Tuesday, July 31, 2018

Field Of Battle another game American Civil War this time

Game of FOB2 at Stephens today using a scenario he has set around a fictional encounter in 1862 in the Eastern Theatre.
5 Infantry Brigades each with Brigade Artillery support.
Stephen had devised a few minor house rules for ACW with main one being that Out Of Command units cannot advance but count and extra Down 1 when fired at to simulate units going to ground/prone.
Command quality was pretty much the same but the Rebs (yours truly) had a Skilled deck versus a Union (Stephen) Average deck.
Yet another slick and eventful game with FOB played to a definite conclusion in just under 4 hours (including waffling).
Union Rifled Artillery proved effective as my Rebs advanced slowly through rough terrain being woods and a pesky stream and an impassable swamp in middle of table.
I tried to turn his right flank and did get across the bridge only to be pushed back by a similar move by Union.
Union had a large ridge to defend on my left which I did manage to assault with couple of units even taking the large farm but again I was soon pushed back.
Losses mounted and I also had several units Routing when my morale went to zero.
Was several Impetus runs later that I turned an Army Morale card and rolled a 1 on a D12 meaning game was over.
Great set of rules generating a fast moving game.










Rebs set up











Yanks set up on ridge










Battle develops as Rebs push across bridge










Whilst advancing on their right











The formidable ridge defence lines









Union reserves counter at bridge









Rebs deploy to assault the ridge








Reb losses mount with some units in Rout (white tiddly-winks)








Yanks take back the bridge and chase Rebs











More routing Rebs









Reb assault on ridge and farm repulsed









Eye to eye










Bridge firmly in Yank hands








As Rebs fade away

Monday, July 30, 2018

Combat Commander - couple of 1940 scenarios played


Another two excellent games of CC:E with my Dad playing two scenarios from the Blitzkrieg In The west scenario pack.
I was of course French both games therefore lumbered with their awful 1 discard limit.
First scenario saw use of 4 French FCM 35 tanks (a combo of 60mm Mortar and an HMG with Foxhole defence level) the 2nd had 2 PzIII (81mm Mortar an HMG and an LMG with Trench defence).
Tanks are well rendered considering limitations of the game system but one does get fixated on them using lots of cards that would probably be more advantageous for Infantry groupings.
French lost 1st game narrowly but were absolutely trounced in 2nd as simply could not get any fire cards into their 4 card defenders hand !
Great stuff as ever with CC











French armour approaches German defenders









Panzer attacking across railway line





Also managed to purchase a couple of new board wargames (first in awhile)






Tuesday, July 24, 2018

Battle of Hochkirch 1758 with Field Of Battle 2


Played a FOB2 game today using a Might & Reason scenario of the Battle of Hochkirch 1758.
I used my Prussians and the Dice Demon (my word he was on fire today !!) his Austrians.
Being a M&R scenario units are Brigades which works fine for FOB.
Prussians are outnumbered (20 Brigades versus 34 Brigades)and caught unawares historically so we had them set up first and they rolled against a d10 instead of standard d6 when rolling for Move actions on first turn and also gave Austrians first Initiative with a Move card in hand at start.
In hindsight I was maybe too generous with schedule for Austrian reserves.
However as it was the Prussian right flank around Hochkirch was simply crushed in short order with Grenadiers and Artillery being run down by rampant Austrian Cuirassier (so many rolls of 1 by me accompanied by Evens and high by Stephen) who managed enough Moves to get multi-unit and/or flank charges !
On my left I was tad luckier not to be overrun by Austrian horse as I got my own Cuirassier Wing into action although they failed in chasing off the Austrians.
I simply could not Rally any troops today and several Routed off table as Move cards appeared in quick succession.
As my right imploded my Morale dipped and I was soon giving Morale Chips to Austria.
I did manage to survive two Army Morale tests but succumbed on third appearance.
A bloody afternoon for Prussia.
Once again a fast but exciting game (think we took 3 hours to complete) using these most excellent rules.
Very few house rules used today mainly just Artillery not being able to re-limber (but can pivot for free up to 45deg).





Thin Prussian lines with Mounted commands in reserve























Austrian Commands of Laudon and O'Donnell appear on my right flank














Austrians pressing across the stream on my left

















More Austrians...…………….














My right taking a battering as Hochkirch lost














Zietzens Cuirassiers restore situation on left











Prussian losses mounting













Stalemate on the left

















As disaster looms on right















Austrian traffic jam
















Another push across the stream












Overview of battle




Saturday, July 14, 2018

Command Decision: Test Of Battle - 1940 scenario


TOB game played at Johns using his and Stephens excellent 10mm early war kit.
Scenario was set around Hannut in Belgium with a Panzer Regiment with Panzer Grenadier support attacking against French armour and infantry.
The Boche also had some air support (Stukas and ME109s) the French a small chance of air to counter the Luftwaffe.
Both sides had off-table artillery, 75mm for the French and 105mm for the Boche.
I started as a German Commander along with Stephen but after a single turn Stevie P arrived and took over my command and I then assisted John with French.
The Boche were Veteran with morale 9 (i.e. pretty damn good) the French mostly Regular (with a few Experienced) also Morale 9 (not too shabby)
Interesting using early war kit with French tanks having decent armour and similar AT to Boche but with lesser rate of fire (1 man turret/radio less tanks) and slower.
We failed to finish the scenario with the Boche having taken only Hannut (they had to capture 2 of 4 objective BUA and threaten a third to win) but with French infantry lines badly weakened.
Took a bit to explain the LOS/Spotting rules to John and Mr P as both new to TOB but otherwise things cracked along nicely.
Only mistake we noticed was when a Stuka attacked we forgot to reduce morale of enemy with 12" of the attack by 2 for any morale checks.
Again a nice system for this scale of game ie 3-4 Battalions plus support per side.















Sunday, July 08, 2018

Field Of Battle - Neerwinden

Another game using FOB2 today this time at Le Ducs using his Nine Years War 28mm stuff.
He set up a scenario based on Neerwinden with he and I as French attackers and Tony and the Dice Demon as defending Williamites.
Another excellent game which with the big moves for 28mm saw us fairly whizz through the game finishing in a mere three hours despite there being some 40 plus units on table.
Le Ducs house rules for the period disallowed any oblique moves and of the opposing mounted arms only French Cavalry could conduct Immediate Melees.
Additionally for this scenario the entrenched Allies could only be attacked by Foot who could then remove a section of hasty defences to allow mounted to break through or at least that was the theory.
I had right flank forces with two Infantry and two Cavalry commands not sure what Le Duc had.
The Allies had more but smaller commands it seemed.
The game was pretty much split into two distinct action areas with my wing fighting Tony and Le Duc engaging the Demon with very little overlap.
However I knew things were going somewhat eschew on my left as the air was turning blue with Le Duc becoming exasperated with his troops ("bloody French b******ds" was heard at least once)
My foot Commands managed to advance 3 moves on our first card and attack several sections of the hasty defences and the Rumsdorp village on my right.
I repulsed two Allied foot units and dismantled said hasty defences and took the village.
However Rumsdorp was lost and retaken whilst it seemed to take an age for my mounted troops to get into position to exploit the hard won gaps.
Eventually did manage to charge through and rout a damaged Allied infantry unit then engage its supporting cavalry being initially forced back then forcing back the enemy with supports.
My second cavalry command was about to assault the other breach just as game ended.
Le Duc on the left suffered terribly from Allied firepower and he managed to lose a whooping 4 Commanders (despite it only occurring on a 1 on a D20 !!) including Berwick and Luxembourg the CinC.
He did take a section of defences on his extreme left but like me could not exploit in time.
When our Morale Chips hit zero the Allies had only a few (8 ?) left themselves but we were unable to inflict any further losses on them before handing over a few to them then of course on the first Morale Card we turned the game ended giving William the field.
Another cracking game of FOB2 and again I hope Tony enjoyed the game and now has a decent grasp of the FOB system and its nuances, strengths, abstractions and indeed limitations.









My initial advance and one just achieved breach visible at Tonys right hand









Le Duc struggles to attack Neerwinden itself but again note the breach on extreme left








French cavalry approaches  as my foot attempt to clear a path









Rumsdorp changes hands for final time as French push out defenders










Swiss Garde suffer trying to pierce the other breach in allied defences as my cavalry push forward in other breached section










The 'Demon' I don't actually know how well he rolled but can only assume he put a hex on Le Ducs dice going by his fervent outcries !!









Le Ducs dark mood...……………….









Tony armed with hot coffee











My other mounted command swings to assault other breach











Whilst their colleagues at last enter the Allied 'back field'