Sunday, March 22, 2015

Maurice solo SYW

Inspired by Sam Mustafa's excellent Blucher rules I decided to give Maurice a retread as ages since I tried this set.

Set up my Seven Years War Russians versus my Prussians for a quick game.
Only part way through but really enjoying this.

Prussians are attacking with Russians ensconced on the objective (central hill) but with Freddie trying his standard oblique attack.

Prussians mainly Trained types with 2 Elite Grenadiers and 1 Elite Horse (Garde Du Korps).
Russians with Trained types, only a single Elite unit of Grenadiers) but a 4:1 advantage in Artillery.
Prussians have Cadance Step and Lethal Volleys and Russians have Steady Lads and Rally To The Colours as National Traits.

Nice dichotomy between using the card values to activate forces and their tactical advantages or events.
The Russian guns have dished up some punishment to Prussian targets (blue dice).







Prussians refusing their left and pushing forward on their right














The holding units on refused flank taking a few Disruptions from Russian guns








Oblique advance develops 







Russians line the objective






Prussian horse seek to clear way Russian counterparts from flank of their advancing foot







Prussian hand

Tuesday, March 17, 2015

More Catching Up.....The Return...............

Busy here again but did manage to get some gaming in (including Pbem stuff)

Managed a game of No Retreat! with my Dad which I narrowly won as Soviets when Initiative changes on Turn 12.
Great game this and so playable.

























































Also a 'live' game of Blucher against Stephen using my 1813-14 French against his Russians.
We both enjoyed this and like its playability and feel fpr Corps level game.
Abstractions abound but it simply works for scale it is set at and another hit from Mr Mustafa.
I fielded two Infantry Corps one of which was Guard and a Cavalry Corps.
The Russians had 4 Infantry Corps containing several Guard and Grenadier types and two Cavalry Corps.























I also joined in an ACW game using Across A Deadly Field (by the late John Hill) at Stephens with his brother.
A Regimental level set that seems quite complex at first glance but plays quite quickly (much more so than Johnny Reb) but retains a lot of period flavour.
I have the rules on iPad but must get a physical version (and maybe some ACW troops !!)


























Thursday, March 05, 2015

Catching up again.......

Busy again so a brief catch-up on gaming activity.

Managed a couple of plays of Combat Commander with my Dad.
Both scenarios from the original CC:Europe set.
First set in Ste Mere Eglise and the second an anti-Partisan sweep in the east.







































Also managed to catch up with a few ongoing Vassal Pbem games.

Hannibal: Rome Vs Carthage (vs Vita)





No Peace Without Spain (vs David Pentland who is going for the jugular at Paris !) 






 The Dark Valley (vs Mike)







 Turning Point Stalingrad with last stand of Red Army (vs Stefano)




















And an EBay purchase of a title I have been looking for

Saturday, February 28, 2015

Blucher solo play test


Managed to get a solo play through of the Blucher game I had set up on an unexpected day off.
Very enjoyable with another slick set of rules by Mr Mustafa. 
Was able to use a little programme to sort the 'hidden' Motivation rolls (normally your enemy rolls 3 dice which he keeps hidden until to equal or exceed this total with your activations)
I did not use the Concealed Unit rules so first section of the Sequence of Play void.
A Movement Phase follows wherein the active side issues Orders to units and groups of units.
Meant to be by Corps first then individual units but I got this mixed up a couple of times.
The CinC can be used once per phase to issue a group order.
These activations cost Motivation Pips (MOs) counted against the total rolled by enemy (or in my case the app).
This a slick system with some tough decisions as to what is most important to activate in case you expend your current limit.
Several times I was left ruing a couple of missed moves.
Movement is free flowing with Infantry able to either Pivot at start of move and move 2 base widths (a unit being 80mm wide using my basing) or can Move any direction and end facing any way but restricted to 1 base width move. 
Cavalry go 4 and 2 respectively Artillery 2 and 1 if Foot and 3 and 1 if Horse (who can also move and shoot).
Movement includes Charges all based on the direction of the unit centre point and precludes any firing
Infantry units can adopt Prepared status (sort of forming Square) when faced by cavalry.
Firing phase is next and is simple enough with units rolling a number of dice based on current Elan (ie strength/morale points), range (1-2 BW for musketry 1-2 and 2-8 for Artillery) and type with several modifiers for tactical situations and Traits.
Each roll of 6 (or of a single 5 in certain circumstances) yields a Fatigue Hit on target (ie reduces Elan level)
Artillery are slightly different in that it has no Elan but has several Ammo slots which reduce in effect as used.
Then it's Combat (melee) which again is easily conducted with hits occurring on 4+ and each side rolling a number of dice based on Elan and situation.
Infantry need to be in prepared status against mounted otherwise they have to re-roll any successful hits.
The same applies to any unit flanked (except prepared units)
Outcomes are based of hit differential but with a successful attacker still suffering 1 fatigue.
Losing units generally retreat 2BW unless Infantry facing Cavalry who must retreat/break off instead if Infantry not destroyed.
After that it roll for enemy MO amount then enemy takes turn.
All very playable stuff.
There are several other factors covering terrain and Commanders the most important being several Traits that units may have, such as being Steadfast which garners an extra dice when defending in melee or Shock which garners an extra dice when attacking in melee.
The rules include a mini Campaign system entitled Scharnhorst but I only used it to generate the map having not really read it through properly but it looks good method of generating a tabletop battle after a sort of mini game itself.

All in all I enjoyed playing Blucher with a lot of "just one more turn" ensuing.
I believe I only made one or two mistakes in gameplay.
I forgot to call count Traits a few times and when a defender retreats, I simply moved them back 2BW when they should also have ended up facing away. 
This would slow them down getting back as they would potentially have to turn and so restricted to slower move rate combined with being at risk of being charged in rear.