Sunday, March 28, 2010
Lots of action across field with French having Poor command being slow bringing their superior numbers to bear.
I really like the Command and Activation system in this ruleset (a nice but different way from Field Of Battles card system). The action is fast and furious once units get into combat. Whilst shooting seems impotent (only sixes are hits) in practice units can be decimated over a couple of turns. I really like these rules.
Overview of both sides locked in battle after 6 turns
Firefight in centre
Austrian horse on right fall back damaged from Elite Maison De Roi
Swiss Brigades advance towards town
French reserves slowly deploy
Austrian Cuirassiers engage enemy
Intend to try this game again using King Of The Battlefield, Polemos, Warfare In The Age Of Reason and possibly Black Powder.
Saturday, March 27, 2010
Herewith a belated reply to one (not sure if my replies are seen automatically ?)...........................d'oh........................
What are the amendments that you use for Minden Rose?
Can you place them on your blog so that we can have a look at them please?
Tone - a PK fan
I used Minden Rose pretty much as was for my Malburian game.
No oblique moves for foot
No 1st volleys
All shooting straight ahead only (except Artillery)
My units are based as single stands so gave them MR dicing equivalents as
Foot = 4stds
Horse = 4 stds
Hussar = 2 Stds
Dragoons = 3 Stds
Artillery = 1 std
I had a couple of optional/test rules :
Rank Firers -1DPS
Platoon Firers as per rules
Pistol Doctrine Horse +1 DPS vs Foot
Gallopers +2 DPS vs Foot
That was about it.
Thursday, March 25, 2010
Russians had 2 Grenadiers, 12 Musketeers, 2 Cuirassier, 2 Horse Grenadiers, 1 Dragoon, 1 Hussar, 3 Heavy Guns and 1 Howitzer (the guns brigaded together as option on Russian list) with 8 Leaders in addition to CIC. Prussians had 5 Leaders plus Freddie with a mix of Grenadiers, Fusileers, Musketeers and 2 Hussars with 3 Dragoons.
We then diced for Leader quality which gave the Russians 5 leaders at -1 2 at 0 and 1 at +1 with two being exceptional but not Valourious. Prussians were mostly +1 with one at +2 and several Valourious types. Russians had to deploy first having been out-scouted and this allowed Prussians to mass on one half of battlefield.
This effectively took half of Russian army out of equation early on (1st lesson leave at least some troops in columns if deploying first). Game developed into Prussians advancing enmasse on their right with Ivans struggling to re-deploy (the Ivans artillery was completely redundant as no targets to aim at all game and just too slow too re-deploy effectively. Awesome Prussian shooting decimated several Ivan units and in melee the Ivan Cuirassier had awful dice and die to a man against enemy horse. A struggle for a town sector saw a brave Ivan charge end in rout but follow up regiments take half of a town. We ended the game when Ivans reached their initial break-point (ie 8 units destroyed) rather than dice for morale collapse each turn.
We were quite slow for first couple of phases of game as we got to grips with the Initiative and Control Tests aspect of game, but things soon speeded up. We found system very playable with nice balance and the shooting and combats are swiftly and often bloodily resolved (in melee its either both sides take hits and one bounces off or one side is completely annihilated). Need for reserves or second lines apparent. Prussians have a lot of inherent advantages in the rules despite being rather smaller army. Their Infantry are generally stronger than Ivans by 1-2 strenths points can move obliquely (as can all cavalry) and probably best advantage being that they score shooting hits on 5 or 6 compared to 6 only for Ivans. Combined with their much better leaders they are a potent force. Ivans by contrast are fairly cumbersome and only gain a slight advantage in inconclusine melee outcomes in that that they take one less strength point loss. All seemed fairly historical to us. Quite a high level set of rules but smooth to play.
Pretty much on a par with Piquet Field Of Battle with of course a few differences in outlook resolution but similar in outcome and simulation.
Stephen quite taken with them and now investigating the ACW version.
Prussian initial set-up
Battle for town
Initial Russian move
Friday, March 19, 2010
Saturday, March 13, 2010
Friday, March 12, 2010
I really must try to resist buying any more sets of rules....................unlikely......................especially as Might And Reason inbound !!
Saturday, March 06, 2010
I massed 6 wedges of CvS/O with 2 Generals wedges lined in front with LhS/F and supported on flanks by Optimates and allied Khazar KnF.
Stephen had massed Inf in his centre mainly AxS with Ps support and a few BwO. Some Lh on his right and CvS behind his Inf on left.
Very little terrain (2 SH 1 GH and a W)
Despite being all mounted I ended up deploying first which was not ideal but did allow me to get forward quite quickly on first turn.
Byzantine wedges advanced against the foot blocks behind the Lh. Arabs advanced and engaged Lh ,to block Cv getting through. This worked for a turn but then Cv wedges got into contact along with Optimates. Very tough for both Cav and foot but we felt it seemed correct if Cav take on foot in such fashion.
Arab Lh surrounded and broken my allied Khazars (awful Pips) on my left whilst it was a stand-off on right as Arab Cmd had lowest Pip dice allocated.
Eventually the Byz Cv began to kill front ranks of foot but not fast enough as their wings emploded (looked like Cannae) and eventually succumbed with both flank Cmds broken and losses acrued on Cv cmds.
22-3 to Arabs with only 1 disheartened Cmd. But a lot closer than outcome as both Arab foot cmds 1-2 ME from breaking and if either had broken both would have due to -2ME morale effect causing break of whole army.
Close but yet again not close enough for Byzantines......
Buyid Infantry centre
Friday, March 05, 2010
Super game between my son and father last evening using new version of excellent Battle Group Panzer Grenadier rules with my 15mm kit.
Lots of action and excitement from the get go.
Rauray scenario from the first scenario supplement generates a very good game pitting 9th SS advance against Tyneside Scottish after Op Epsom in Normandy.
With new unit activation system there is quite a lot more dice rolling but its fast and furious and balanced by less rolls for combat outcomes.
Lots of double 1 and double 6 effects throughout the game.
Managed 7 out of 14 possible turns in just over 4 hours with 2 players completely new to rules which says a lot about their playability.
Declared a draw but Germans (my Dad) were beginning to gain upper hand especially on British right and the Shermans in Rauray were hiding from roaming Panthers having seen all their 6pdrs destroyed.
The British Cmdr (Steven 16yrs)
The SS Cmdr (old enough to know better)
German CO looking pensive as 6pdr opens up