Well having returned from a most enjoyable holiday in Crete pleased to find all my Mags waiting for me on my return.
I'm picking up a growing theme amongst us slighter older gamers, whilst our enthusiasm remains undiminished perhaps reality of our mortality is setting in and whilst we all have too much stuff perhaps we haven't really done much about it. Henry Hyde has a piece in his new mag.
I had started the process before my break and got rid of an awful lot of stuff, more worrying is it didn't seem to create much space!!!
Anyway whilst away i got to thinking and came up with two strands of thought, the first was what periods did I really enjoy playing regardless and that over the years have given me the most enjoyment.
1. Ancients (Rome, Greece, and their enemies)
2. 18th Century (AWI and SYW)
3. Napoleonic
4.WWII
5. Warhammer fantasy (v.old armies in possession)
6. Sci Fi skirmish
and that was about it. All the rest have been fads picked up along the way which effectively stop me playing my favourite periods.
The decision is all the rest will go, some quicker than others and some may be retained because there's not a lot of them e.g. VBCW and AK47
I actually feel better for going through the process, some of the periods eg Napoleonic will be multi scale because of what I want to do eg 6mm Peninsular but 28mm DBN for the rest.
The second part was my 'Bucket List' of games I would like to play before I depart.
1. Waterloo
2.Gettysburg
3.1066 Hastings campaign
4.Alexander The Greats Battles
5.Battles of the 2nd Punic War
6 Arnhem Campaign
7. Blenheim ( already played this with the League of Augsberg chaps some years ago and what a great time I had)
In terms of Gettysburg I dont want to start collecting an painting new armies so I may resort to using paper armies!
I haven't thought about 1066 but 6mm may be a solution?
The rest as the say will hopefully be history one day.
A blog to let me wax lyrical about the hobby, to talk about the fictitious 18th century country Scotia Albion and their arch enemies from the Grand Duchy of Comyn and to display my progress (albeit slow) in creating their armies and characters.
Sunday, 28 July 2013
Sunday, 14 July 2013
Musket and Tomahawks Day - 'The Return'
The 6th July saw a second Musket and Tomahawks day take place at the gaming centre with a few more erstwhile chaps attending, including the Galloping Major himself, Lance.
The format was the same as previous with three linked scenarios on the morning followed by one large game on the afternoon.
Both Lance and I forgot to take our cameras and therefore I resorted to using my ipod hence not many.
Guy and his son Alasdair did save the day and I have some of their photos to upload later. Alasdair also made some seriously tasty shortbread biscuits - thankyou.
The theme carried on from where we left off last time and the Background and scenarios are all below;-
Mowhawks creep up in the first couple of bounds whilst the Rangers assault from the river.
Quietly the Mowhawks creep into the village
The alarm having being raised the French officers emerge from one of the longhouses with their Canadian militia
The mowhawks have managed to fire half the village, -the Rangers, bottom left, have secured the Captain and will make a successful escape from the board
The blockhouse, British Regulars inside and two units of Provincials outside, the unit at the bottom of the picture died to a man in one go due to some superb musketry from the French Regulars.
Much later in the game Captain Cawkwell arrives having being rescued earlier with his Mowhawk allies and Rangers.
The format was the same as previous with three linked scenarios on the morning followed by one large game on the afternoon.
Both Lance and I forgot to take our cameras and therefore I resorted to using my ipod hence not many.
Guy and his son Alasdair did save the day and I have some of their photos to upload later. Alasdair also made some seriously tasty shortbread biscuits - thankyou.
The theme carried on from where we left off last time and the Background and scenarios are all below;-
'1756 Fort
William Henry is complete and garrisoned by men of the 44th foot
under the command of Lieutenant Col William Eyre.
Following
the British advance along Lake George and despite French interference the
British had still managed to establish a small outpost at Forest Bay. However
this was not without loss, the battery has not been established and Captain
Cawkwell captured by the French forces
Following on
from the previous encounters General Dieskau was disappointed that he had only
delayed the building of the outpost and artillery emplacement at Forest Bay
however he was also pleased that because of the actions of Colonel Depardieu
the British had sent additional troops from Oswego to bolster their advance
along Lake George.
General
Dieskau had therefor decided to encourage the Colonel to continue his attacks
in the hope more British would be withdrawn from Oswego, at the same time he
would advance with the main force and launch the assault hopefully wrong
footing the British and seizing their stronghold.'
Scenario 1 – Out Post.
Background
The outpost at Forest Bay has been
left seriously under strength after most of the garrison has been sent on a
wild goose chase by their inexperienced commanding officer. Now is the perfect
time to launch an assault and wipe out the remains of the garrison and capture
the Outpost.
Table set up
The Outpost is placed in the centre
of the table with no other terrain piece within 10" (this represents the
"kill zone" created when the outpost was first built by an
experienced officer). The rest of the
terrain is mainly woodland with the odd cabin in the vicinity.
Defenders forces
Standard force plus 8 Regulars and 1
Regular Officer.
Defenders deployment
Defender Deploys first, inside the
Outpost is an 8 man garrison of Regulars led by a Regular Officer with the
Authoritarian Trait (can only be used by the garrison force) and no other
traits can be assigned to him.
This unit and officer are in addition
to the defenders standard force.
The garrison are under strict orders
not to leave the outpost so may not move or assault out of it (unless routed).
Any reaction roll of a Flight by the
small garrison is downgraded to Shaken (must spend its next activation
recovering and can do nothing). Routed units in the outpost jump over the walls
and are destroyed.
The rest of the defenders force are
held in reserve and become available after a successful D6 roll as per the
Reserves rule in the Defence mission.
The defenders reserves arrive from a
random table edge once the first unit becomes available and all subsequent
reserves also arrive at this table edge. Table edges are labelled 1 -4. Roll a
D6 for each and the reserves arrive at the corresponding edge. On a roll of a 5
or 6 the defender can choose the table edge for all his reserves.
Attacker’s deployment
The table is split into 4 quarters
and each quarter is numbered 1-4. Each attacking unit rolls a D6 prior to
deployment and on a roll of 1-4 is placed in the corresponding quarter no closer than 18" to the Outpost and
maybe deployed using Hidden set up. On a
roll of a 5 or 6 the attacker may chose which quarter to deploy them in. Each unit must be placed on the table before
rolling for the next unit.
Outpost rules
The gates of the Outpost are barred
and therefore attacking units can only get into it by climbing over its
walls. Crossing the wall takes an entire
action and the model must start its turn in base contact with the wall and ends
its turn in base contact on the other side.
The gates can be opened by the inside
only but a single model must spend its entire activation adjacent to the gate
and obviously already inside the outpost.
Outposts are classed as Heavy cover
(for shooting purposes only, not for spotting distance (Light cover).
"There's no good hiding we know you in there!!") and therefore units inside are at -2 "to
hit" and -1 "to kill" rolls.
Units in the outpost being shot from
enemy units in the outpost are classed as in the open unless in a building.
Fighting over the walls - a defender
on the ramparts in the Outpost may only be attacked by a maximum of 2 models on
the other side of the wall.
In combat each of the Regulars inside
the Outpost are classed as a unit on their own for reaction tests.
The defender has the option to bolt
the door of the blockhouse. This takes 1 action and can only be done from the
inside by a model adjacent to the door.
If the door is bolted it takes the attacker 4 actions to break the door
in.
2 models may shoot/fight through
inner door and only 1 model may attack/defend through the loft hatch (this may
not be bolted).
Victory conditions
The defender wins if at the end of
the game the outpost is still in their possession.
The attacker wins as soon as there
are just friendly units in the outpost.
If at the end of the game the outpost
is empty then it's a draw.
Side plots are in operation.
The small garrison of British troops awaiting the onslaught.
The first reinforcements arrive 'Rangers running the gauntlet' one made it and managed to gain entry to the post. Although the French gained entry to the outpost the failed to remove sufficient British to seize control, attrition forced the French to withdraw and the British to remain in control.
Scenario 2 Rescue.
Following on
from the first assault at Forrest Bay Captain Cawkwell was unfortunately
captured by the French Huron allies.
Two French
Officers and a small group of Canadian Militia have arrived at the Huron camp
to ensure no harm comes to the British Officer and to escort him to Colonel
Depardieau on the morrow.
A fast
moving force of Rangers and Mohawk allies have been sent in pursuit and they
have arrived on the outskirts of the Huron camp shortly before sunrise, their
mission is to locate and rescue the Captain and to cause as much damage as
possible.
The camp
consists of five wooden buildings deployed near centre of the table each
building being within 6” of another building. The French player must secretly
identify which building the Captain is held in. This cannot be the same
building as the French Officers and Militia. Each other unit must then be
located in one of the Indian buildings. Guards are placed within 12” of a building.
For the
first two bounds night rules are in play. The attackers will arrive from a
randomly determined board edge.
There is a
small river which runs across the table this is crossable only at the ford but
counts as difficult terrain.
The French
win by escorting the Captain off the Northern board edge, the British win by
rescuing the Captain and escorting him off any board edge.
Objectives
This
scenario is Raid and the British forces must seek to rescue the Captain and
destroy the buildings within the camp. All the attacking force is considered to
be equipped with burning torches.
The game
ends when the British have been driven off or either player has escorted
Captain Cawkwell off the board.
Sub plots
for one officer per side are in play.
Leigh made this superb Huron Village for the game and it saw some ferocious action.
Quietly the Mowhawks creep into the village
The alarm having being raised the French officers emerge from one of the longhouses with their Canadian militia
The mowhawks have managed to fire half the village, -the Rangers, bottom left, have secured the Captain and will make a successful escape from the board
Scenario 3 – Ambush
Background
The French
have received information regarding the movement of a British column en route from
Oswego to Forrest Bay to reinforce the garrison and have decided to ambush it
at a perfect location.
Table set up
A single
road runs along the centre of the table from short edge to the opposite short
edge. Tall grass runs along the length
of the road on either side. This provides light cover and is difficult terrain.
The attacker
then sets up the rest of the terrain (No buildings are to be used in this
mission). This represents the perfect location for an ambush.
Defenders
Forces
In addition
to the British standard force they also receive an additional unit made up of 2
unarmed women (the Generals Daughters) and 3 Indians. The Indians are armed
with Muskets and throwing weapons and uses the stats for Indians. The women
also use the Indian stats but carry no shooting weapons.
The women
are classed as leaders of the unit and should be the last models removed.
The whole
unit are Type Indians with a Morale of Regulars (they are a well-disciplined
unit).
Defenders
deployment
The Generals
Daughters unit is deployed first in the centre of the table on the road. All
remaining units must be deployed on the road and within 12"of this unit.
All
defenders units are to be deployed in column formation (2 abreast) and all must
face the towards the same short board edge.
Any unit forced to Recoil or Flight when the
ambush is sprung will do so towards the nearest short board edge. But not
closer to enemy units. After that they will follow the normal rules for
fleeing.
Attacker’s
deployment
The attacker’s
forces maybe placed anywhere on the board but not within 12" of an enemy
unit. Hidden set up maybe used.
The
attacking player may choose 4 cards from his force allocation and hold them in
his hand at the start of the game. This represents the ambush. The Defender then chooses any 2 cards to
hold in his hand at the start of the game. This represents the defenders
initial reaction after the ambush has been sprung.
However, the
defender has a chance to spot the ambush before the attacker has chance to
spring it.
After both
sides have deployed, Side Plots rolled for and the attacker and defender have
chosen their cards, the defender rolls a D6 on a roll of a 6 the ambush has
been spotted and the first card is drawn from the deck. The cards that had been drawn after
deployment are then discarded until the cards are reshuffled. If the ambush is successful either player may
use the cards in any order they wish before the top card of the deck is turned.
The Generals daughters unit may not be targeted for shooting in the opening
ambush (the 4 cards).Sub plots are in play.
Objectives
The British
win by escorting the Generals daughters from the board or by driving the
ambushers off the table.
The French
win by capturing the Generals daughters and escorting them from the table.
Sorry didn't get many shots of this one, but the game ended with the capture of the Generals daughters just as they were about to exit the board!!!!
Scenario 4 Oswego.
Background
General
Dieskau with a strong contingent of Regular infantry and Militia has launched
his surprise attack at Oswego, his intention to destroy the Oswego Blockhouse in
the centre of the camp and inflict heavy casualties on the British force.
Table set up
A Blockhouse
is placed in the centre of the table with a snake fence surrounding it. The British camp is no closer than 8” to the
blockhouse...
British
Forces
In addition
to the standard force he also has an additional 10% to spend on Civilians (these
represent craftsmen and settlers). These must be deployed inside the camp.
Defenders
deployment
The defender
then deploys using the DEFENCE mission rules (at least 1/3 of your units are in
Reserve and arrive as per the mission rule) with the following changes:
1 unit from
his standard force which is deployed on table must be deployed in the
blockhouse (represents a small garrison). Only this unit may occupy the
Blockhouse. And the unit ignores Recoil
results and Flight results are downgraded to Shaken*. Units routed are
destroyed as normal.
The rest of
the forces deployed on table maybe deployed within 4" of the Blockhouse.
The
Blockhouse is a Size 2 building.
French
deployment
The attacker
then deploys using the RAID mission rules and all units are equipped with
burning torches.
General
Dieskau is expecting reinforcements from his Huron allies
Victory
conditions
The defender
wins if the Blockhouse is still standing at the end of the game and at least
1/2 of the Civilians are still alive.
The attacker
wins if the Blockhouse has been destroyed and the Local Civilians wiped out.
Side plots
are in operation.
* - SHAKEN -
The unit must spend its next activation recovering and may do nothing.
Scenario 1 –
If the
British win this scenario then there is no longer a requirement for the
reinforcements from Oswego and the troops are sent back add an additional 8
Regulars and 1 Regular Officer to the British reinforcement pool for Scenario
4.
Scenario 2-
If the
French win this scenario then d3 x 6 Indians join General Dieskau in the final
game and will arrive as reinforcements. They will have their own Leader and
will enter from a random point on the board.
If the
English win the scenario then Captain Cawkwell and 8 Rangers and 6 Mohawks will
arrive as reinforcements in scenario 4.
Scenario 3-
If the French
win this scenario then they may deploy a 6pounder with d6 rounds of ammunition at
the start of the game. In addition provided if it appears that the French may
not be able to win the game General Dieskau, if he is alive, may call for
terms, he will offer to exchange the Generals daughters for the Blockhouse. The
success of this or otherwise will be determined randomly taking into account
casualties suffered etc.
If the
Daughters are captured then one British officer will have the side plot
‘Payback’ on General Dieskau.
If the British
win this scenario then throw a d6 each bound, if this is equal to or less than
the bound number then British reinforcements enter from the Southern board
edge. Two units of Provincials and two units of Mohawk warriors.
British Reinforcements arrive - as the British had won two of the three scenarios they would end the game with significantly more troops than the French however they were much needed as the French dice rolls in the early part of the game were outstanding.
Much later in the game Captain Cawkwell arrives having being rescued earlier with his Mowhawk allies and Rangers.
More pictures of the day will follow and in all in all a thoroughly enjoyable day, the French were despite a good fight repulsed with heavy casualties and General Diesku survived unlike in real life!.
I think its fair to say everyone is looking forward to the next one.
It would be remiss of me if I didn't thank Gavin for writing the three scenarios, Ambush, outpost and Oswego.
My view is these games play far better with good scenarios and if possibly a linked theme.
Thursday, 4 July 2013
A long awaited return to war
It has been a long time since the forces of Albion and the Duchy of Comyn did battle, however my close friend and gaming colleague Lee had asked for a game using the Charles Grant rules so how could I refuse.
It was an opportunity to give each side a regiment of Cavalry and in order to speed play along I randomly diced for deployment of forces after I had set the table.
The result was that Albion had deployed the 25th Foot, artillery and Gysburgh Hussars on the right flank and the Talisker foot with the Royal Albion lights on the left, a bold and dangerous tactic by Sir Harry Douglas.
The Duchy troops had the Regiment Grancy and the artillery on their left flank and the Regiment Nuilley, the Lapins light infantry and the Dukes Gendarmes in the centre leaving their right flank open.
The Albion troops on the right advance, artillery deployed to offer support.
On the Albion left the Duchy troops hold a refused flank, The Royal Albions advance through the woods to seek out their enemy Les Lapins
Sir Harry calls on his men to stand true as the Gysburgh Hussars cross their front to engage the enemy
The Duchy Gendarmes are ordered to move to left flank in order to negate the Albion cavalry.
The Albion troops advance on their right flank whilst the Duchy troops deploy artillery fire from both sides is ineffective
Having emerged from the woods the Gendarmes and Hussars charge each other, like a knife through butter the Gendarmes cut the hussars to pieces, the hussars fail to inflict a single casualty and are broken. The Gendarmes rein in and rally and prepare to charge the Albion foot who are prpeared and waiting.
The Gendarmes charge the Albion line fires, the smoke clears and not on casualty was caused on the charging horse!!! (highest dice score was a three!!!!!) The result was all too clear the line was ridden down and Sir Harry thought it wise to show his troops where to go!!!
On the other flank the Albion troops pressed on Les Lapin got the worse of the engagement with the Albion foot at which point their officer spotted the Grancy Regiment marching towards them and saw Gendarmes forming on the road tho other side of the woods where the Albion artillery had now fallen silent.!!!
A major defeat for the Albion forces and scouts are out looking for Sir Harry and his companion who's whereabouts are unknown. King George wants some answers!!!!
A cracking game despite the extremely poor dice throwing by me for the Albion forces.
It was an opportunity to give each side a regiment of Cavalry and in order to speed play along I randomly diced for deployment of forces after I had set the table.
The result was that Albion had deployed the 25th Foot, artillery and Gysburgh Hussars on the right flank and the Talisker foot with the Royal Albion lights on the left, a bold and dangerous tactic by Sir Harry Douglas.
The Duchy troops had the Regiment Grancy and the artillery on their left flank and the Regiment Nuilley, the Lapins light infantry and the Dukes Gendarmes in the centre leaving their right flank open.
The Albion troops on the right advance, artillery deployed to offer support.
On the Albion left the Duchy troops hold a refused flank, The Royal Albions advance through the woods to seek out their enemy Les Lapins
Sir Harry calls on his men to stand true as the Gysburgh Hussars cross their front to engage the enemy
The Duchy Gendarmes are ordered to move to left flank in order to negate the Albion cavalry.
The Albion troops advance on their right flank whilst the Duchy troops deploy artillery fire from both sides is ineffective
Having emerged from the woods the Gendarmes and Hussars charge each other, like a knife through butter the Gendarmes cut the hussars to pieces, the hussars fail to inflict a single casualty and are broken. The Gendarmes rein in and rally and prepare to charge the Albion foot who are prpeared and waiting.
The Gendarmes charge the Albion line fires, the smoke clears and not on casualty was caused on the charging horse!!! (highest dice score was a three!!!!!) The result was all too clear the line was ridden down and Sir Harry thought it wise to show his troops where to go!!!
On the other flank the Albion troops pressed on Les Lapin got the worse of the engagement with the Albion foot at which point their officer spotted the Grancy Regiment marching towards them and saw Gendarmes forming on the road tho other side of the woods where the Albion artillery had now fallen silent.!!!
A major defeat for the Albion forces and scouts are out looking for Sir Harry and his companion who's whereabouts are unknown. King George wants some answers!!!!
A cracking game despite the extremely poor dice throwing by me for the Albion forces.
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