Friday, December 20, 2024

Rapid Fire Re-loaded - Push on Capriquet Airfield scenario played

Played 'The Push On Capriquet Airfield' scenario with my son using Rapid Fore Reloaded (for which it is designed) as it is pretty easy to play and teach.

Steven took the 12th SS bunch and I was Canadians.

Pretty tough for Cannucks with objective at far end of table and lots of Panzers on your flanks but good fun game as lots of Tanks on both sides.

I set up a screen just outside Buron as well aware a KG would 'appear' (inactive until turn 3) on my left and pushed Bren carrier units and later a Tank Squadron down road into Authie.

We both took losses in initial exchanges of fire (my M10 Wolverine and Achilles first to brew) and the Hun artillery really punished any infantry targets their FOO could see (lack of allied artillery is unusual - but historically they out distanced their support).


My Typhoon support was singularly unimpressive throughout only causing a single damage to a PzIV and either failing to appear or being aborted by 20mm AA gun and eventually shot down by same (not clear if this ends all air support but we played that it did).

Eventually however Cannuck numbers began to tell and once all Panzers dealt with I was able to advance onto objective at Franqueville mostly unmolested although both my Battlegroups were very close to taking morale tests. 

SS being Elite in game are unlikely to fail morale especially if in hard cover and their remnants ended game in Abbey Ardenne being pummeled by my remaining tanks until I forced multiple morale checks which they eventually failed giving Canadians the victory.

Great fun with a straightforward simple and highly playable set of rules.

Loads of burning tanks at end (the tank vs tank system is very basic but it works in fast play setting and at scale of engagement represented).






Large church standing in for Ardenne Abbey being invested by arriving 12th SS units 






The 'northern group' set up ready for action later







Canadian armour deploys from Buron to protect road







SS attempt to interdict road from Authie to objective






Tank losses mounting for both sides






Authie under Cannuck control but also under fire







Canadian armour suffering









Panzers taking hits as well







Panzer IV near Abbey under constant fire (Fireflies very potent)









Mid-game view






Typhoon (Tempest model standing in) on yet another ineffective attack run






'Panzer Meyer' contemplates is mounting losses as Cannucks threaten 





Monday, December 16, 2024

Rapid Fire - Advance on Capriquet scenario set up

My big lad Steven due home on Wednesday for a week (hurrah) so decided to set up a Rapid Fire game for us and used the 'Advance On Capriquet' scenario from the Re-Loaded Canadian supplement.

Not decided if I will use Rapid Fire Re-loaded (most likely) or maybe Rapid Fire 2 but nice simple system either way to play and teach.















L'Art De La Guerre - Sogdian vs Thematic Byzantine

Quick (very) game today with LADG as Stephen heading down south again at end of January for Munster (Cork) Competition and so looking some practice games.

Competition has a sort of Dark Ages theme (with several outliers) and Stephen wanted to try his Thematic Byzantines and I selected a Sogdian force to oppose them. 

Really quick game decided in two melee phases !

At first clash we had nine melees of which five were at even factors and of course I managed to not win a single one (two draws my best effort) suffering numerous hits and then being obliterated in second melee phase with 2 Generals dying !! truly awful dice rolls, Stephens were not stellar but did not need to be.

Ah well it was at least practice for him and likely our next batch of games (post Christmas) will be LADG outings.






 

Saturday, December 14, 2024

Field of Battle 3 - Guldengossa scenario at Ulster Wargames Society













Club meeting today (delayed from last month) and I set up a Napoleonic scenario (adapted from Leipzig scenario book) of Action at Guldengossa 16th October 1813 with French (Mr B) attacking a Russo/Prussian defence (Dave T and Dave B).

Action covers afternoon period (1400 onwards) after French Grand Battery on Galgenburg Heights (off-table in this scn) has pummeled Allied artillery and a massed cavalry advance by 1st Reserve Cavalry Corps is forming supported by Infantry from V Corps.

Only one Cuirassier Division starts on table with rest of French arriving on successive Move cards with two light Batteries from Grand Battery able to join if desired.

Facing them are two Russian Infantry Brigades (from 1st and 2nd Corps) and two Prussian Brigades (9th and 10th) with four Brigades in reserve (high quality Russian Guard foot and mounted along with Cuirassier and Grenadiers) also on following Move cards (but with slight delay).

A light Cavalry Brigade sat as on table reserve on Allied right.

Great game as ever with FOB with French Cuirassier (I gave them an UP1 on initial charge in game to simulate Elan shown on day) managing to annihilate a Russian brigade but being stymied by Prussians (sensibly in square).

Only real check on French was the vaunted Saxon Cuirassier being Routed although they recovered almost immediately, but the Allies suffered several morale losses and Routed units (by comparison any losing French only fell back).

Allies not helped by two Brigadiers becoming Hors D'Combat (underlings Disordered) and initial two Reserves being delayed (dreaded 1 on D10) although the Russian Guard Cavalry and later their Cuirassier managed to get directly involved.

The Russian Guard Jager Infantry (best foot in game) and Grenadiers did eventually arrive but alas too late to effect outcome.

Russian morale losses mounted steadily and of course they ran out and failed the first ARmy Morale test taken so giving French the field.





Initial moves sees bulk of French force arrive. Grand Battery off table in center.





Cuirassier surging forward 












Riding down a unit of skirmishing Russian Jager that bravely/foolishly tried to delay them






French infantry in center






Allies defend Guldengossa







Russian Brigade about to fold between village and ponds









Prussian on Allied left wisely form square as Guard cavalry moves up in support






French exerting pressure all along line (couple of Allied units Routed)







Saxons have just rallied (in near center) after ignominious Rout. French Cavalry numerous on this flank (they all appear on right)






French and Russian cavalry clashed on right, with French losing a unit of Dragoons whilst Russians lost a Cuirassier and Guard Dragoons, but shore up a crumbling flank.







View from French right across the field








Square stand firm but losses elsewhere forced their ultimate retreat.













Also at club were couple of other games.


A Battlegroup game in 20mm with Adam against Andy umpired by Dave P set in Hungary 1945. 

Some really excellent paint jobs on display here and nicely 'animated' units and cool (groan) winter terrain bits. 

Believe Germans won this.















The two Jeremys with Dave S and Dave M (yes yet more Daves !) played a 28mm game using Dux Britannium (I think) with Saxons versus ? no idea how this turned out but more nice kit on display.






Thursday, December 05, 2024

Emperor of the Battlefield test game

Tried out Emperor of the Battlefield rules today at Stephens with his French facing my Prussians (550pts each).

I do not have the rules (but have played authors SYW set - King of the Battlefield) and Stephen not played them before (hence the play test) so a few things to absorb especially re the set up and deployment of forces which is quite involved (roads entering table more important than in most sets).

Forces are very like standard Shako with each player fielding a roughly a Corps (4-6 Infantry Divisions and/or Cavalry Brigades) and indeed 15mm unit sizes are same as in Shako (ie 2 stand units each stand 40mm wide) which perfectly suits our armies.

System hinges around Morale Tests which occur as the (only) result of declaring a shooting target or units engaging in close combat (unusual use of a D8 counting positive and a D6 counting negative along with various modifiers to generate an result) with failed tests generating a Waver marker.

Combat/shooting potentially very bloody as most units Rout upon suffering 2 Wavers (1 for Raw and 3 for Guard) and are removed but can cause cascading morale tests on any units routed through. 

Another interesting facet is charges can be preceded by a preparatory firing phase in attempt to force target to temporarily 'flinch' (minus factor in any ensuing combat).

Formation changes require a Control Test (modified 4+ on a D10) to be successful.

Several optional rules (we did not use any) covering an Orders system and Rallying Router and suchlike.

All in all a interesting set with decent unit interactions and points system (if you like that sort of thing) but lacking army lists and any national traits (again if you like that sort of thing).

Believe they were used at recent Warfare show for a small competition and they seem well suited to such.

Only real criticism is that the QRS and the rules seem to be at odds on couple of things but nothing major.

Liked them enough to order a set although was it ever in doubt I could resist !!?? 


Only couple of pics as busy trying to fathom how things worked













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