Saturday, September 30, 2017

L'Art De La Guerre played

Game (and a half) of LADG played today at Stephens.
He wanted to use his Berber army so I fielded most contemporary I have which was Normans in Italy/Sicily circa 1041-1072AD.
This gave me a chance to try Knights in LADG although I had an Arab Ally to give me some troop variety.
An excellent game with the Berber Elite Spearmen proving their toughness against my charging Knights.

Game concluded pretty quickly within 2 hours (a bonus of this set) so we decided to have another game but this time my Normans faced Seljuk Turks.

This provided a match up between Knights and 'Shooty' Cavalry which was an eye opener in that we found that when the Cavalry get to shooting range of 2UD they are invulnerable to Knights because they can evade at 4UD to Knights 3UD so even if Cav roll and deduct 1UD  and Kn add 1UD they will still be 1UD apart.

The Cavalry can then move in own turn (back to 2UD) and then shoot with Kn unable to ever make contact..................nasty to say the least !
Only blocking terrain or troops can foul this up for the Cav.

Of course this does show well how 'proper'' Crusader forces had to rely on their own shooting ability (Bow and Crossbow units) with support of Spearmen to effect the Cav with Kn having to essentially hide or try to target other units.
Did not make for much of game however as simply nothing in my army could contact his (hence only 1/2 a game) !

Interesting stuff and we also really appreciated the fast playing nature of LADG once again.



Normans face the Berber





With support of Aghlabid Arab Allies








Knights in center facing Spearmen









Spearmen on left facing Spears, Javelinmen and Lt Horse









Arab Spearmen suffer shooting hits from massed Bows








Norman Knight massed (fatally) on left flank against Seljuks












Arabs hold the right again









Norman Spears defend a gully in center


Friday, September 22, 2017

Field Of Battle II - a few pics from a solo Napoleonic game

Playing a solo game of Field Of Battle using my French and new Russian forces to re-test a few house rules for the period and a rudimentary points system I am trying to devise.

FOB great for solo play with the changing initiative and card driven play sequence (more accurately a lack of formal sequence) but tad hard to point cost such.

Russian force tad larger (24 units) vs French (19 Units) but saddled with lesser deck (Average vs Skilled) and possibly more crucially lesser Commanders (D8 vs D10/12).




























Wednesday, September 13, 2017

Zorndorf accidental short video

Was trying to do panoramic picture captures of Zorndorf game but somehow it came out as a short video !




Saturday, September 09, 2017

Zorndorf with Field of Battle II

Zorndorf re-fought today using Field of Battle II rules with units as Regiments/Brigades as per the Might & Reason scenario I used as basis for terrain and OOBs and a 6ft x 4ft tabletop area.

Three protagonists in addition to mine own wee self arrived to take part, Stephen P, Richard M and Darren 'Le Duc' G and with Stephen B having to drop out at last minute this meant I got to play this time.
Le Duc arrived first so gave him persona of Frederick with me as underling and Richard and Steven played Fermor and sub-commander.

I had set-up the five Russian commands in roughly historical areas but allowed them to re-arrange as they saw fit (within 18" of table edge).

They moved Observation Corps to their left and brought Saltykovs forward command back into line with them.
I then allowed Prussians to adjust their historical set up which saw Freddie withdraw Biebersteins Dragoon command from their left to the right.

I had a couple of minor special rules in play with Zorndorf already on fire (set by dastardly Cossacks earlier) and Freddie who had control of 5 Heavy Gun Batteries was allowed to deploy them up to 12" and have an opening bombardment.
For this I used 1 x Arty Firepower card from their deck but allowed them to shoot at anything within their firing zone which was mostly at extreme range but also allowed 2nd rank units to potentially suffer.
The batteries would be re-loaded for game start but with 1 Firepower card used.
The bombardment was literally 'hit and miss' with a couple of units taking single hits.

For SYW games I should say that I do not allow foot artillery to re-limber once deployed (but they can pivot) as seems more in keeping with SYW period.
Also for all units I only allow shooting ahead along flank lines with artillery counting an extra base width each side.
We find this stops guns being used like 'sniper' rifles and again feels right.
Additionally I disallowed oblique moves by Russian foot but allowed their Cossacks and Hussars to use Skirmish formation.
I made Ivan foot as dice 8 defence but a mere dice 8 shooters (dice 10 for Grenadiers) to reflect their stoicism and penchant for bayonet charges.
Their heavier cavalry were C10 D6 with lights types fairly useless C8 D4 types.
Prussian foot were C12 D6 (Fusileers C10 D4) to reflect their superior musketry with Grenadiers a potent C12 D8.
Freddies mounted arm was very strong with Cuirassiers being C12 D8, Dragoons C10 D6 and Hussars C8 D6.
Fermor was a D10 commander with sub commanders beng 1 x D12 3 x D10 and 1 x D8
Frederick had 1 x D12+1 (Seydlitz) 2 x D12 and rest D10.
For morale points I gave the Russians 45 and Prussians 35.

The action started in earnest with Russian guns targeting Seydlitz horse units and proving pretty effective (good rolls by Richard).
Le Duc began a long sweeping move to his right aided by ease of Prussian manoeuvre and gaining of 2+ move segments.
The Russians began to move some foot to this flank but not before Prussian Cuirassier and Dragoons managed to hurl themselves at opposing mounted crushing them.
The Prussian horse were however blown (out of command and a pursuit 'hit' each) but Russians were unable to capitalise not getting a opportunity to charge in before Prussians managed to Rally (FOB at its unpredictable work).
Le Duc then swung several Musketeers units into action on this flank exerting real pressure, in fact lack of physical space to deploy was more of a problem than Russians (Stephen P rolled an epic amount of 1s on any type of dice !).
On Prussian left a virtual stalemate occurred as this weakened flank kept suffering from Russian guns having to retire to rally several times.
Only once did a unit of Dragoons manage to catch the guns masked by a hapless Russian foot unit which they duly dispatched however they Routed themselves after a pasting from cannister shot.

However by now the Russian left was in real trouble as the Prussian horse showed its prowess in close combat (after surviving some poor close range volleys) destroying outright a couple of Russians foot units with support of musketry from their foot.
Soon the Russian morale had run out and there first card of a new initiative was an Army Morale card which was duly failed giving the day to Prussia.
Prussia ended on a mere 9 Morale points (4 of which had been 'owed' by enemy) so a fairly close run thing once more.

I do so love the type of game FOB generates so effortlessly and the game now plays fast and furious as everyone now has at least a basic grasp of the rules and system.

Great fun again and two won games in a single week !!!!!!
I must go and buy a lottery ticket................................................
























Friday, September 08, 2017

Zorndorf game set up for Field of Battle II

Game set up for tomorrow with some (not sure who all can make it ?) of the regular n'er do wells..............

Using a Might & Reason scenario for Zorndorf 1758 with units representing Regiments/Brigades (FOB handles such 'upscaling' well) rather than default Battalions.

Have set up Commands in roughly historic deployment areas but will allow teams to change should they so wish.
Bit smaller than Kolin game but hopefully as much fun.

An report to follow and hopefully I will actually remember to take some pics !








































Oh and this bad boy arrived today :-)