On 15 September, Keith, Matt and I spent more money than was good for us at Colours in Newbury. I like this venue, especially the light upstairs floors that are a much more pleasant environment than some Show venues. On the second floor, messrs Miller and Brentnall were demonstrating a beautiful 28mm game of For King and Parliament.
Having left the dog home alone, I prevailed upon Keith and Matt to leave Colours at lunchtime and come back to play a game. We agreed to try the new stats I have been brewing for using For King and Parliament in Eastern Europe.
I set out the table using the battlefield of Berestechko, but as it was our first play test the army sizes were considerablyreduced.
Matt, as King Jan Kazimierz, had two sub generals: Jeremi Wiśniowiecki, commander of the left; and Stanisław Lanckoroński, commander of the right. His army contained:
1 unit of Hussars
5 units of Pancerni
1 unit of Reiters
1 unit of Dragoons
1 unit of Hajduk infantry
2 units of German infantry
2 units of field artillery.
Keith, as Bohdan Khmelnytsky, also had two generals: Ivan Bohun, commander of the Cossack right and Islam Giray, Tatar commander on the left. His OOB was:
3 units of registered Cossacks
2 units of Zaporozhian Cossacks
1 unit of Cossack horse
A fortified camp, 3 squares wide and 2 deep, with its front on the 3rd row of squares
2 light Artillery pieces for attachment to Cossack units
1 unit of noble Tatar lancers
3 units of Tatar lancers
3 units of Tatar light cavalry bowmen
In line with historical deployment, Keith set up his cossack foot on his right, inside the Tabor, with their horse outside and immediately to its left. He set up his Tatars on the left, with the bowmen on the far flank and lancers closest to the centre.
Matt deployed a small command of two Pancerni and the Dragoons on his left; his infantry, artillery and Reiters in the centre and the rest of his Horse on the right.
As this was a play test, the point was not to try and win but to test different aspects of the rules. Both players took a few decisions to see what would happen, possibly against their better judgement. Keith in particular wanted to gauge the flexibility of his Tatar troops and they saw the most action of the game.
The battle began with Matt advancing his right and centre, while his left observed the Tabor from a safe distance. Keith kept his Cossacks tucked up in the Tabor and advanced his Tatars, with his bowmen looping around on the far left. The bowmen were charged by Pancerni but evaded, falling back on the woods to their rear. Keith then decided to see what happened when lancers charged the front of a Pike and shot batallia. Reassuringly, they slid off. Never one to learn from a mistake, he repeated the experiment with another lancer unit, with the same result. The second melee was closer run however, as the Foot had picked up a disorder in the first combat, but the odds were still in their favour.
In another combat, Matt’s Pancerni destroyed a Tatar lancer unit in one round. At this point I realised I hadn’t thought about the applicability of the FKaP pursuit rules to Eastern Europe. Uncontrolled pursuit by mounted units was not a significant feature of the dozen or so battles I have read about, although I’m sure it must have happened. We need to think about this but I am tempted to tone down the pursuit rules for games in the East in some way.
The battle ended with the collapse of Keith’s Tatar force and death of Islam Giray. As I say, however, this wasn’t really a competitive game but a first chance to try our adaptation. So everybody was a winner, or at least, everybody certainly enjoyed the game.
How did the rule adaptations work?
First, as we expected, the basic mechanisms of FKaP worked very well for activating and manoeuvring the armies. The Pancerni and Tatar lancers performed as we thought they ought. I was particularly pleased with the way the light cavalry bowmen worked: they were a flexible irritant that kept dancing out of danger but collapsed when cornered.
This game didn’t give us a chance to test the resilience of the Tabor as Matt didn’t assault it. In the real battle Wiśniowiecki charged it with his cavalry and was repulsed. We will have to set up a few assaults to see how it fares.
Of course we’ll need to play several more test games to get a reliable feel for the whole set of changes. But after one outing, I am very encouraged, especially by the way light cavalry work.
One more thing. For King and Parliament is a cracking set of rules: fast, tense and great fun. The next few months are going to be fun.
I have set out to adapt Andrew Brentnall and Simon Miller’s ECW rules, ‘For King and Parliament ‘, to cover Eastern Europe and specifically, the Battle of Berestechko, 30 June 1651. Although some east European troop types are not covered by these rules, most of them are either directly covered or can be represented by equivalent unit stats. The myth seems to linger (in Western Europe that is) that warfare in the East was more ‘primitive’ than in the West, with armies full of lassoo-wielding savages on steppe ponies. It’s true that some specific troop types existed and that in general, the cavalry arm was a bigger proportion of eastern armies than in the West. But most of the troop types present in the Commonwealth armies of the 1650s would be recognisable in a west European force (indeed, many of the troops were recruited from Western Europe) and in wargaming terms, the mechanics and many unit stats in For King and Parliament are applicable with little or no adjustment.
The following are my first thoughts about adapting the rules to the East. I will revisit them after a few games.
Hussars count as well-mounted, veteran Swedish-style Horse, armed with a lance (conferring a one-off extra to-hit card). This is fitting, given that Gustavus Adolphus had based his new cavalry tactics on those of his fast-charging Polish opponents.
Pancerni count as seasoned Swedish-style horse. Petyhorcy count the same, with an added lance.
Reiters could be Dutch, or increasingly Swedish as the century progressed. As accounts of Berestechko describe the Reiters as providing fire support in the Centre rather than in the cavalry wings, I am inclined to make them still Dutch in 1651.
‘German’ foot are standard pike and shot units at a 1:2 ratio.
Haiduk infantry have the same stats as commanded shot. These troops operated in smaller units than German foot so the original stats can stand. Most were seasoned troops.
Dragoons also read across directly, although the Commonwealth used them in great numbers and they were among the most hard-worked troops in the borderlands given their ability to keep up with the cavalry. Some dragoon units had pikemen as well as shot and they could hold their own in the main battle line. There may be an argument to treat some Dragoons as veterans and/or to give them pikes but I amleaving them as standard for now.
Artillery also reads across without change.
Pospolite Ruszenie are the Polish ‘noble’ levy, summoned by the King in hour of need. These troops were famously unmanageable and of mixed quality. The practice of calling the noble levy would die out over the rest of the century. I have shown them as Swedish style but raw, although they could also be untried. A small number of units, mainly from South and Eastern Poland, were battle experienced and fought well, so these will be seasoned.
‘Registered’ Cossack units represent experienced troops who left Commonwealth service to join the rebellion. They were regarded as some of the best infantry in Europe by contemporaries. I have made them the same size as German Foot but they lack pikes.
The Zaporozhian Cossacks are less experienced than Registered Cossacks and so raw, although they do have short pikes.
Cossack horse are equivalent to raw Swedish horse. The Zaporozhians were overwhelmingly an infantry army and their cavalry was indifferent.
The Tabor is making me think. Cossack armies used their wagons to form temporary fortresses and the Tabor was a key part of their position at Berestechko. We are not talking about a fortified camp behind the lines, but a serious and deep defensive line protecting the front of the army. There were some engagements where the Tabor was attacked on the move. In such a case I would place wagon units on the table with their own factors. I have looked at the rules in To the Strongest for War wagons and have created Cossack unit stats based on them. But the approach I plan for Berestechko is to use the fortifications rule from FKaP. I’ll still place wagon models on the table but this time they won’t have intrinsic fighting powers, as these will go to the infantry units behind them. I will also give Cossack units a cover advantage in all squares enclosed by the Tabor as they drew up further lines of wagons behind the first. I will also hinder movement within this area.
The Tatar Horde
The Tatars have three troop types: noble lancers; standard lancers and bowmen.
I have snaffled some rules from To the Strongest to cover Tatar troop types and tactics.
Light cavalry: All light cavalry activations are considered easy. Light bow armed cavalry may fire and retire one box facing the enemy (as well as the existing movement possibilities in FKaP). Infantry can charge light cavalry (this represents the light cavalry falling back before a steady advance of formed foot. Foot may not charge any other types of horse). Light cavalry receive a +1 save modifier against shooting, to reflect their dispersed formation.
Light cavalry and Tatar lancers have the evade ability.
Cavalry with the evade ability may evade charging infantry on a 3+ and cavalry on a 5+. If successful they retreat one box facing the charger. (The Tatars were highly versatile horsemen who used the feigned retreat to lure enemy troops out of formation. I decided to give lancers the evade ability despite them not being light cavalry).
These stats are set out in the table below. The points values may be a bit off here and there but I hope they broadly fit.
On 15 September, fresh from a trip to Colours at Newbury race course, where we had seen a great game of For King and Parliament in full swing, Keith, Matt and I had a first play test of FKaP in the East. Stay tuned for the after action report in the next blog post
Back to the 17th Century
As soon as you scratch one itch, another one starts to bother you. As I was putting away my 1815 Napoleonics the other day my eyes fell on a box of 15mm winged Hussars. It must be 18 months since these lads had an outing. That is far too long a break.
The last eastern renaissance game we played was the 1651 battle of Loyev during the Cossack rebellion. My plan at the time was to move on to Berestechko, the largest set piece battle of that year (in fact one of the largest in the 17th Century). So it’s time to pick up where I left off.
The Battle of Berestechko 30 June 1651
I picked up two recently published histories of the 1651 campaign when we were in Kraków in 2016. There is also quite a good English account on Wikipedia and a longer Wikipedia piece in Polish. I won’t rehash the whole story but the main elements I found interesting were
Which rules to use?
We have used two rule sets so far for this period, Pike and Shotte by Warlord and Tercios by el Kraken. Both have given good games, especially Tercios, but the mechanics are a bit cumbersome for a bigger battle. As Berestechko was such a large engagement I would like to use rules with more of a big battle feel. Enter ‘For King and Parliament’.
These rules, by Simon Miller and Andrew Brentnall, are an adaptation of Simon’s Ancient rules, To the Strongest, which I like a lot. They are unusual in their use of a map grid and playing cards. I picked up a copy of FKaP at Salute in April and have yet to play them. They will need a few additions to cover Eastern Europe but fewer than you might expect. I will detail these in my next post.
On 18 August we played a day-long refight of the battle of Ligny, using Honour Games’ Blücher rules and 20mm plastic figures. We began around 10 and finished at 6, with the French just meeting their victory conditions. Oddly, the Prussian players seemed happier at the end of the day than the French.
Rules, figures and scales
Blücher is a grand tactical rules set where each unit represents roughly a Brigade. It focuses on the level of detail that would interest an army commander rather than a brigadier or battalion commander. It’s pedigree is excellent. Sam Mustafa’s first grand tactical set was called Grande Armée, which came out some years ago. He then produced the simplified Fast Play Grande Armée, which dropped a lot of detail. Finally came Blücher, which stripped back the detail even more. At each stage the rules have become more elegant but they keep a period feel and are a subtle challenge to master.
Blücher’s ground scale is adaptable but I use 1” to 100 yards, the scale of Grande Armée, Volley & Bayonet and Napoleon’s Battles. This produces 3” Square unit bases. The figures are all plastics by various makers, collected over many years, with quite small unit sizes. This was a deliberate choice, partly to save cost and partly to encourage my sons who were young at the start of the project. Most of my Napoleonics are 15mm but I have never collected figures for the Waterloo campaign in the smaller scale.
Keeping the players guessing
Three of the players know the Waterloo campaign very well so I had to set up a way for them genuinely not to know whether either side would be reinforced from Quatre Bras, where Marshal Ney faced Wellington’s steadily reinforcing army. I wrote a decision tree for the events off table, which could have ended in a range of outcomes, broadly: French reinforcements, Allied reinforcements or nobody, at least in time to affect the game.
Huw took the role of Napoleon, supported by Tim (Gérard) and Ian (Vandamme). Keith was Blücher, with Matt (von Zieten) and Nick (von Pirch). I like each player to have a characteristic so made Tim inspiring, Ian vigorous, Matt steadfast and Nick heroic. If you don’t know these rules, these traits translate as good on the attack, good at getting troops moving, good on the defensive and capable of rallying lost combat power. Napoleon was a legend but not on his usual energetic form; Blücher was also a legend and mobile, which made it easier for him to send in the troops than a standard C in C. Being a legend improves your army’s break point.
For orders of battle I used a few histories, mainly volume 1 of Peter Hofschroer’s Waterloo Campaign and a French language history of Ligny by Alain Arq and others. For starting strengths and general organising I used the 100 Days unit cards, released by Honour at the same time as Blücher. These cards make sorting out and deploying the army very easy.
The Prussians were obliged to deploy 1 Corps first, strung along the river Ligne. The French were then to deploy 3 and 4 Corps and their three cavalry corps anywhere on the field up to 4 base widths from a Prussian unit. Finally the Prussians deployed 2 and 3 Corps then the French had the first turn.
How it went
The game began with Tim/Gérard attacking the Prussian right, while Ian/Vandamme screened Ligny along with the three cavalry corps. Evidently the French didn’t want to get bogged down fighting for this village. However the screening force was much the biggest French formation and while it sat watching Ligny, Tim bled his Corps dry on the French left. The Prussians meanwhile made several counter attacks against Tim, then Keith sent Nick/Pirch over the Ligne on the Prussian left to put pressure on Ian. This worked well as it constricted the French position and put their right wing on the back foot.
As the elan of Tim’s units ran down trying to dislodge Matt and Ian’s wing faced off against Nick, Huw was reinforced by the Guard and, not long after, by 6 Corps. We learned after the game that Huw had ambitions to use the reserve rule to deliver a wide flanking attack with these reinforcements, but felt thwarted by his narrow deployment zone and after a couple of turns’ delay, he launched an attack up the Prussian centre.
Meanwhile, off the table...
Each French turn after turn 11, I rolled on the decision tree. Every roll went in favour of reinforcements arriving with Napoleon. In summary, the story grew as follows. Ney began his assault on Quatre Bras early. He kept his whole command together (meaning no enthusiastic ADC gave D’Erlon verbal orders to march eastwards) and used both 1 and 2 Corps to overwhelm the Netherlands contingent before it could be sufficiently reinforced. He then carried out his original instructions from Napoleon and directed D’Erlon towards the Ligny battlefield. Rolling for losses and delays, I concluded that in the end two divisions and the Light cavalry of D’Erlon’s Corps would arrive at Ligny, late in the afternoon but in time to influence the outcome.
News reached Huw that Ney had taken the crossroads at Quatre Bras and despatched D’Erlon towards the Ligny battlefield. When these arrived on the table he gave their command to Tim, who found the fresh troops a great boost.
With the revelation that he would not be reinforced by Wellington as expected, Keith took stock. His left was doing well against the French right, which continued to retire before 2 Corps. But the right was now paper-thin, facing fresh troops, while the centre was buckling under the punch of the Imperial Guard. Keith ordered his army to withdraw, under the cover of 2 Corps.
When we reached the last turn of the gaming day, the Prussian line had started to contract from the right and rotate clockwise, as it withdrew on Sombreffe. The French meanwhile had finally cracked the Prussian centre and were advancing to cut off the Prussian right. The Prussians were close to their break point and the day went to Napoleon.
Hail the happy losers
And here is the curious thing. The French victors seemed to feel a bit flat as the day ended, whereas the Prussian team was brimming with good humour and pleased with its performance. Why was this? Well, I think the players on the side that lost in history may feel less pressure to win the game: the Prussians did very well and cooperated effectively, with messages flying in all directions throughout the day. They didn’t win but were well placed to fight another battle.
The French on the other hand came close to a bigger victory than they achieved: an earlier assault by the Guard could have cut off half the Prussian army. Also, I fear that Huw felt thwarted, not by the performance of his side but by the scenario and rules. His first hope was to send the Guard on a sweeping reserve move to fall upon a Prussian flank, but the field was constricted by the table edge and he couldn’t calculate a ‘legal’ route that would deliver his units unobserved on the enemy flank. I do sympathise and can’t change the fact that the table was 4 feet wide so he did not have space at the rear to flank March. That said, the French right could have deployed much further forward than they did and on top of that they were then soon retreating from their starting positions.
When the umpire’s happy, everybody is happy
Overall I was very pleased with the day. I think the game was well balanced and both teams played in good spirit. The decision tree for events at Quatre Bras gave a plausible result and I will use the idea again. I think the Blücher rules are perfect for a multiplayer game like this. Between 1030 and 6pm with a break for lunch, we played the full 28 turns and had very few rules quibbles. We had all played the rules before but not for some time and they came back easily.
My note to self for future games is that I should check in with Commanders in Chief a few times during play, to check if they feel able to do what they wish. It hadn’t occurred to me until he said it at the end that Huw felt unable to act because of the table size. Had he told me his outflanking plan I could have worked out a way to make it possible or to explain why it wasn’t. When the game isn’t a tournament, I think the umpire should show a bit of flexibility if this helps the story to flow.
I was grateful to all six players for giving up a summer Saturday and pitching in with such good humour. Multiplayer Wargames are a rare event but they have to be my favourite part of the hobby.
Gaming the Metaurus
My previous blog post explained how we created an ADLG scenario for the battle of the Metaurus. This post tells you how the game went.
Ben took the role of Hamilcar and Matt commanded the Romans. Ben followed Hamilcar’s deployment, putting his Gauls on the high ground protected by a strip of difficult terrain. He put his elephants in the centre, with Spanish and African foot behind them, and his cavalry on the right, supported by two more stands of Spanish foot.
Matt deployed one infantry command on his left, the other in the centre and his cavalry on his right.
Phase one of the game saw Ben’s elephants crash into Matt ‘s centre and pretty much slide off. We had expected them to be destroyed while disrupting the Roman centre but they barely made a dent. Matt’s dice rolling was consistently luckier than Ben’s, setting the pattern for the evening. On the Carthaginian left the Gauls and Roman cavalry looked at each other, while by the river, Ben’s cavalry advanced on Matt’s infantry but wisely chose not to attack.
In Phase two the two centres came to blows. Ben’s troops fought rather better than their elephants had done and the fight was quite balanced. Meanwhile a couple of stands of Gauls came off the high ground, to be mauled by Matt’s cavalry. Then, Ben decided to launch his cavalry at Matt’s unruffled left wing. Matt again rolled some lucky dice but he also had the edge in modifiers all along this combat. Ben lost several stands in one combat phase, taking him perilously close to break point.
In the final phase the rest of Ben’s Gauls came down from the high ground, too late to have an effect on the battle. His cavalry nearly all routed and his centre started to crumble, mainly because his Spanish MI were less resilient. The game then ended as Ben’s morale losses hit 26. At that point Matt’s losses were only 9 points, of which only 4 were due to units routing.
Measuring up to the history
According to the generally accepted account of the battle the Carthaginians deployed pretty much as Ben did in our game. The Romans on the other hand placed their cavalry by the river, Salinator in the centre and Nero on the right. Phase one of the battle saw the Carthaginian elephants attacking in the centre, with similar unimpressive results to what happened in the game. On the left the cavalry wings clashed and the Romans began to push the Carthaginians back. The infantry in the centre then closed, with neither side gaining the advantage. On the right Nero soon abandoned any intention to charge the Gauls, who were too well positioned on the high ground. He then marched his wing around the rear of the Roman line to the left and assaulted the Carthaginian centre in its right flank. With this, Hamilcar’s army collapsed and he spurred his horse into the melee. The first Hannibal knew of the defeat was when his brother’s severed head was catapulted into his camp.
The big difference in our game was of course Matt ‘s deployment of infantry on his left and cavalry on the right. This made Nero’s manoeuvre impossible. I could, I guess, have imposed historical deployment on both sides but would argue that the more restrictive the setup, the less satisfying the game. To be frank, I was surprised by Matt ‘s deployment and wondered at the outset if he was squandering his cavalry by placing it facing the Gallic Hill. As things turned out, I couldn’t argue with his emphatic victory so what do I know? Nevertheless his cavalry played only a bit part in that victory. I think he was helped by Ben’s decision to charge Roman heavy swordsmen with medium cavalry, rather perhaps than to shift this cavalry to face the Roman horse.
In the last turn Ben had to take a survival roll for his C in C when the unit he was with routed. He passed it, so at least our Hamilcar kept his head
We played a 200 Point game of ADLG last night. I always enjoy a game more if it is linked to a real battle (however fuzzily) and I wanted to see if I could fit a historical scenario into a ‘legal’ ADLG format. I chose the Battle of the Metaurus, 207BC, fought between Hamilcar Barca and a consular tag team of Salinator and Nero.
This post is about turning a historical battle into a scenario. The next one will report how the game played.
The Metaurus campaign was perhaps the last chance for Carthage to defeat Rome in Italy. After years of stalemate on the peninsular, Hamilcar had crossed the Alps with an army to reinforce Hannibal. Rome was determined to prevent the Barca brothers from joining forces and a lucky piece of intelligence revealed Hamilcar’s planned route. Nero, commanding the consular army facing Hannibal, took a picked force and rushed to join his colleague Salinator in front of Hamilcar. From being outnumbered, the Romans now had at least parity with Hamilcar and for once, seemed to have an advantage in cavalry. The Romans tried to hide the arrival of Nero and bring on a battle but Hamilcar realised that he was facing two consuls, supposedly because his scouts heard two trumpet calls in the Roman camp. Hamilcar withdrew along the river Metaurus, looking for a crossing point. However he was unable to cross and as the Roman pursuers came closer, he resolved to offer battle.
There are different versions of this story in the sources and the debate goes on about the location of the battle, nature of the field and forces involved. I chose what seems to be the current majority view, which results in the following elements:
Because he has turned to face his pursuers, Hamilcar deploys his whole army first. The river Metaurus runs down one flank of the table. It is impassable. Hamilcar deploys with his right wing on the river. Next to the river is a strip of open ground. Hamilcar’s left deploys on high ground, with a steep defile in front that will seriously disadvantage an attacker. The Roman side of the field has a low hill towards the rear, opposite the high ground. Otherwise it is featureless. After Hamilcar has deployed, the Romans deploy using the standard deployment rules, except that there is no ‘dead zone’ next to the river so troops may deploy adjacent to it.
I created two 200 Point ADLG armies, using army lists 53 and 55. All troop types were picked straight from the lists except the Gallic foot. Hamilcar’s Gauls were recently recruited. Some stories say they were drunk at the battle but it is also possible that they were just disaffected and shaky. Either way they fought badly and Hamilcar deployed them on the high ground to make the best of a poor contingent. I decided they would be mediocre heavy swordsmen and not impetuous, reducing their points cost accordingly.
Hamilcar’s army contained 6 stands of the mediocre Gallic Heavy swordsmen; 4 of Spanish medium swordsmen; 2 of African spearmen; 2 of Spanish medium cavalry; 3 of Gallic medium cavalry; 3 elephants; 3 Libyan light infantry with javelins; and 3 of slingers. Hamilcar was brilliant and his two subordinates were competent. Break point 26.
Nero and Salinator commanded 10 stands of hastati/princeps heavy swordsmen; 5 of light infantry velites; 2 of Allied light infantry; 2 of triarii elite heavy spearmen; 4 of Roman medium cavalry and 2 of Allied heavy cavalry. Nero was brilliant and Salinator and Licinius were competent. Break point 25.
Ben and Matt faced off on Wednesday evening. Their exploits are reported in my next post.
There is a charity bookshop in our High Street, run by the Woking Hospice, that carries a particularly good history section. I have picked up some great books there over the years. Recently they started selling second hand games as well. This week I picked up Waddington’s Campaign, in excellent condition but for a slightly tatty box. I had no choice: my memory made me do it.
As a teenager I loved this game. It came out in 1971 and I was given a copy soon after. It was a good time for a newcomer to Napoleon, thanks to the film Waterloo, Airfix’s range of Waterloo figures and Bruce Quarrie’s Napoleonic Wargame rules. Waddingtons gave the game a Napoleonic flavour, suggesting players could refight the conquest of Europe.
In fact the game is pretty abstract and could as easily have been linked to another period. It is a great game nevertheless. Each player begins in their capital with an army of infantry and cavalry pieces plus a general. Their aim is to capture cities (some of which are recruitment centres), defeat the enemy’s armies and occupy their capital. The mechanisms borrow a little from chess and a bit from Diplomacy. In order to remove an enemy piece a player must neutralise all adjacent enemy pieces and still have two pieces attacking the target. No dice are involved. Clever deployment can block invasion routes and make it very hard for the enemy to pick off your pieces.
I suppose I should persuade somebody to play it with me to see whether it is as fun to play as I remember. But to be honest, just owning the game again after a break of 40 odd years is pleasure enough.
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 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.
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.