Monday, May 10, 2021

Shadows of the Eagle - solo try with French vs Prussians circa 1813 (wordy and pic heavy)

Managed to set up and (solo just for a change) play through one of the included scenarios from new Shadows of the Eagle rules.

These are by Keith Flint (Honours of War author) and touted as a low complexity/playable set (10-20 units per side) of Napoleonic rules, and indeed that is essentially what they are. 

Units are of the fashionable standard sized (16-24 figures depending on scale used and on 4-6 bases) on equal frontages and as no figure removal this is of course functional and user friendly, and represent Battalions/Regiments organised into Brigades (up to 3 units can operate independently) with a standard sized game being roughly Divisional (options to scale up to Corps level).

There is no points system but a section does give guidelines for unit types and ratings for various periods and campaigns of the Napoleonic period, with things such as Old or New Regime army types, variance from the standard units, such as units being rated Inferior for Training but Superior for Motivation or visa versa to allow variety to portray units such as Young Guard, Landwehr, Provisional troops and suchlike.

Standard D6 used (Average dice for recoils) with 4+ to hit/activate etc with several modifiers for shooting, combat and so on.

Units are rated as Standard, Inferior or Superior with number of Morale Hits/Casualties they can sustain based on this and subsequent level at which they become Weakened or Routed (destroyed). 

Units are rated for 'Fighting Ability' ie number of dice they roll based on formation or number of bases in contact for Combat.

As an example Infantry in Line fire with 4 basic dice, those in Attack Column use 1 dice whilst in Combat a Line still uses 4 dice but a Column uses 2 (although 2 Columns could make contact). Squares can be 'wrapped around' to maximize dice but they always fight with 4 dice and are a tough proposition to break as they do not recoil and achieving hits on them is difficult. 

Cavalry is divided into Light and Heavy with lights being bit faster and heavies better in combat.

Artillery fires with 2 Dice with hit number of 4+ adjusted for range, weight of cannon and can achieve 'Grazing Fire' (ie bounce through) with ball shot. Artillery seems rather under powered compared to some sets but not played enough to be sure.

Skirmishers appear as units of suitably deployed Light Infantry types or as Skirmish screens to individual Battalions.

Sequence of play sees and Initiative Roll to determine who can go first then its Side 1 Moves (including Charges), Side 2 Moves, both fire (simultaneous results), both conduct Close Combat, then both can Rally.

Charges are simple being a function of movement but are resolved in the same Move Phase with units either recoiling (usually if one has been weakened) or remaining in contact and Light units can Evade.

The standard formations of Line, Attack Column, March Column and Square are all present and seem to interact as expected.

Movement is fairly free and easy outside close range of enemy units with bonus inches for differing types/formations/changes of formation etc. As example in 15mm (2/3rds of 28mm ranges) a Line Infantry unit moves 4" with 2" bonus if in Column and halved in difficult ground (Infantry fires to 6", Skirmishers to 8")

Command and control is represented by Commanders (Brigadiers and a C in C) that exert a Zone of Control with units outside their Commanders range being required to pass an Activation test to operate normally, otherwise no Orders System as such. 

Commanders can also join units to assist in Rallying off hits (2 hits are permanent) and with Standard units being Weakened on 4 hits and Routed on 7 hits this is an important function for Generals.

So overall nothing really 'new' in the rules but nothing jarring or odd encountered, they sort of fall into a similar vein and level of complexity to Rank and File, Imperial Eagles, Black Powder or Over The Hills (basic version). 

They are well presented with decent illustrations and the actual rules themselves are fairly short with rest of book (hardback by the way) consisting of Army outlines, good examples and Designer Notes which I always enjoy reading.

Obviously only a very brief overview of the rules here with several aspects skimmed over or not mentioned, and on balance I do prefer the recently released Lasalle 2 and it innovations for same 'scale' of game, but these are a perfectly playable alternative set with a sort of old school feel. 


Scenario has one side defending a river line and its bridges/fords with bulk of force arriving as reinforcements over several randomly determined turns on set road entry points. 

For this I choose French as attackers and Prussians as delaying side circa 1813. I keep units as standardized as possible for ease of play and similarly with Generals (who can be Inept, Average or Inspiring).

French have 3 Infantry Brigades with Foot Guns and a Brigade of Chasseurs (Light Cav) and a Brigade of Dragoons (Heavy Cav) with a Horse Gun Battery as an Independent unit.

The Prussians start with 3 Independent units to the fore being 2 units of Fusileers (Light Inf) and 1 Uhlan (Light Cav) with an Infantry Brigade and a Hussar Brigade in support (in the towns). The Prussians have 2 more Infantry Brigades and a Dragoon Brigade to arrive.

Importantly the river can only be crossed at the two bridges and two fords (one of which starts under French reach), these plus two towns are objectives.



The field of battle from French side







French deployed (with Dragoons in reserve off table)









Later action as French Dragoon columns threaten Prussian Hussars in line.








Overview as Prussian reserves arrive







Prussian Fusileers in skirmish order delay in wooded areas as Uhlans bounce of a French square








Another unit of Fusileers suffer as they try to delay in centre.







Prussian Infantry reserves deploy to protect a ford







Attack Columns clash on French left on approach to large town







As final Prussian reserves appear along road.







Units start to weaken (yellow 'puffs') as hits inflicted






Prussians trying to keep French pinned back







Prussian Dragoon Brigade struggles to find room to properly deploy







French have numbers in centre







But Prussians massing on right








Overview from Prussian right







Prussian Fusileers under severe pressure 







Don not fancy Hussars chances against French Dragoons.













Unlikely to finish this game as new edition of L'Art De La Guerre has arrived and keen to get to grips with its changes.

Roll on face to face gaming, which will hopefully be 'legal' from 24th of May here in N.Ireland, we are allowed to play outside in a garden but as the weather has been consistently awful (such a contrast to last year !) this has not been an option.



 

Tuesday, April 27, 2021

Treading water..........

Not much wargaming action this month, as feel like I am treading water (actually more like treacle) awaiting lockdown restrictions to ease here in NI sufficiently to allow face to face gaming again (last game was back in early October !).








Just about managed a couple of COIN games solo play and of course ordered a couple of new  rule sets.



Fire In The Lake






Colonial Twilight













New edition due anytime soon (by end of April ?)








This one on pre-order a big battle set from Osprey












Division sized set from author of Honours of War (SYW Set)



Friday, April 09, 2021

Another sad loss.....

 Been coming for a while but still sad to hear of the loss of our Duke Of Edinburgh







Saturday, March 27, 2021

Field of Battle 3 - another solo Seven Years War bash

Set up and played, over last 2 days, a solo SYW game with FOB3 pitting Russians against Prussians, as I want to try to keep a handle on these excellent rules whilst in gaming limbo.

Used a randomly drawn Seasons of Battle map card to select terrain then just drew up two opposing forces that seemed 'balanced'.

Russians nominally defending a stream and village against attacking Prussians.

Both sides had 3 Infantry Brigades and 2 Cavalry Brigades with Russians having more Infantry and Prussians superior Cavalry (23 Russian and 18 Prussian units).

Russians had a lowly D8 CinC and an Average deck, the Prussians a D12 CinC and a Superior deck.



Russians deployed (on left) defending the line of stream.







Prussians arrayed to attack







View from Prussian lines












The game played out really quickly with Russian Artillery (2 medium and 1 heavy batteries) dealing a lot of punishment to approaching enemy, whilst Prussian guns (2 medium batteries) inflicted minimal damage in return.

But once the forces engaged each other the Prussians gained some revenge especially in melee combats.

The Prussian mounted on their right (Kuirassier and Hussars) attacked straight across the stream after a good run of move segments were gained, against the weak Russian horse (weaker Cuirassier and Hussars) and pretty much wiped them out in short order.

A more even dual between Infantry forces, with Prussian Grenadiers on their left suffering losses and just about holding on as Russian mounted attacked, albeit mostly poor Dragoon units.

In center however the Prussians decimated Russians brigade around the village and bridge and this led to a huge drain on Russian Army Morale (Russians had 32 Prussians 25) and they failed the very first Army Morale Check due to poor CinC.

Despite being forced to solo yet again this was a short sharp but fun outing with this never disappointing rule system, I still love the game narrative the system builds and the lack of formal (ie predictable) turn sequencing leads to some great and exciting moments even solo. 

However roll on face to face gaming !!



Russian Infantry faces off vaunted Prussian foot at steam bend








Emplaced Russian cannon bombard






Heavy (12pdr) battery joins in 






Inferior Russian horse cower behind stream with Prussian mounted seeming so far away







Overview of early stages of engagement






Russian right wing mounted try to turn Prussian flank, but Frei Korps and Grenadiers bloody their nose (Horse Grenadiers routing)








Prussian Infantry stalls in Disorder after a Brigadier is shot from saddle






Crunch time in center as Russian foot forced to flee by oncoming Prussians








Prussian mounted wing has forced the line of stream and crushed the enemy horse.







Then they ride to threaten Russian left (note the massed Russian losses in foreground, by contrast Prussians lost just 1 Grenadier unit although they did Rally several Routing units)






Russian Brigade of Grenadiers heemed in (they took no part in action)






12pdrs have been overrun and Russian center in real difficulties






As Prussian force the line of stream here too.







Russian right wing to slow to engage







Overview as Russian yielded the field..............................



Ulster Wargames Society - Zoom game of 'Kiss Me Hardy'

Monthly meeting of club today (online of course) and David Pentland (artist of renown) set up a Napoleonic Naval game over zoom using 'Kiss Me Hardy' rules.

All brand new to me as not a naval buff at all but quite easy to pick up (with Daves direction) the basics.

Scenario was I believe set after Trafalgar with 4 French Ships trying to escape a pursuing British Squadron (also 4 but 1 delayed).

I was given command of a 3rd Rate French Frigate (?) named the 'Monte Blanc' which saw plenty of action I went straight at the oncoming British managing to rake 3 ships with broadsides and bow cannon, despite taking a pounding.

My ship and that of Dave Brown (cant recall name) ended up grappling each other and I was was in process of trying to repel boarders.

British ships similar in guns and ratings but seemed to have elite crews of 'Jack Tars' whilst French were mostly average crew.

Plenty of tacking into wind and broadsides and suchlike from all the other ships, with Dave (there are a glut of Daves in club !) Buick managing to sail his French ship for harbour which was I believe a French objective

All good fun even though we did not completely finish game.

Not sure what scale the ships were or manufacturer but they certainly looked good in action.

Only managed a quick screenshot.



Wednesday, March 17, 2021

O Group - online game

Had an online session with Stephen today with the Cristot scenario (simply as I still had it set up on table).

Again use of iPad not ideal but it worked ok overall.

We managed to get through 5 full turns utilising all rules with notable exception of Close Combat rules (just never happened)

Nice to try rules with a second brain instead of solo.

We both really liked the Command Orders system with the interesting level of decisions it garners. 

Both agreed the shooting and movement systems are pretty broad brush but do work for the Battalion level game.

We were fairly shifting through the phases after a couple of turns and using the QRS mainly (couple of queries easily sorted with rule book)

We likely deployed tanks and ambushes rather quicker than would usually be prudent as we wanted to try out various interactions of unit types. 

We did not finish game (iPad runs out of battery after about 3 hours of video linkage).

Only 'raised eyebrows' were in discussion after playing with some stats queried such as the Panzer IVG-J versions seeming to have rather generous armour (8 to Sherman/Cromwell/T34 on 7) and the poor old Russians who are rather hard done by with the (nominal) points system and some 'national characteristics' included.

But overall we enjoyed the game and hope to get it to table when proper gaming returns in due course (hopefully) as another decent choice for a WW2 game.







The iPad in action









German Platoon defends a farm (note Order marker turned face down after Offensive phase to assist in recalling which units received orders in turn (important for Regroup Phase)









British Platoon with attached Vickers MMG






Sherman Troop skulking in orchard






View from British center







British left where A Coy attacked later supported by C Coy from reserve.






A Sherman falls victim to Panther






Strong British push on their left






British Platoons held up in center (Green = 1 hit Yellow = 2 Red = 3 to assist whilst online) 






Panther on central heights having just Rallied off 2 hits caused by Heavy Artillery stonk (the FOO nearby escaped unscathed)






German 2 Coy defends in strength on their left





A supporting MG42 (MMG) engages from ambush






German 3rd Coy outnumbered on right (1st Coy defended Cristot)