Matt and I played a 100 Point game of Art de la Guerre on Wednesday. Matt commanded Republican Romans while I had a Gallic army. This was the first time we have played with impetuous troops and with light chariots. I had hoped to field enough Gauls for 200 points but was 30 odd points off. I need to get my last bare metal Gauls onto the painting table.
Matt won the initiative roll and chose to attack. The field had two gentle hills and a field, all spread around the table edges. The middle of the table was completely flat. Matt placed his cavalry on his right and rested his left on hills. I put my medium cavalry on the right and light chariots and scouts (javelin armed light cavalry) on my left.
My plan was to hold back the centre at the start and send my mounted troops forward. The chariots were to attack the Roman horse on my left. On the other flank my Medium cavalry were to go deep right, to discomfort the Roman centre but wait for the Gallic foot to advance and then join the attack. I reckoned that the first turn disadvantage against Roman swordsmen needed offsetting with some combined arms combat.
My right wing cavalry galloped down the field and onto the first hill. I faced them at about 1 o’clock and then turned my attention to advancing the left and centre. Matt meanwhile peeled a base of hastati off his centre, turned them to face my cavalry and began to advance. I had a turn to react but chose not to. On his next turn Matt charged my cavalry in the flank. I elected to evade, in the expectation that I could travel deeper towards the Roman rear. However, the rules revealed that evading troops must make a 90 or 180 degree turn before scampering off. Instead of going down the table, I had to face the side. Even had I rolled a 1or 2 I’d have still left the table. Idiot.
I deserved that three times over. First, I should have chosen my position and facing more carefully. Then, I had time to respond to Matt’s threat but didn’t. Finally, I chose to evade without knowing what that means in the rules. Accepting the flank attack would have been expensive but at least I might have done some good. As it was, the hastati had time to rejoin the main line having done their job of chasing away the threat. I won’t do that again. Probably.
Anyway. On the Gallic left my chariots attacked and got the better of the Roman cavalry while my centre advanced. In the event, the first clash of the heavy infantry went the Gauls’ way almost everywhere. Despite the Gauls losing impetus against the Roman swordsmen, the Gallic dice just rolled higher. The luck evened out in following rounds but my first round advantage held and the Romans broke three points before mine did.
The last few turns were tense and Matt’s victory point tally nearly overtook mine. But if I won the game, he got bragging rights for chasing off 14 points of cavalry with a base of hastati.
I like ADLG. The rules are clear and I find them a lot more enduring than the entry level DBA. I do however wonder about the wide range of outcomes possible in a combat round. This victory felt unjust. Matt‘s swordsmen should have had the edge over my Gauls but the dice rolled well for me and poorly for him. Perhaps this was more noticeable because we were playing a 100 Point game: my luck probably wouldn’t have been so great with more combats to resolve in the centre. Perhaps we should focus on 200 Point Battles in future. So I’d better get all my Gauls painted.
I have been rattling through my 20mm German figures this past week, trying to create enough points for a platoon sized game of Battlegroup. Latest to finish are a Stuh and three Stugs. My painting skills aren’t great but I think they’ll do for gaming. I am trying various weathering powders, mud textures and washes. I could probably add a lot more weathering but don’t want to go overboard and regret it later.
I have three Panzer IVs undercoated but will finish them after I paint a Sherman tank troop and 6pdr with tow. The models are a mix of Combat miniatures, Airfix, PSC, Armourfast and a rather hefty diecast Tiger made by Lord knows whom. The model houses are a box of card models I picked up in a Bring and Buy at Valhalla a couple of years ago. I wish I could remember the manufacturer. They were top of the range in the 80s and still look good to me.
I have recently picked up a project that I had abandoned a good four years ago. The year that Warhammer Historical folded, I had picked up a cut price copy of Kampfgruppe Normandy by Warwick Kinrade. It is one of the best rulebooks I have ever read, packed full of historical information, scenarios, Army lists and photographs. I bought the makings of two 20mm forces, one British and one German. I painted a platoon of British and assembled some vehicles, but then stopped. The main reason was the gift of some 28mm Germans and a Warlord King Tiger, followed closely by a group decision to start up some forces for Bolt Action. We have been steadily building our Bolt Action armies and I especially enjoyed creating a stock of terrain pieces.
Bolt Action is great fun but with my table size, it will only ever permit platoon sized games. Tank War in particular is frustrating since the action all occurs at such close ranges. I hanker after something bigger, if only company or battalion level. Last summer I picked up the new printing of Battlegroup, which is pretty much the exact replica of Kampfgruppe Normandy. Another well-written rulebook, although less full of goodies than KgN, it has got me back into playing with smaller models. The 20mm project is back on track.
Several times in recent years I came close to selling my unfinished 20mm collection to fund new projects. I am relieved I didn’t. I have now painted two platoons of German Grenadiers, various support vehicles and an Assault gun. Several models are rejuvenated plastics that my friend Keith used to play with in the 70s. He donated them to me when a house move finally compelled him to thin out his collection. I have also picked up some new kits and am mid way through painting 3 panzer 4s and a troop of Stugs. 4 Shermans and two 6pdrs are on the production lines.
I now have to persuade poor long-suffering Matt to give Battlegroup a try. I swear he thinks this is my way of stopping him from developing his skills. Every time he masters one set of rules I hit him with a new one. In this case, I know he will thank me for the introduction.
I played the Markkleeberg scenario twice over last week, first with Matt and then with Keith. This was Matt’s first game with Lasalle and he picked up the rules very quickly. This was more of a training exercise than a full game and we played a reduced scenario, without Russian or French reinforcements. As Kleist, Matt broke into Markkleeberg and duffed up several of my Polish units. For a newcomer to the rules, he did very well and got the hang of the challenges of combined arms combat. Matt successfully evicted my Poles from the village and took out enough units to break my morale.
I played the Poles again in the next game against Keith. This time we used a bigger table and all the reinforcements. Keith set up his artillery to bombard the town and advanced his infantry on their right, to leave a clear field of fire for the guns. The Prussians prepared to assault the town from the east with two battalions while with the rest of their infantry they advanced on the Polish left. In two turns I lost 3 battalions: one in the town and two ridden down by Prussian cavalry, working in close partnership with their infantry. The Polish cavalry rode across the field one turn too late to save the infantry but destroyed the Prussian Horse. Keith’s occupation of Markkleeberg triggered the arrival of his reinforcements, followed shortly on my side by Semelé’s French Brigade. The game ended with the Prussians still in Markkleeberg and sending two battalions past the town down the Polish flank. While a draw under Lasalle’s rules, I conceded as I had both taken more losses and my flank was turned.
These were two entertaining games and I was pleased with the way the story unfolded. I did tweak the scenario between the first and second games to delay the arrival of Prussian reinforcements. On the day, the bulk of 12th Brigade was held in reserve until Markkleeberg was occupied. Allowing the whole command to be on table from the start did weight the first game in Prussia’s favour. Of course the Poles lost both times but the second game was a lot closer.
I am inclined to change the victory conditions for future Lasalle scenarios. The rules as written are complicated and, because the victory test requires a comparison with the turn number, only work within a limited range of game lengths. The main problem for me is that both sides can hit their break point and each continue to take the victory test for a few turns and regardless of further losses, the loser will be the first to fail their dice roll. I think later rules by Sam Mustafa provide cleaner victory conditions. So taking a leaf from Longstreet, I might just set a higher break point and just say that the first to reach their break point has lost.
Every so often, we return to gaming the Napoleonic period. Recently, I was reading Digby Smith’s history of Leipzig and got taken right back to an obsession that had lasted for most of the 1990s. Back then our rules of choice were Napoleon’s Battles, then published by Avalon Hill. One of the supplements for these rules included several scenarios for refighting Leipzig. My friend Keith and I agreed to collect the whole Leipzig Orbat in 15mm between us. We managed to paint all the units present on 16 October 1813 (admittedly at a scale of 1 figure to 120 men), but we didn’t get around to the Army of the North or other latecomers, so alas, no Swedes. Over five years or so we played several good games based on the events of the first day of the battle.
After rereading Digby Smith, I felt the urge to give Leipzig another go. I decided to start with the attack on Markkleeberg, which was made by a Russo-Prussian column under Kleist, mostly against Poniatowki’s VIII Corps, supported by Semelé’s division of Augereau’s Corps. I pulled together the other sources in my bookcase, which included Scott Bowden’s Grande Armee of 1813, the Osprey Campaign Book of Leipzig by Peter Hofschroer, Lorraine Petrie’s 1813 and two Polish language histories, one of the battle and the other about Poniatowski’s Poles throughout 1813.
I had three options for the rules: Napoleon’s Battles of course; Honour Games’ Blucher; or their older, tactical set, Lasalle. Plan A was to adapt the Napoleon’s Battles Orbat for Blucher and I do hope to do this at some stage. But having read about the exciting exploits of individual battalions and cavalry regiments around Markkleeberg, I decided to start with Lasalle, using my small collection of 6mm figures.
It proved tricky to work out the detailed order of battle and decide on deployments and reinforcement schedules. The accounts differ widely about exactly who was where and what happened on the day. No two books agreed on the troops involved. On the Allied side, some books just list the formal order of battle, which places Kleist at the head of the whole 2nd Prussian Corps, whereas Smith and Lorraine Petrie explain that at Leipzig, Kleist’s Brigades were shared out among the four Allied attack columns, to bolster their numerically depleted Russian allies. According to these sources, all Kleist had with him was the 12th Brigade, alongside Helfreich’s tiny Russian division. I decided to go with this version as it makes sense of the accounts in all of the books about how the engagement fought out. Had Kleist been in control of his full Prussian Corps, I suspect he would have overrun Poniatowski in no time at all.
On the Polish side, again, every book has a different Orbat. Bowden, whose research into French returns is exhaustive, touches only lightly on the Poles and his returns for them don’t match with any other source I could find. I think the trouble here is that several theoretical orders of battle that were decreed for VIII Corps were never implemented because events moved too fast. Mariusz Łukasiewicz, in his book “Armia Księcia Józefa 1813”, carefully examines the true shape of VIII Corps throughout that year. I therefore decided to go with his list.
As for the sequence of events, all sources agree that Kleist initially succeeded in taking Markkleeberg, was counterattacked in the course of the day and that by nightfall, he had been pushed back to his start line except he still had a toehold in the village.
The resulting scenario is here.
We have played it twice and a report and some photos are in my next post.
We played a three handed daytime game of Bolt Action on Saturday, to mark the first visit by Ian since he left for Asia in December. It was good to be back in BA after a run of Ancients games. Ian brought down his US paratroopers and Fallschirmjaegers and I wanted to include them in the game so I prepared a 1500 Point scenario very loosely based on Market Garden, as follows:
“The 101st Division has been holding the road open to Eindhoven, the first piece of the airborne carpet over which 30th Corps plans to roll in its drive to cross the Rhine. Delayed from the start, the Armoured column is struggling to stick to its timetable. The German forces have reacted faster than the Allies expected and are pulling together an increasingly powerful defence.
Place 3 objective markers along the main road, at 18, 36 and 54 inches from the Southern table edge.
The game lasts 6 turns, with the possibility of a seventh on a roll of 4,5,6.
1 VP for each enemy unit destroyed; 2VP for each objective controlled by troops within 3”.
Matt used his US troops as the relief force, with a Sherman, half track-mounted squad and an infantry platoon. I created 750 points of Heer Grenadiers for the on table Germans and a selection of Waffen SS and Fallschirmjaegers squads, a Stug and a panzer grenadier squad for the reinforcements.
The objectives were represented by oil drums, milk churns and a dog kennel.
The US paras set up in foxholes around the bicycle workshop and the dog kennel objective. The on table Germans all set up to the East of the road, with two squads and an MMG behind a hedge facing South and the rest facing the Paras to the West.
In the first stage of the game, Matt’s relief force attacked the German hedge line while the rear area Germans, reinforced by two arriving squads, attacked the US Paras. In the second stage, the relief force destroyed the hedgerow Germans and advanced on the second German line, while the rear area Germans tightened their grip on the Paras. In stage three, the relief force was stalled by the destruction of an M3 halftrack, and held up long enough for the US Paras to be badly mauled and dislodged from the dog kennel objective. The game ran to a seventh turn and ended with the Allies holding 2 objectives for 4VPs, plus 3VPs for German units destroyed. The Germans meanwhile held one 2VP objective and destroyed 6 US units. So a German victory at 10 VPs to 7.
The game was closer fought than the final score suggests. The US Assault on the first German line was quick and effective, destroying a 10 man squad and an MMG in short order. The second German line held well however, and was helped by the arrival of the Stug which first destroyed the halftrack then placed itself in ambush round the curve of a hill, threatening to enfilade a further US advance northwards. As it happened, when the Sherman did move into view the Stug only managed a ‘crew stunned’, but this bought enough time for the Germans to wipe out the US Paras.
We played a 200 Point game of Art de la Guerre last night. Matt led the Army of Philip V of Macedon against my Republican Romans. Matt was joined by Warren, in his second ever wargame, as commander of his left wing. This was the first ADLG game we have played with pikemen and it was an Education I’d rather have skipped.
Matt won the initiative and chose to attack. I decided to meet him in the mountains, hoping to exploit the vulnerability of pikes in difficult ground. I selected the maximum number of terrain pieces and Matt chose the minimum, one of which was a road. We ended with an impassable river down one flank, a lot of difficult terrain on the other one and a bowling alley down the centre.
It started well for me. Then the game began. With great care, I deployed an ambush of triarii in the difficult ground in my left rear, planning to tear into the Macedonian flank as they bore down on my centre. What a plan. I then completely forgot my basic idea and set off across the table to attack the enemy on their baseline. What a pillock.
Our centres met in open ground and after the brief benefit of impact in the first round of melee, my Swordsmen began to crumble. Warren kept my right wing busy with his Greek and Illyrian horse and Agrianoi javelinmen. He knocked out my Velites and Roman cavalry, then started hammering my heavy infantry from the flank. At about the same time, Matt punched a hole in the centre that I lacked the reinforcements to plug. Where were my triarii when I needed them? Oh, yeah. Sniggering in the bushes on the far side of the table.
The end came in a rush, with too many of my depleted units breaking together. In all, Warren’s flank attack took out two bases of swordsmen, two Roman cavalry units and two velites. On the opposite flank Matt’s Companions destroyed my allied cavalry, while his rock hard pikes in the centre overturned my heavy swordsmen, admittedly after several rounds but with grinding inevitability.
Lessons? Well, if you make a plan, stick to it. Pikemen in the open really are hard to stop and if I’m going to engage them frontally, I should have a pretty good chance of getting troops around their flank before they steamroll my swordsmen. And maybe in future I should spike the enemy’s drinks...
Warren seemed to enjoy himself and had the baptism of stabbing his hand on the agema’s pikes not once, but twice. You’re not a true Ancients player until you’ve drawn blood on a spearpoint.
It is lovely playing with my old 25s. Some of the Macedonians date back to 1982 when we started playing Ancients. Their pikes are dreadfully brittle and held together with superglue. The definition on the moulds is poor by today’s standards but I still love them.
We played our first game of Pickett’s Charge last Saturday evening. I bought the rules soon after their release and made up some casualty markers, but somehow didn’t get around to trying them. I think I was daunted by the four pages of charts and tables and when the chance came to play our next ACW game we went with the tried, tested and much loved Longstreet. However, a visit by Keith coinciding with Warfare 2017 at Reading provided the incentive to try out the new set. Keith and I have broken in a great many rules sets over the years and generally manage to work out what we should be doing.
The scenario was Payne’s Farm, November 1863, the most lively encounter during the Mine Run campaign. In this operation, Meade set out to turn Lee’s right flank while Lee hurriedly shifted round to his own right to stop this happening. At Payne’s Farm, Meade’s right hand Corps under French and Lee’s left hand division under ‘Allegheny’ Johnson came to blows as they both converged on the same road junction. French had superior numbers but his advantage was largely cancelled out by the close wooded terrain, his own hesitancy and by Johnson’s aggression. Only later in the battle did Federal numbers start to count and night fell before they could make a decisive difference.
I originally wrote a scenario involving Johnson’s whole command and the 2nd and 3rd divisions of French’s Corps. I’d hoped we could have a four player game but in the event, only Keith and I played so I cut the forces to the 2nd Federal division versus Steuart’s brigade of Johnson’s Division, plus a battery of Andrew’s artillery battalion.
We started the game at the point where Steuart’s rearguard Brigade, strung out along the Racoon Ford Road, faced left to confront Prince’s division as it approached down Jacob’s Ford Road. Steuart’s task was to hold up the Federals while Johnson brought back his other three brigades from further along the Racoon Ford Road.
In our game Keith’s Federals mounted a rapid assault on my Rebels. While his leading Brigade attacked along Jacob’s Ford Road, he moved his second Brigade in column around his left, using staff officers to move it double quick. I advanced my two left regiments to threaten his right. My centre held for a time but Keith’s second Brigade deployed at right angles to my line. I turned my right hand regiment to face it but it was pushed back on the centre, just as the centre itself gave way. End of game. The Confederate reinforcements would arrive on the scene to find French already advancing along Racoon Ford Road.
I really like these rules. In spite of the four pages of charts, they played smoothly and we quickly got the hang of the sequence of play. Staff officers are a great device. Frankly our game was a bit small to really benefit from them but I can see them posing some interesting choices in a bigger action. Brigade morale is handled simply and effectively. Shooting has the particularly interesting result of loss of Fire Control, representing the degeneration of firing into an ineffective firefight. Melee (or the lack of it) is especially well handled: a competitive dice roll produces a range of results, most of which involve one side giving way without actually fighting hand to hand.
How does Pickett’s Charge compare to Longstreet? Using 1” figure bases, the ground scales, unit sizes and ranges are similar. PC has more period chrome incorporated in the rules, whereas the flavour in Longstreet mostly comes out in the Action cards. A big visual difference is that casualties are not physically removed in PC. A Longstreet battlefield can look a bit empty towards the end of a game! Longstreet doesn’t have explicit morale rules whereas these are important factors at both unit and brigade levels in PC.
As I have said before, Longstreet is my favourite rules set for any period. It flows so well and provides period feel and excitement. It also produces occasional situations that historical reports are full of but players almost never permit, when units do something unexpected or unwise in the face of the enemy. I love those moments. But Longstreet has its limitations. With house rules, we were able to use it in a divisional game with four people, but it doesn’t pretend to challenge the player to think beyond the level of brigade commander. Pickett’s Charge on the other hand does this well. So I think the answer for me is that I will continue to use Longstreet for Brigade and small divisional actions and bring in Pickett’s Charge for bigger battles.
Anybody else know the song Roads to Moscow by Al Stewart, circa 1974? A rare rock song about WWII that isn't thrash metal. Every time a German tank dies in a game, I think of the line:" Two broken Tigers on fire in the night." I was humming it last night.
Ian and I played a game of Bolt Action Tank War. We had 2,200 points each on an 8’ x 4’ table. This was the biggest game we have played so far, with every tank we could get our hands on.
Ian’ Germans had 2 Panthers, a Panzer IV, a Stug and a Puma, plus 520 points of Fallschirmjagers. My British had a Cromwell, 6 Shermans and 500 points of infantry. All tanks on both sides and the British infantry were regular, and Ian's Fallschirmjagers were veteran. I began with 14 dice and Ian with 11.
The table was quite busy to ensure we didn't have too many uninterrupted lines of sight. It was divided up the middle by a cobbled road, on one side of which were the outskirts of a village and on the other, more open farmland. We rolled four objectives which we placed in a rough line, lengthwise down the middle of the table. Three of them were in the village, which was on Ian's left and my right.
On turn 1, Ian placed a lone Puma on his extreme left; his Panzer IV in support of most of his infantry in the centre, then his remaining armour, along with a single infantry squad and an MMG, in the fields on his right. I sent all my infantry into the village in the centre, one Sherman into the open ground on the left and the rest of my armour behind the village and on my right.
I struck lucky early on, knocking out the Panzer IV and a Panther in turn 2. My dice rolling balanced out later when my armour repeatedly failed to damage Ian's vehicles, but it was a great advantage to roll so many high numbers in the opening stages.
The game split into three combats: on my left, the Remaining Panther and Stug duelled with 4 Shermans (quickly reduced to 3); in the centre, our infantry fought for control of two objectives in the village; and on my right, the Cromwell and 1 Sherman played peekaboo with the Puma. Early luck tipped the scales in my favour and by game’s end Ian had lost every tank but his Stug while I had lost just the one Sherman. With two objectives apiece at the end of turn 6 we counted points and I got a ‘clear victory’.
I think this was my luckiest wargame for a very long time. Did skill come into it? A bit, perhaps. My tanks used cover more than Ian, who confessed he had put his faith in the superior armour of his Panzers rather than tuck them behind walls. In truth, an awful lot of my fire did bounce off harmlessly but if you take enough shots even a 75 will get through eventually. I also think it helped to keep my infantry in mutual supporting distance. But if truth be told, I won because I had a big fat slice of improbable luck. Bless him, Ian stayed cheerful until the last 6 was rolled. He used his Puma to tie down three tanks for much of the game: I almost regretted knocking it out on turn 6. Almost. And at least his Stug shrugged off every single attempt to pierce its armour.
We played a 100 point game of Art de la Guerre last night. Matt led a Gallic army (8 swordsmen, 3 medium cavalry and a light chariot) against my Carthaginians (3 Numidian light horse, 3 medium cavalry, 2 African spears, 2 Spanish Scutarii, 1 celitiberian swordsmen, 1 Balearic slingers, 1 light javelins). This was our first involvement with impetuous troops. Lots to get used to there. Matt was defender, playing the part of the chieftain who can't believe that the Punic army only wants to pass through his lands. We played on a 120 by 90cm table, with 6cm unit frontages and 25mm figures.
The game played fast and bloodily. Matt deployed his horse out on his right wing, planning to go around behind the Carthaginian left. He set his warriors up in the centre, anchored to a wood on their right. I placed my Numidian horse on the left and medium cavalry on the right. The African spears took the centre, with Celtiberians on the left and the Scutarii on the right. To start with, we both advanced our right wing horse. The Numidian horse was able to slow down the Gallic cavalry, whittling them down, evading charges and generally keeping them occupied. The first melee was between the Carthaginian cavalry and the swordsmen on the left of the Gallic line. It was inconclusive for the first couple of rounds. The foot in the centre then clashed all along the line. Fortunes were mixed in this clash, with units on the right of both lines doing generally better. The pattern for the rest of the game was set: each side trying to eat up the opposition from their right flank. The Gauls on the right chewed up the Carthaginian left, punching a hole and turning to flank the Celtiberians. Meanwhile the Carthaginian horse got into a flanking position and returned the favour to the Gallic left, while out on Their extreme right, the Gallic cavalry started to disintegrate under enemy javelin fire. Alas for these troops, they stayed without orders for a couple of turns due to low command rolls and higher priorities in the main engagement.
While losses were stacking up at a similar rate in the infantry combat, the loss of their cavalry pushed The Gauls into demoralisation. The final ratio of victory points (12 to 6) belied how close the battle had actually been.
Impetuous troops can certainly liven up this game. I like it that they must win fast or get bogged down.
A 100 point game feels quite different from 200. For a start, with half the points but only one third of the commanders, CPs are in shorter supply. We concluded that only a very good general can afford a spread deployment, as there just won't be CPs enough to keep everybody moving. With fewer units, unlucky dice rolls can have a disproportionate effect, so next time we will perhaps use the reroll rule. We might even try average dice, although I have been warned against these for slowing melee down too much.
Not many photos from this game but I quite like the ‘action’ shot with the blurred moving chariot. The product of a poor camera phone but fun nevertheless.
The Gauls included some very old Minifig 25s, Newline 25/28s and Black Tree 28s. The size difference is huge but it didn't show so much during play as I'd feared.
I'm tempted to bring out the Macedonians soon, to see how pikemen perform.