Showing posts with label AWI. Show all posts
Showing posts with label AWI. Show all posts

Sunday, April 17, 2022

Eutaw Springs with 'Bloody Backs'















Group outing today at Mr Ps gaffe with 15mm AWI kit (of Mr P and Stephen) using a scenario based around Eutaw Springs engagement in 1781.

We tried a set that Stephen found on web (from Steves Painting Shed blog) called 'Bloody Backs' which is still a work in progress but has some very interesting core systems.

Le Duc and I took the US forces (mainly as we arrived first and sat at that end of table) whilst Mr P and John commanded Brits with Stephen umpiring again, mainly as he had best knowledge of rules and had produced a QRS with some amendments for our use.

Rather uniquely the game uses D12 for most everything (unit activation, shooting, melee and morale) in multiples of 6 or 3 usually rolling against a target number based on various aspects such as unit density/formation, comparative unit size and usual tactical factors such as cover and suchlike.

Some further variation when charging with an additional 4 x D12 morale type roll to close with enemy and once in contact again rather interestingly only the attacker rolls dice in the melee (a basic 6 x D12 but can be increased) with every single roll causing a 'success' in melee but resulting hits (not 1 for 1 but based on a table) distributed on enemy or yourself depending on target number needed. 

Jokingly I declared that with this system and my dice rolling I could easily cause more damage to myself than enemy ! but was never tested as I never conducted a charge as faced by a lot of good quality British Grenadiers on my sector.

These (Elite) Grenadiers with decent commander were able to generate lots of double actions (units get 1 or 2 actions depending on number of successes rolled) compared to my more average units which seemed perfectly fine for better troops.

Units can suffer Disruptions (up to 3 with any excess converted to reductions in unit Stamina which was standard 6 for all) which reduce number of D12 one rolls to activate and this management of Disruptions (they can be rallied off 1 at a time) is a key part of the game system especially with lesser quality or poorly led troops. 

Commanders really only function as focal points for Brigade Command and Control as they apply their Command quality to units within 12" but this is a biggie for unit activation eg my lowly Militia if acting outside command radius would roll 6 x D12 needing 1-2 for success but with a decent +4 commander in range this becomes successes on 1-6. 

Once Disruptions kick in a unit might only roll 3-5 dice and if you fail to activate you must take a 3 x D12 morale test which can see unit retire, rout or disperse completely so boosting success number is tres importante.

Stephen did add a commander risk table but not used.

Militia certainly performed like Militia being fairly unreliable under duress but not impotent.

Of course inevitably a couple of problems arose that not fully addressed in such a short set of 'house' type rules but most were easily adjudicated for such as firing from cover, oblique movement, charging 2 units with 1 and splitting fire (this last one generated a fair bit of discussion as seemed tad odd on a couple of occasions).

Personally I found this overall to be a nice playable system and quite dynamic (always a plus for me) and overall had a decent AWI feel to unit types and interactions.

Game was scheduled for 16 turns of which we managed 13 (which is pretty good for a newly played set) and was headed for a draw as neither side really on course to achieve victory conditions in this time frame.


Pics mostly from early turns (ie before front line Militia melted away)















Wednesday, March 04, 2020

Rebels & Patriots - Tuesday Warriors AWI game

At Billys last night with Bryn and we played a 28mm game using Rebels And Patriots again, but this time using Billys very nice AWI 28mm stuff (some very nice Old Glory figures in the mix).
An 'encounter' type battle with 2 x 28 point forces per side (Billy took the Brits and Bryn and I the Patriots).
Turned out very one-sided as British took horrendous losses advancing to try to get to grips with Yanks.
Billy got a bit fixated on using British bonus in melee to detriment of ever firing and thereby suffered high losses especially as most Yank units were Good Shots and had First Fire.
Not sure the rules can really reflect AWI very well on anything other than a fairly superficial level.
Key to a R&P game is use of Skirmish class troops to screen your Line troops and some of the big 12 figure Militia/Indian units are ideal for this as they take less hits but fire as well as Line.
It can be quite hard to get to melee in rules, hence use of skirmish screens or suicide covering units to absorb hits leaving those behind unscathed.
Not so sure skirmish type units generally operated in this way in bulk of 18th Century as much more a seize and hold terrain role prior to French Revolutionary period onward.
It is very much how the game system works but 'feels' much more like Napoleonic tactics than 18th Century (works tad better for ACW imho).
But on plus side certainly very easy to play and quick (indeed too much so as written - we only roll Morale for adjacent losses if wiped out not just removed due to Routing).
The rules are what they are, a fast play set with historical miniatures, however rather light on the history but big on playability.
I much prefer Sharp Practice in......er....practice for this scale of game.










Saturday, April 27, 2019

Field Of Battle - American Revolution battle (with biggies)

Game using FOB2 today at Le Ducs
(his report at
https://warfareintheageofcynicsandamateurs.blogspot.com/2019/04/providence-awi-with-field-of-battle.html)
using his 'biggies' (25mm) and a fictional AWI scenario pitting two British Infantry Brigades against three American Brigades (but with a fair dash of Militia units).

As ever with FOB an exciting game with plenty of action and initiative swings.
We were using a QRS Le Duc had found at another site but both failed to read it properly and so our Skirmishing units seemed rather powerful as we failed to adjust their firepower and the staying power of the smaller (3UI) units.

As British I decided to avoid as much as possible a straight march up the middle and tried to attack both flanks, which was just as well as the 'Super Skirmishers' managed to Rout in short order my Grenadiers and then my Hessians (both C12 D8 types !) although I did manage to restore the Hessian unit.

On my left I had some success taking a village area from a unit of Continentals and advancing into the midst of the American lines.
But despite being in a prime position to cause mayhem I failed to get necessary Move opportunities (failing to move on the single card I did turn) and was forced back but did retain the village.
On my left my advance was less successful being recoiled by fine shooting by the Colonials.

British morale was bled by the Skirmishers and my attacks and I went to zero Morale well before the Americans.
With my Commander only a D10 when the Army Morale Card appeared he of course lost his roll vs a D12 giving the field to the usurpers.

Another excellent game with FOB system and lots of discussion about trying FOB WW2 again.





British left advancing in Column supported by guns with Jager ahead





And deployment on right with support from 2nd gun battery






American Militia seek shelter on fence line with a nasty unit of rifle on some high ground to forefront






Continentals defend village






Overview of initial British moves






Volleys exchanged






British Grenadiers start their tale of woe and shame in middle as assault on village begins on left.







Slow progress on right







There go the Grenadiers back to blighty !



Saturday, July 30, 2016

Rules for various periods

List of rule sets for other periods occasionally game such as Thirty Years War, Franco-Prussian War, American Civil War and Modern period games.

My go to sets (ie those I will happily have a game but which scratch differing itches)




















Untried sets