flank of the battlefield.

Orc Line Infantry

Orc Riflemen

John's Russian undead form into line to pour fire into my advancing Division 
Supported by flying undead Cavalry!

My stout Prussian Dwarves

My Dog Cuirassiers catch the undead flyers in the flank and destroy them utterly - bwahahah! 

My flank march arrives on the field to threaten John's left flank

The Dogs of War!
Wonderful Frogs in column of marsh!

My Division crashes into John's line, defeating it in detail and routing his Division - Huzzah!  
Sadly our combined right flank & centre were then defeated in detail, but I'll take the morale victory :-)

Fantasy elements aside, Slaughterloo is quite a good and free flowing Napoleonic game.  More old school style with with more tables and modifiers, vice the more widespread "buckets of dice" of more modern systems, it has a good and free flowing feel.  A hand of three replenishing command cards add a touch of variety, chaos and fun.

Hearty thanks to our great host John, and to he & Dave for letting us play with their lovely figures!