Monday, 12 December 2022

Encounter at McDonald’s Farm – A Pickett’s Charge battle

Having played a few games of Dave Brown’s Pickett’s Charge at the club I decided to give the rules another run out with a few new players.

The Union army consisted of 4 brigades. 1st, 2nd & 3rd brigades – each of 4 infantry regiments plus 1 artillery battery. 4th brigade– 3 infantry regiments plus 1 cavalry. Five of the regiments were large and most of those were rated as Green. On dicing for the quality of Brigade Generals we discovered that the commander of the 2nd brigade was Poor.

The Confederates also had 4 brigades of similar make up but each of which had at least 1 small regiment. This was compensated for by raising the quality of the units with a good portion of Veteran overall and some Elite in the 1st brigade who also had an Excellent Brigade General. They received a permanent extra Staff Officer from having an Auspicious Divisional Commander.

So, the Union had the advantage in quantity; the Confederacy in quality. The objective for both sides was the same; take the farm and try to clear the enemy from the field.

Pickett’s Charge insists that you deploy your division in line of battle with the brigades, both on-table and reserve, allocated their own deployment area. Brigades can be redeployed during the game but it can be a slow and expensive business. The commanders drew their maps and considered their options.

The Union (Richard, Mike & Alex) deployed as follows with the 1st brigade on the right, the 2nd brigade on the left, the 3rd in the centre and the 4th brigade as in reserve but deployed on-table.

The river was shallow and rated as an obstacle, the woods were light woods. The main farm buildings area had a low stone wall around 3 sides.



The Confederates (Shaun & Dave) deployed with their 1st brigade on the left, 2nd in the centre and 3rd next across. The 4th brigade was deployed at the rear behind the 1st. It soon became apparent to the Rebel commanders that the cursed Northerners had outfoxed them and that they would need to use Redeploy and Double Quick taskings to shift it across the field to counter what looked like a strong Union left hook. The availability of an extra Staff Officer from their Auspicious C-in-C would prove a godsend in this regard as their dice rolling for Staff Officer availability was mediocre at best.



It was a chilly evening at DWG and Dave has wisely decided to keep his hat on for a while.

Early on and for reasons best known to the Union command themselves, their 4th brigade was Double Quick marched to their right to pass behind the 2nd brigade who were reluctant to move from their hill.

In front of them the cream of the Confederacy, Shaun’s 1st brigade, was advancing towards them with menace.


Dave was pushing forward with the Rebel 2nd & 3rd brigades in the centre and despite losing a regiment almost immediately to a devastating Union cannonade and a subsequent Hesitant roll he was beginning to make progress.


On the Union left flank Alex had marched his mostly Green 1st brigade through the woods and across the river. Dave was compelled to withhold his 2nd brigade from the general assault to try and counter this move. Would the Rebel 4th brigade arrive in time to help?


At last, the 4th brigade completed their redeployment and arrived in columns with some dismounted cavalry deployed in skirmish line.


So ended the first evenings play with things still very much in the balance. Had the Confederate 4th brigade arrived in time to relieve pressure on the right of their centre or could the Union press on quickly? Would the massively reinforced Union right bring its numbers to bear and assault the isolated Rebel 1st brigade?


The next evening saw a change of personnel. Family commitments and the bad weather meant none of the Union generals were present. Luckily there were willing volunteers in Martin, Bob and Phil, all experienced General d’Armée players. Surely the strains of The Battle Hymn of the Republic would be echoing from the walls of our now much warmer room (we’d remembered to switch the heating on this time!)

Alas, things went wrong for the Union from the start. Assailed by bullet and shot the 1st brigade faltered and a perfectly disastrous roll for Staff Officers saw them Chewed Up and forced back nearly off the table.

In the centre the Confederate 3rd brigade was slowly pushing back the Union troops to their front.



On the Union right Phil, hampered by a Poor Brigade General, simply could not get the dice he needed to clear the log jam of bluebellies and this was to prove disastrous when Shaun eventually assailed him with his veteran 1st brigade.


Shaun’s dice rolling for the entire game is probably best described as idiosyncratic. Swaying wildly from the ridiculous


to the sublime.


But at the right time he pulled himself together and managed to deliver a few well aimed punches.

So the evening drew to a close and the South was given the nod for a job well done.

The choice of the Union commander to send the reserve brigade to their right was to prove costly. Stuck behind the 2nd brigade that either wouldn’t or couldn’t advance they found it almost impossible to make their numbers tell. In hindsight (always a wonderful thing) they would have fared much better in the centre where they could have gotten a clear run at the enemy. C’est la guerre.

A good game played in a good spirit with plenty to take away and talk about. I look forward to playing more Pickett’s Charge.

p.s. I almost forgot to include Shaun’s finest moment. The one and only time he decided to deploy his sniper(!)





Saturday, 8 October 2022

Hornblower and the Pirates

 Actually, despite the title, this was two games: the first, the last of our Blood and Steel tests, and the second, Blood and Plunder.

For the Blood and Steel game, we stayed with the Napoleonic period. As the last game featured Sharpe, it only seemed right that this one should feature Hornblower. Once again, we discarded the Missions in favour of a narrative style scenario.

The action was to centre around a British attack on a French shore battery. The French battery would begin on table and the British would deploy from boats. 

A French battery overlooks the Mediterranean.

The French artillery position - I really must get some actual artillery crew!

The Royal Navy make their appearance and a unit of sailors leap ashore.

The landing's underway, with the main thrust of Marines on the right.

The French respond with some accurate shooting and hot dice.
It's only turn two and I've used all three bite the bullet rolls.
Needless to say, my dice are definitely not hot!

Two successive calamity rolls see the Marines flounder on the beach. 

Eventually, a group of sailors doggedly advance up the beach and charge the guns.
Five hits on 4 crew - surely the battery is mine!

Saving on 7s - what could go wrong? French hot dice, that's what!

The French fight back but the sailors hang in there.

The sailors are finally driven off, but a second sailor group take the battery.

Only to be assaulted by Voltigeurs. The Marines have finally made it off the beach but it's too late.
I have 3 Attrition points (1 for not being in contact with the battery and 2 for casualties).
I pass the Resolve test but concede anyway - it's just not my day.


British casualties.

French casualties. At least, I suppose. it's three times those of the previous game.


GAME TWO

For the second game, it was back to Blood and Plunder, with Spanish Militia versus English Buccaneers. We diced for the scenario, and it was to be the Plunder scenario from the 'No Peace Beyond the Line' supplement.

The premise is that the defender has secreted some plunder in one of two buildings and the attacker must recover the loot. We rolled for attacker and, despite the English having a +2 bonus, the Spanish (i.e. me) won. Well, the English did roll a one! Perhaps my luck has turned for his game?

Spanish advance towards the buildings whilst  Milicianos Indios skulk in the trees.

A unit of Hostigadores make a dash for one of the buildings.
Sadly, for photography purposes, most of the subsequent action was to be in the shadow of the building!

The Hostigadores find the loot, first go, but are attacked by Forlorn Hope, whilst attempting to escape.

The Hostigadores are driven off, dropping the loot. Note the hand of the English commander, ' begone foul Spaniard!'

Lanceros counterattack and snatch the loot.

Sea Dogs prime themselves for a charge, covered by fire from the Militia

Sea Dogs charge in but the Lanceros hold on.

Don Lardo appears and orders the Lanceros to keep fighting.
The Sea Dogs are eliminated.

As a final blow, the English commander is hunted down by Milicianos Indios.
The English surrender.





Saturday, 24 September 2022

Sharpe's Blood and Steel

 Another Blood and Steel game, but this time out of period - although not by much.

This week we tried the rules for the Peninsular War, pitting a force of French Dragoons against one of Spanish Guerrillas.

The Spanish, led by the notorious Guerrilla leader El Toppo (the hat), consisted of 5 groups of 6 Guerrillas, supported by a group of 6 British riflemen (Sharpe and the Chosen Men).

 For the French, Lt. Plume de ma Tante led 3 groups of 6 Dragoons, supported by 2 groups of 6 Voltigeurs.

The French drew the 'Forage' mission, whilst the Spanish drew an 'Escort' mission. The latter was a modification of the 'Vanguard' mission and required that a British spy (El Mirador) be escorted across the table.

Somewhere in Spain

Another cracking game. How best to sum it up? The Spanish shooting was hot, the French shooting was not, seems to fit the bill. Needless to say, I was the French!



Spanish Guerrillas move up, making the best use of the available cover. 



Voltigeurs oppose the Spanish advance, from the cover of the vineyard. 



French Dragoons gallop towards the right flank objective marker.



Dragoons reach the objective marker and begin foraging. This is going to be easy....



But, on the far flank, El Mirador's escort is creeping forward.



Covered by some crack shooting from the Chosen Men.



Dragoons return to their baseline with the captured cattle - 2 Attrition Points to the Spanish!


 

Dragoons redeploy to deal with the advancing Spanish........



.......only to be shot to bits. El Mirador is half-way there - 2 Attrition points to the French
(including 1 for casualties)



El Mirador is one move away from freedom - but it's the last turn.

However, the French are on 3 Attrition points, through casualties, and must roll a morale test. They fail the roll and the game goes to the Spanish.

The sole Spanish casualty!



The French Butcher's Bill!!

Another great game of 'Blood and Steel' and a severe drubbing for the French Dragoons first on table appearance.