Thursday, August 17, 2017

Field Of Battle - Stones River ACW game

Field Of Battle game at Le Ducs (http://warfareintheageofcynicsandamateurs.blogspot.co.uk/) using his 20mm ACW figures (some nostalgic figures !) using a Fire and Fury scenario covering Stones River battle again this time as Federals (I played it a few weeks ago as Rebels using Regimental Fire and Fury).
Units were Brigades.

Another superb game with FOB with the ever present feeling of an epic encounter and a real narrative to the battle.

Rebels had a Skilled deck and some Elite units and decent leaders (mostly D10) and a line of entrenchments against my more numerous Yanks but saddled with a Poor deck and mediocre units and leaders (a lot of D8).

I decided not to attack the central Rebel defences instead pushing my main attack on my left with my extra numbers a conducting a holding action on the right.
This proved to be a good decision as the Rebels attacked relentlessly on my right.
Thankfully my Brigades here held on despite a lot of losses even managing to Rout a couple of Rebel units.
This flank was remarkable for how mutually awful our volleys were with only close combat proving decisive.
The center was essentially nullified as I would not attack and defenders would not leave their entrenched line.
This left my left flank as the decisive area.
I attacked from the get go and sent my reserves here.
My initial attacks where successful pushing the Rebels back although they did Rally due to good officers.
I attacked across the river and timing was fortuitous as I was able to get across whilst enemy were 'unloaded' and was able to take a section of entrenchments.
The Rebel morale pool depleted and I was gaining Morale and eventually the dread Army Morale check cards appeared for the grey clad force.
Le Duc managed to pass one by rolling a 12 to my 10 ! but on second card I again rolled a 10 and the Rebels succumbed and yielded the field.
A great game in a reasonable time with a plausible outcome cannot really ask for more.




Yank center surveys the formidable trench line and opt for descretion over valour.






Rebel strength on Yank left










And forward they come 










Watching you watching me..................












Rebel assault comes in












Yanks assault on the left











Turning the flank









The only way to force this positsion











Pressure on my right increases








Across the river and into the trenches










Rebel assault waining










Overview











Airfix 7th Cavalry such memories





Saturday, August 05, 2017

Sword And Spear game played

Played a game at Stephens today and he decided that we try Sword And Spear rules using his Carthaginians against my Punic Romans.
I had a brief dally with these rules when they first came out (now on a 2nd edition) but did not really grasp them finding some the concepts confusing..
However today's game was a real eye-opener to the attraction of the rules with them scoring very highly on playability and flavour.
The use of activation by dice is reminiscent of MEG card system and the combat like LADG (although with somewhat less modifiers and interactions) and once I got my head around the fact that a whole turn is a culmination of the unit Action Phases I really enjoyed their seemingly simplicity and fast play.
No outcomes seemed silly or implausible.
Elephants and Warband types can be very powerful if Combat Dice favour them whilst Legionaries are good tough troops and Cavalry a somewhat brittle but hard hitting type (again along lines of LADG).
As Combats are completed unit by unit rather than by files they are resolved much quicker than in MEG or FOG.
There a lot of decisions to make with Action Dice each phase and lots of angst when rolling useless 1 or 2 and cheering when rolling double 3 or better or a 6 and there is some subtle skill required to best utilise the 'hand they deal you'.
The opposed Combat rolls (best 4 dice with highest causing a Hit or Morale Test) is very easy to use with only a few modifiers (Armour, Fresh, Stationary Spears etc) to add dice or modify rolls.
Initial deployment can be key as units do not maneuver easily as usually you need an Action dice 1 above (2 for Undrilled units) your Discipline level meaning an Average unit with discipline of 4 requires a 5+.
Commanders affect this by improving discipline level by 1 and Veteran troops are level 3 to start with.
Foot skirmishers are weak and require some thought to use well and can be a drain on Action Dice at times.
The Army lists are somewhat generic but work ok as do the points costs (we played 500pts each which is default for 15mm on a 6ft x 4ft table).
No doubt as we play them more we will find fault but we found the rules to be well written and contained answers to most questions we had (there is an FAQ which helps)
All in all an enjoyable set and another (so many choices so little time !!) nice option to have with same toys.

PS - the Romans were stuffed !!








 




Wednesday, August 02, 2017

General D'Armee game

Game with Stephen using General D'Armee points system although I managed to over price my force by about 500 points !!

However the game was unaffected as it played really well with my newly acquired Russians facing the French.

Only a couple of pics as too wrapped up in proceedings.