Showing posts with label The Petains at War. Show all posts
Showing posts with label The Petains at War. Show all posts

Tuesday, 14 March 2017

Captain Quilp and the exploding wagon

Morning 19 June 1808

Captain Quilp's orders for the Rearguard scenario echoed Captain von Wießmehr's; an advance along one flank.  

The French had however prepared some surprises.  I had already created a set of battlefield random events for this campaign and Captain Quilp triggered one of these.  It transpired that a French artillery piece had broken a wheel, and was stuck in the middle of the road.  

The French Commander had loaded the cannon with a double shot of canister, strictly a one shot weapon.  There was then the possibility that this would simply explode the gun, or that it would be a glorious attack, or both!

Captain Quilps orders were:
Gentlemen,
We appear to be on the wrong road; I shall certainly be having words with our so-called Exploring Officer  ‘the Lord’ Farthingdale – drunk as a lord more like.
No matter, back to the task in hand; we’re here to fight the French and by God there they are! What’s that Wellard, sheep? What do you mean sheep? Let me put me best spectacles on. Ah sheep, I see what you mean. So where are the French? Dammit man, I know they’re out there; I can feel it in me water. I’m told they are in retreat and I intend to cut them off.
Wellard you will take the Skirmish groups and myself and Jaggers will follow with the line. We will advance using the cover of the two small orchards and work our way down the left flank.  My compliments to the Lord Farthingdale and I would be most obliged if he could use the cover of the orchards and the small hill to find us a deployment point in the region of the hill.

The battlefield had been generated in Dawns and Departures.  The French placed a secondary deployment marker on the Hill.  The British placed theirs at the edge of the hill, just inside the orchard. 

Wellard lead two joined groups of skirmishers up the hill, (and yes, one of these is a group of Oels jager serving as British lights) only to discover that the French also had a two group formation. Wellard is however first and foremost a drill Sergeant and his shoutiness inspired his men.  

His dice rolls were excellent and he had soon whittled down the Voltiguers, killing their Officer and breaking their formation.  
Quilp managed to deploy his two groups and move forward.  

Sergeant Poselthwaite Jaggers however somehow managed to get among the trees...  "Apple trees MOTHER.  We likes apples.

As the French main body appeared on the hill Wellard has a pop at it, but with little effect.  He withdrew his skirmishers and took his place with Sergeant Jaggers in the line.  "Wellard is it MOTHER?  Not a proper Officer!"

Quilp now advanced against the French line, which seemed to be standing about waiting for him.  Actually I wanted to draw the 4th Foot forward into the trap.  As Quilp advanced again I triggered the one shot French artillery attack on the tiffin chip.  A mixed success, since it killed two of Quilp`s men, and inflicted four shock, but also exploded killing the crew.  

Jaggers cries of "God's voice MOTHER, I hear god's voice!" did nothing for his personal morale.  Indeed Jaggers own poker chip didn`t reappear for the whole game.

Wellard however drew two flags and his number 2 chip to volley and charge the French, seeing them off in fine style.  So much for that tactic of sitting on a hill!

Inspired by this Captain Quilp did the same.

British losses were a hefty 9 men. 
The French Losses were 14 men.

Captain Quilp holds the field and the initiative, as well as plundering the French baggage, where he discovered the Marchesa di Arsoli (Kitten to her friends) General Delaborde's mistress.  There also appears to be a great deal of stolen silver plate. 

Quilp gains 25% of the victory points having contacted the rear of Delaborde's retreating brigade column, now in some disarray.

As Quilp prepares to advance again he meets with Colonel Augustus Farthingdale, riding ahead of Sir Arthur's advance with the main army.
"Ah, Qwilup, ain`t you on the wong woad old boy?  Nevwer mind, splendid job and all that.  Pwess on my boy, pwess on."  with that he leaves, heading back up the road towards Quinta Gruga.  

Saturday, 11 March 2017

Captain von Wießmehr's triumph at Fim de Bunda

Gilesgate Publishing's "Idiot's Guide to Portugal" calls Fim de Bunda "a picturesque native village, unfortunately named."  (Literally it means "the arse end")  The guide continues... "however this was the scene of a desperate struggle during the Peninsular war, when in August 1808 the 60th Rifles fought an aggressive and ultimately triumphant battle against the 27th du Ligne, who were acting as General Delaborde's rearguard on his retreat from the field of Rolica."


The 60th rifles had the following plan of the battlefield, drawn up by their sinister and somewhat scary Exploring Officer.

I had a few issues to do with terrain, since I wanted to use my 28mm figures for this game, and my Peninsular project is very much in it's early stages.  I had been making some walled gardens, and indeed they can be seen in the photograph of the battlefield proper, but it turned out that the damned rendering was still wet so I couldn`t use them.  



The second building was my privy.  Every village should have one! I fudged the third building by using some walls and the large gate.  I really must get back to creating more buildings!

The Captain`s orders were for a straight-forward attack, down the left flank.


 So! I ended up on the Torres Vedras road after all. Typical bureaucratic cock-up - not surprised.
Right, let's crack on and get stuck into these Frenchies.

Deployment point in the middle of the edge of the three small gardens tile. Secondary point as far forward as possible from that.

Speed is the object here, shock and awe.
All three skirmish groups to occupy the two small buildings and environs and cover advance of the three line groups at pace along same side of the road.
If the Count of Pantyloons complains then he'll find himself swivelling on the end of me boot! What an absolute shower.

 The game ran like clockwork.  I had planned to use the French in two halves, either side of the road. 

Lieutenant Brûlé to the left. Major Finguin to the right.
The French defend their Officer, who is hiding in the privy.

The Captain has lost none of his skills.


Lieutenant Brûlé  emerges from the privy, a happier man...

The Wachtmiester leads some skirmishers to engage the French left.

Sergeant Feringno leads a group to support the Captain

The Count of Pantalones and his body servant Acmet arrive on the field.

The Captain drives off the French skirmishers and pushes up to the Privy.  Where did that French Officer go?

The 60th Rifles begin to take down the French Group.  Brûlé has been killed, or perhaps retreated back into the Privy!

The Major attempts to hold on the French left

Binky pushes his own group up, supprioted bt the Wachtmiester.

Binky triumphantly volleys and charges

The French run for it

The end game.

The Count is unhappy to have missed the fighting, and has to wait for his turn in the privy.

As night falls a Staff officer turns up at the battlefield.  None other than Sir Augustus Farthingdale himself...
"Ah Qwinthy, what are you doing on this woad old chap?  You are meant to be over therwe ain`t you?  Ah well nevwer mind.  Splendid job."
With that he rides off towards Captain Quilp.



Friday, 10 March 2017

18th August 1808, Evening, Dawns and Departures

18th August 1808, Dawns and Departures
The first moves towards Vimeiro

From Captain Quilp 4th Foot

I’ve chosen my support points as follows:
Exploring Officer @ 3 points
Secondary Deployment Point @ 2 points
Musician @ 1 point

I was tempted by a Physic but I reckoned the Priest could probably double for some of those duties. Hopefully, the Exploring Officer should increase my chances of finding the Frogs, and as I’ve plumped for the Exploring Officer I may as well take a Secondary Deployment Point as well so he has some effect on any resulting table top actions. Some may think the musician is for extra command and control but it’s actually for the camp; a spot of music means I won’t have to listen to the Priest and his sermons around the camp fire!

I don’t know how often you will be requiring orders but the general intent is to march straight down the Torre Vedras road. As Vimeiro Hill is at least 3 days away I need to push on if I’m to get there by the 21st. So the initial plan is to move on down the road as far as Ventosa, here I will leave the road and move on to Vimeiro Hill. Naturally I will have an infantry patrol one square ahead of my main body. The Exploring Officer will scout out the area between the 2 roads.

Toodle Pip,

Quilp (Light Company 4th Foot)

From Captain Wiessmehr,
60th Rifles:

(Through gritted teeth) "My dear Colonel Trant I look forward to meeting The Count of Pantalones and marching with him and his brave men." sotto voce "Gott helfe uns!"

Nobody is quite sure what happened to Binky in Quinta Gruga but he emerged after two days in Madame Lola's with a fierce grin, several bottles of Portuguese brandy and a repertoire of bawdy songs. The men's estimation of him has gone up considerably. Upgrade to Level 2.

The exploits of Corporal Louis Ferrigno at the convent where he broke down a door and then used it as a weapon had to be seen to be believed. The men know better than to make him angry and I am of the opinion that he will make a good sergeant, although Feuct thinks he is a little green.

Order of march on the road to Vimeiro.

Send The Masked Shadow out ahead. You know, I swear I've never seen that man blink.

Three skirmish groups with one sergeant each come next.

Then the three line groups with Lt. Snetterton -Lewis.

I shall accompany the last group with Dr Ottershaw, young Billy and the mules.

Finally, and with the VERY important duty of rear guard don’t y’know, the Portuguese and the blessed Count.



Red Force
The march from Quinta Gruga goes well, with the road south being empty.  You send forward patrols and the exploring Officer.  The fellow assigned to you is a Dragoon officer named David, the Lord Farthingdale.  He insists on that "the lord" title by the way.  He is a lieutenant and he is clearly drunk.  His father is Sir Augustus, a Staff Officer with Sir Arthur.
The route ahead is over scrub land that passes for cultivation here in Portugal.  Your patrols quickly push on and out of sight.  The exploring Officer is well mounted on an enormous stallion he calls Satan`s Balls.  He ranges ahead quite fearlessly and in the  afternoon reports the presence of French skirmishers from a line regiment in the area of St Paulo, a tiny village with a small church.  These Voltiguers are escorting a heavily laden wagon towards area 17. 
Your patrols meanwhile report the presence of the main French Brigade column in  area 17, retreating from it's defeat at Rolica, and a detachment camped in a low point of the road acting as a rearguard.  They have cook-fires buring.  Sergeant (Sorry that should be Ensign but the damned man is wearing his Sergeant's uniform) Wellard estimates a single group of Voltiguers and two of Line formed up to the left of the road.  They seem to have a wagon with a broken wheel on the road to their left flank, and a gaggle of troops behind that, probably stragglers but possibly artillerymen trying to save a gun with a broken wheel?   
It is too late to bring up the main body and attack tonight, but you may attack at first light, or attempt to flank the position?

The Command of the Light Company
Captain (no first name? or at least I can`t find one recorded) Quilp Big Man III
Ensign Dick Wellard.  Still in his Sergeants uniform. Big Man II
Sgt Postlethwaite "Mother" Jaggers  Big Man I
David Ld. Farthingdale, Lieutenant Royal Dragoons. Drunk.
Dr Samuel Johnson Physic and lexicographer.



Green Force

Green Force
The march from Quinta Gruga is done at Rifles quick pace.  The road south is empty.  You send forward patrols and the Exploring Officer.  The fellow is a Portugee Officer Colonel Trant has attached to you, who called himself Sombra Mascarada (the masked Shadow.)  He wears a Hussar Lieutenant's uniform and never blinks.  He may not be entirely sane.  He knows these roads well however and very quickly identifies French Voltiguers from a line regiment in the area of St Paulo, a tiny village with a small church.  These Voltiguers are escorting a heavily laden wagon westward away from you and towards area 17.
Quilp and his men on the road to your right (west) have done their best and the exploring Officer reports them as moving through area 12, but you command Riflemen, and their pace is extraordinary and you are ahead of him.  You have two hours before sunset, and thus the opportunity to attack.
Binky has recovered from his wound at Rolica, but he now walks with a mincing gait that is painful to watch.  His voice has also risen by at least an octave.  The men are in awe of him and his new status as a Level II big man.  Three cheers for Binky!!!
The bad news is that the Count and his Portugee troops are straggling and looting.  Sergeant Feuct informs you that his Excellency the Count is a gentleman unsuited to military activity, but that he has for now retained his pantalones.  (He is apparently notorious for losing his trousers)  It has become clear why Colonel Trant detached him to you.  
The French appear to have only two groups of line and a single group of Voltiguers.  They are cooking dinner, but their position is poorly chosen, and with a village behind them they would find it difficult to withdraw.  A very Fat French Major seems to be in charge.
You may attack using the Rifle Company or camp in area 14 and wait for the Portuguese to straggle in.
As Binky points out His Excellency the Count of Pantalones will be furious if he misses the action, and that should prove hilarious!

Gentlemen of the Petains,
I have set out both of your prospective games here. 
Battlefield One, Green Force on the Torres Vedras road












Battlefield 2, Red Force on the Vimeiro road


Both scenarios will be "Fighting withdrawal." 
Blue will defend the left, Red and Green respectively will attack from the right.
Fighting Withdrawal
INTRODUCTION
This game is a Battle.  The defender is seeking to delay their opponent by inflicting a bloody nose, thereby buying time.                                                                                                                                               
DEPLOYMENT POINTS
The defender, Blue, chooses which edge he wishes to defend and then dices to see which area contains their main Deployment Point which may be placed anywhere in that area.  A secondary Deployment Point may then be placed anywhere in the Zone indicated for that purpose.
The Green and Red attackers may place their Primary Deployment Point anywhere on his table edge with any secondary Deployment Points being placed from that.
OBJECTIVE
The objective will generally be set by the campaign situation.  However, if Red or Green captures Blue’s Primary Deployment Point, the game will end immediately.
TERRAIN REQUIREMENTS
The road running through the table will run along the centre left to right.

I need only a broad plan, and an idea of which area your deployment point will be in.
Sir Augustus Farthingdale...


Friday, 24 February 2017

Dawns and Departures Campaign game 2: Vimeiro 1808

To anyone seeing this madness for the first time please note that campaign game one was recorded on the Cyprus Wargamers Blog.  The Heroes of these games are  Captain Quilp the Officer commanding the Light Company 4th Foot (Red Force), and Captain Quitte von Wießmehr of the 60th rifles (Green Force). The game thus focuses on two separate forces, who to some extent complete, but may also have to co-operate to win the campaign.
Movement is assumed to be simultaneous.

The Briefing

Captains von Wießmehr and Quilp, with Major Finguin
On the evening of 17th August following the events of the battle of Roliça Sir Arthur Wellesely calls two of his Officers to his rooms in a commandeered house in Quinta Gruga.  These are Captain Quilp the Officer commanding the Light Company 4th Foot, and Captain Quitte von Wießmehr of the 60th rifles.    He briefs them on the mission he requires.  

"Ah, Qwinthy and Qwilup, take a theat gentlemen. 

(Colonel Courtleigh Manners of the 4th Foot indicates that Sir Arthur is offering you a chair)
We have no cavalwry, that's the twicket gentlemen, only a couple of hundwed Twentieth Light Dwagoons.  These will be thcouting down the coast fwor me you thee, what what??
You two will lead youwr companies down the two woads further inland.  Qwinthy, push your wiflemen down the woad to Vimewio.  Quilup, take the woad to Towwes Vedwas. 
(Colonel Manners helpfully points to Vimeiro and Torres Vedras)
Generwal Delabowrde is weatweating his diwision south towards his Mastwer General Junot.  Push him along gentlemen.  Hawwry him.  I will be a day behind you with the main armwy.  Find me the main enemy body.
Qwesthions?

Colonel Manners coughs politely (of course) and hands you copies of his map.  He adds, "we have a shortage of carts and baggage transport, use two pack mules for your companies.  You will draw eight sacks of supplies each.  Sir Arthur wishes to battle the French some time over the next four days.  The fact that General Burrard is expected soon to take over this command is purely coincidental, but if we could beat General Junot quickly  it would be remembered that you two were instrumental in this.  Find the French for us gentlemen."

"Ah... the dwammed Fwench," mutters Sir Arthur.

You both add the name "Colonel Courtleigh Manners" to your pocket books.


Both players will receive an independent briefing from separate senior Officers.  Since Colonel Manners is Captain Quilp's Commanding Officer in the 4th Foot he will receive a personal briefing before the mission commences.  Captain von Wießmehr will be briefed independently by Colonel Trant of the Portuguese Legion.  


The Dawns and departures scenario is Rear-guard.  Our heroes will face the incompetent Major Finguin of the rather disgraceful 27th du Ligne

Blue
After a hard-fought campaign at Rolica our main forces are retiring on Lisbon to rejoin the rest of General Junot's army.  The enemy has been badly handled, but a small force is in pursuit and intends to snap at the Armys heels all the way home. At least thats their plan; you intend to stop them. Deployed as a rear-guard you must protect the main Army of General Delaborde from these hyenas.

Red and Green
The enemy has been repulsed and their forces are withdrawing from Rolica in disorder. They are starving and said to be eating their own belts and boot leather.   General Delaborde is leading his division away in two columns, heading south to join General Junot.
You must break through their rear-guard and identify the position of the enemy main columns.
Red player commands  the Light company of the 4th foot.
Green player commands a company of the 60th Rifles.
Blue player commands elements of the 27 du Ligne. 

VICTORY CONDITIONS
The Blue must protect the main column; delaying the red and Green Players, who  must do all they can to locate it.  Each Campaign Turn the Red or Green make contact with the enemy main column he will inflict losses of one hundred men on the main column. 

If however the Red or Green makes contact with the enemy main column of General Junot which is marching north from Lisbon to Vimeiro it will be forced to halt and deploy, since it will be in the middle of the battle of Vimeiro at that point, and needs to give Sir Arthur and the main red forces a chance to catch up.

Pursue the defeated Delaborde, halt the advance of Junot.  

Blue must protect the main columns; the Red and Green Players must do all they can to contact them. Each Campaign Turn a  Player makes contact with the enemy main column does so he will inflict losses of one hundred men on the main column. The more he kills the better his result.One hundred men is a 25% victory, 400 men a 100% victory.

SPECIFIC TERRAIN REQUIREMENTS
None

FORCES
Red and Green begin the game in Area 3.
Blue may deploy on the map at any point between areas 6-10.
Red has the initiative.The Columns of General Delaborde's Division are withdrawing south at half speed.  They will start in areas 12 and 14. They have no supplies and are moving at half-speed due to the need to forage. Thus far they have not abandoned their wagons.
A complete breakdown of the forces and characters available to red and Green is available below.

SUPPLIES
Blue begins the campaign with 12 sacks of supplies. (In game 1 the French Quartermaster escaped Rolica with his loot, his supplies and a kidnapped 86 year old Nun

The Red and Green have 16 sacks of supplies for this campaign.  8 each.  
The population is considered very hostile to Blue.   

INITIATIVE
The red and Green always hold the Initiative unless it is seized temporarily by the Blue as a result of a battle. In such a situation, the Leading Player holds the initiative only for the next Campaign Turn, after which the initiative reverts to the the Red and Green players.


The Forces

4th Foot

Light Company, The Duke of Lancasters Own 4th Foot
Four groups (4 x 8) of Line, two (2 x 6) of Skirmishers plus two men acting as mule wranglers for Sgt Jaggers with eight sacks of supplies.
You may re-arrange these groups as desired, all of your men are trained Light Infantry.
3 Big Men.  Colonel Manners mayl send you another Officer as the campaign develops.

Captain Quilp Big Man III
A Parson's Son from Northumbria.
Notorious as the most short sighted man ever to serve in the British Army.  Sir Arthur Wellesley presented Quilp with a telescope after the battle of Copenhagen inscribed "Take a look through one of these next time Quilp!" Commands the light Company of the 4th Foot.

Ensign Richard Wellhard.  Big Man II
Formerly the Sergeant of the Light Company.  Born in the slums of Gilesgate in the County of Durham.  His parentage is obscure and he was first recorded as stealing apples from the orchard of Hieronymous Quilp the village parson.  Young Richard constantly found himself in trouble and eventually was compelled to join the army, being recruited into the 4th Foot by the Parson's son, an Officer in the regiment.  Wellard was promoted to Ensign by Sir Arthur, after a heroic incident at Rolica.(Yesterday)  He still wears his Sergeants uniform.

Lt Sheriden Bucket (Wounded in action at Rolica, unavailable)

Sgt Postlethwaite "Mother" Jaggers  Big Man I

Captain Quilp's Pocket book:
David Ld. Farthingdale, Lieutenant Royal Dragoons. Drunk.
Colonel Courtleigh Manners of the 4th Foot
Dr Samuel Johnson Physic and lexicographer.


The Rifles

All trained Light Infantry
Three groups of eight in Line and three groups of six skirmishers, plus two riflemen acting as mule wranglers for Sgt Lime's aquisitions, and the eight sacks of supplies..  This can be re-arranged as desired.

Hauptmann Quitte Von Wießmehr.   Lvl III Big Man
Captain Quitte von Wießmehr is a native of Duisburg in the old Duchy of Cleves. Once Baron of the Schloss Wießmehr, before the unfortunate affair at Austerlitz.  He is now exiled to serve in the Britsh Army.  The Captain is a friend of the inventor Bartholomäus Girardoni, and has a custom made Girardoni Air Rifle, which he used at Austerlitz, just before everyone else ran away.  This remarkable weapon fires 12 shots in rapid succession, and is reloaded with a magazine tube of 20 bullets.  It accounts for the Captains nickname in the rifles Old Windy.

Famous for his service with The Oels Jager during the later part of the Peninsular war, few realise that the Captain actually served in the 5/60th Rifles before his transfer to the Portuguese Cacadores after Corunna.  With the arrival of the Duke of Brunswick in the Peninsular von Wießmehr was quickly offered a post in the Black Band, where he served famously until his death defending the Duke at Quatre Bras.

Captain Quitte Von Wießmehr `s Pocket book:
Physic Dr Gordon Ottershaw, dentist, freemason and ferret wrangler
Colonel Courtleigh Manners of the 4th Foot
Leutnant Christoph von Wankendorf a Hannovarian, serving in the Rifles.
Bartholomäus Girardoni,  Austrian Inventor.

Lieutenant Charles "Binky" Snetterton-Lewis.  Level I
Commission purchased by pater and in bright new boots and uniform.  Binky is a little dim, but keen sir... very keen.

Sergeant Otto "Wachtmeister" Feuct Level I
The captain's butler since their youthful days at Schloss Wießmehr.  He is prim and proper, and the ladies swoon for his bristling moustaches.

Sergeant Harold Lime. Level I
"Procurer"

Additions for Rolica
Physic 1pt        aka Dr Gordon Ottershaw, dentist, freemason and ferret wrangler
Musician 1pt   aka young William Elliot, bugler and company dancer
Level 1 officer 3pts       aka Sergeant Harold Lime, procurer of sundries and rarities.
Scout 3pts        aka The Masked Shadow






























What to expect

Turn Report & Order Request

At the Start of each turn, the umpire will provide both players with a report covering the following:

Where their Main Force and any Detachments under their control are located
What their Patrols and Scouts identified in the last Turn
Any events which affect them. Usually Random Events
How many sacks of supplies they have left.

Finally, a request for the players instruction for that afternoon or tomorrow morning.  Forces typically march/move two areas per day when not foraging.  I can accept a daily or covering orders.




27th Du Ligne

The exact nature of the French forces is unclear at this time.
But they look angry about Rolica
Major Finguin  Big Man Lvl III
The long suffering Major acting as Chef du battalion of the 27th du line.  His family motto is "Run away, run away!"




Pocket Book of Major Finguin:
Colonel Alonzo Fonde De Lapatrie, the former rabid Republican, now Imperialist Staff Officer
Captaine Claude Douche of The Imperial Intelligence Service



Capitaine Bunsen Bernier Level II

Capitane Pease Sanbeans, a young thruster who wished only to impress. 
Shot through the plumes and killed by Captain von Wiessmehr at Rolica.

Sous Lieuteant Casse-Toi Bâtard  Level II
A psychotic killer of chickens.  Customised dueling pistols.

Sergeant Gui D`Rope 27th Flank, Voltiguers.  Level I
A man with long Moustaches and clean underwear.  A fervent Boneapartist.

Lieutenant Alphonse Capone, Quartermaster, Lvl I
with six men and a mule train. He is a despicable cad, even the mules are not safe.  He cannot command anything but his own foraging party, being an Italian, and an outsider to the 27th who detest him.

Alex Craimant Dragoon Captain
Sergeant Grande Jambe of the Dragoons