Sep 102012
 
Map for "Win more wargames episode 2: Coinville"

The 8′ x 6′ table layout. You can of course adapt this somewhat to suit your own playing surface and available troops, but the ratio should be kept at 2:1.
CLICK ON IMAGES TO SEE ENLARGEMENTS IN NEW WINDOWS

Regular visitors and Battlegames readers will be familiar with my fondness not only for the eighteenth century, but also for what are nowadays known as ‘imagi-nations’ in particular. Elsewhere on this site you will find that I was writing about this kind of wargaming, inspired by Charles Grant’s The War Game, back in the early and mid 1980s, when most wargamers regarded such excursions outside the mainstream as very peripheral indeed.

However, in these new and, pardon the pun, Enlightened times, when dozens, perhaps even hundreds of wargamers discuss their own fictitious creations on forums and run their own blogs, it seemed entirely logical to me to use such a setting for the lectures delivered by Brigadier Heinrich von Westfelsen, loyal servant to His Most Imperial Majesty King Ludwig of Prunkland, hero of my very own Wars of the Faltenian Succession that featured in issues 1-12 of Battlegames.

There’s a serious side to this decision. By removing tactical and strategic scenarios from a strictly historical context, it prevents bias and potentially controversial interpretations of the role, importance and efficacy of certain real historical armies, highly charged as they can be in political and historical terms. It comes as no surprise that modern armies learn to fight as ‘Blue’, ‘Red’ or ‘Orange’, focusing entirely on the practical problem at hand – as, indeed, did H G Wells in Little Wars.

And so, I decided that I would present a series of tactical, grand tactical and strategic tutorials, if you will, as a series of lectures delivered at the entirely spurious Biebersfurt Staff College in Schloß Löwenkopf. Biebersfurt is, as those who paid attention will know, the capital of Prunkland, and is playing host to the top brass of several of the imagi-nations that I first invented over 30 years ago, plus a few visitors besides.

Another important aspect for me was to present the scenarios as a logical and expanding narrative: in other words, to have each scenario linked to the previous and following ones, forming a natural progression that can be read as a campaign. Not only, I hope, will this make the series more coherent, but also more entertaining, as the fate of particular commanders and units can be followed as each act progresses to the next.

Troops of the Gateway Alliance parade beside Coinville on Henry Hyde's wargames table

Troops of Iain Burt’s Gateway Alliance, under the command of General E Plastered (pronounced Pl’stard) parade beside Coinville whilst awaiting the arrival of their Granprixian paymasters.

Finally, my hope was that a series of articles written in this way would give me an excuse to get my own toys out onto my sorely under-used wargames table, in the company of a variety of visiting generals – or occasionally even solo – to playtest the scenarios!

Hence, last weekend, I played host to Iain Burt, known to the denizens of the WD3 forum as Essex Boy. He brought with him his beautifully-painted troops of The Gateway Alliance, all 30mm metal Spencer Smiths from their War of the Austrian Succession range. Their numbers, for the purposes of this game, would be fleshed out with Granprixian bluecoats from my own collection of vintage Spencer Smith plastics. Facing them across the field would be more Spencer Smith plastics, some Grenouissian and some Prunkländisch, and a clutch of vintage 25mm Minifigs forming the famous von Kleidermacher Jäger, armed with rifles and ‘Schweinsfeder’.

Part of the conceit of the series is that the scenarios are ‘re-enacted’ by various imagi-nation armies, so this hotch-potch of miniatures suited this aspect just fine.

So, let’s set the scene and see how the game went. We used, by the way, my own Shot, Steel and Stone rules that will be included in my forthcoming book and, if there’s enough interest, also as a stand-alone ruleset in due course.

You will find a full explanation of the salient points on the map in issue 31 of Battlegames.

 

Coinville: the Game

Iain arrived at lunchtime on Saturday and we proceeded to complete the layout at a leisurely pace. The banter and conviviality that accompany a wargame are very much an aspect of the hobby that Iain and I both enjoy, which is why choosing your opponents carefully is so important. This build-up included an exclusive photoshoot of Iain’s delightful miniatures for the Spencer Smith website (the images have been forwarded to Peter Johnstone).

Iain hadn’t seen the details of the scenario before he arrived, nor had he had the benefit of Brigadier von Westfelsen’s (ahem) wisdom, espoused, as you will see, in the article accompanying the map in the magazine. What was remarkable was how closely Iain followed the advice the article contains! I’d like to think of that as vindication of my theories, though you may disagree – and that is, of course, the point of the exercise.

The initial dispositions, looking north

The initial dispostions, seen from behind the Petite Colline on the Grenouissian left (western) flank.

With the two armies arrayed, we began by rolling dice to see which side had the initiative. In my rules, the players can choose whether to make this roll just once at the beginning of the game (which we did), resulting in simple IGO-UGO, or every move (which might, of course, lead to a player having two consecutive turns). I should add that SS&S allows the non-active player to respond ‘out of turn’, such as being able to countercharge, evade and/or shoot at an enemy charging at them. I won the die roll, and we were off.

The simplest way to recount events is to look at the action in the three sectors: the west, around the Petite Colline; the centre, around Felix’s Farm; and the east, in the broken ground to the south of the town of Coinville. Refer to the map to see the troops garrisoning these areas. Where I refer to left or right, these refer to my own viewpoint, meaning west and east respectively.

Grenouissian hussars clash with the Dengie Dragoons

Grenouissian hussars of Monsieur le Carriere’s Regiment clash with the Dengie Dragoons, hurling themselves into the fray despite being heavily outnumbered.

Iain opened his attack on my right with chasseurs à cheval (his Dengie Dragoons downgraded to light cavalry on this occasion), followed by a battalion of Granprixian infantry in column in support. His cavalry sounded the charge and crashed into my squadron of Monsieur le Carriere’s Hussars stationed on my far right flank beyond the hills. The hussars put up a stiff fight despite being outnumbered 2:1, but were eventually forced back by weight of numbers and on turn 4, fell to below 50% and were forced to retire. Iain decided to advance his chasseurs to the far south east corner, where they turned to face westwards, thus threatening a move to my rear. Things did not turn out quite as he planned, however, as we shall see.

The Gateway Alliance's Game Keepers tackle von Kleidemacher Jaeger

The Gateway Alliance’s Game Keepers, armed with rifles, tackle the similarly-armed von Kleidemacher Jäger ensconced in the woods.

Meanwhile, Iain also advanced his nearby light infantry (The Game Keepers, resplendent with feathers in their hats), one company assaulting my von Kleidermacher Jäger in the woods atop the hill. My Prunklanders held, much to Iain’s annoyance (the melee dice roll gods were certainly with me this day), but were eventually overwhelmed on move 3. Iain’s light infantry then turned to assault the Bois de l’Est, where the pattern was repeated – his initial assault bounced off (an event greeted with some choice epithets from General E Plastered), but by game end on move 6, my Jäger were forced to retire, at which point his exhausted light infantry were able to emerge from the woods and join the assault on the redoubt.

Staying with my right flank for the moment, let me remind you that a battalion of Granprixian infantry had been following Iain’s Dengie Dragoons on the eastern flank but, by dint of a couple of poor command rolls, were struggling to keep up. Nevertheless, I reckoned that their advance, coupled with seeing my squadron of hussars outnumbered in melee and the elimination of the two companies of my Jäger on the hill, was sufficiently ominous for me to deploy my lone reserve battalion of line infantry – Regiment von Schmidt, as it happens, playing the part of a Grenouissian unit – to face the threat. Wheeling to the right, they headed for the southernmost hill, intending to deploy into line.

Their progress was impeded not only by the difficult terrain, but also by a poor command roll (which had the effect of slowing their advance – above average command rolls increase move distances). By the time they reached the hilltop, not only had my hussars been forced to retire, but the Dengie Dragoons were also in the south-east corner, threatening my flank. I therefore deployed the rightmost company facing them, creating a ‘crocheted’ flank, which met with generous applause from my opponent. The remaining companies, however, facing north-east, found themselves observing a gloriously dense target from the heights, in the form of the Granprixian column.

Regiment von Schmidt opens fire

Regiment von Schmidt opens fire with a first volley which swept away an entire company of Granprix’s 1st Mosqueteros advancing in column towards them.

Well, it would have been rude not to, wouldn’t it?

A first volley crashed out. It was long range, but with so many men packed together, almost every bullet found a mark, and Iain’s saving throws were as ignominious as mine had been magnificent all day. Down went seven figures, making more than one unsaved hit per base, which triggers a reaction test in my rules. Needless to say, the ill-fated battalion turned and fled!

von Fernschuss Artillerie defend the redoubt

Von Fernschuss Artillerie defend the redoubt at Felix’s Farm, taking a heavy toll on the Argent Street Fencibles.

Let us turn our attention now to the centre, where the gunners of von Fernschuß Artillerie in the redoubt, here playing the part of Grenouissian gunners, blazed away bravely, causing significant casualties to the  Angel Street Fencibles advancing towards them in line; but Iain sensibly concentrated all his artillery fire on the redoubt, whittling away at my gunners and, by the end of his move 4, the last of Grenouisse’s guns fell silent, saving his infantry from a close-range canister ordeal. (I should point out at this juncture that I granted Iain a revision to the scenario as it appears in the magazine, to wit, his 6-pounder and 8-pounder batteries were permitted to switch position, because we discovered that under my rules, the 6-pounders would not quite have been able to reach the redoubt!)

In the centre, the Gateway and Granprixian infantry advanced in line, complying pretty much exactly to what I’d anticipated in my article. The companies of battle-hardened veterans from Das Erste Regiment zu Fuß (Von Eintopf), garrisoning the farm, did brilliant work, blazing away at oncoming lines. As pressure mounted, the reserve companies behind the farm were redeployed, one to reinforce their comrades within the beleaguered farm, the other two hastening to save the guns in the now vacant redoubt and thereafter to defend the earthworks against the oncoming enemy tide.

Regiment von Eintopf defend Felix's Farm against a massive assault

Regiment von Eintopf bravely defend Felix’s Farm against a massive assault by combined Gateway Alliance and Granprixian forces, throwing back attack after attack.

The tension was palpable as volley after volley was exchanged and men rushed the walls, only to be thrown back. Conversation was clipped as dice rolled across the sward, coming to rest with results good, bad and indifferent. “That’s five hits on Von Eintopf!” “No worries, I’ll save those…” [Dice clatter.] “Hah! Four saves!” “Aaargh! You swine!” The tide of combat ebbed and flowed, with my favourite unit hanging on for dear life as the enemy’s infantry aimed to smash their way through by brute force; their forward momentum was thrown into chaos when the assault of the Granprixian 2nd Mosqueteros was hurled back with heavy losses, their flight disrupting the combined grenadier battalion following them in the process and thereby preventing them from reaching the walls. A thin smile could be seen crossing the lips of His Royal Highness, Prince de Lyonesse.

On the far left flank, the second squadron of Monsieur le Carriere’s hussars forced Iain to think hard as he advanced his own large regiment of Mardyke hussars towards the Petite Colline, followed by massed heavy cavalry (Theobald’s Cuirassiers, fighting without their breastplates today). On move 3, I pitched my light horsemen downhill into the enemy and an almighty series of cavalry melees began, in which M. le Carriere’s dashing horsemen held their own initially, but were eventually overwhelmed by sheer numbers. Whilst the remnants of my hussars retired, Iain decided to form column of twos with his light horsemen and move round the west of Petite Colline along the riverbank.

Meanwhile, Iain intended to wheel Theobald’s Cuirassiers over and to the east of the hill, but on move 5, his dice luck reached its nadir as he rolled a complete blunder (a double 6 followed by a 6) with his general and his plans ran aground. (In such circumstances, not only is movement reduced, but the fighting ability of the troops under his command is also affected.) Taking advantage of this, one of my dragoon squadrons managed to charge in against the befuddled Gateway heavies, and fought bravely against overwhelming odds, stymying Iain’s plans.

The Grenouissian dragoons charge into Theobald's Cuirassiers, stopping them in their tracks.

The lead squadron of Grenouissian dragoons charge into Theobald’s Cuirassiers, stopping them in their tracks, whilst their comrades turn to guard the left flank, unwittingly exposing themselves to incoming artillery.

My other squadron of dragoons had a much worse fate, however. They had swung round to face my left flank, waiting for his outflanking hussars. But, once my artillery in the redoubt had been silenced, Iain cleverly turned his battery on Hergèste Arête on this squadron, catching them in enfilade, and they suffered terribly, roundshot ploughing through their ranks. I was very annoyed that I had allowed this to happen – a salutary lesson in the unfortunate consequences of allowing your focus to become fixed on what’s going on right in front of you, rather than standing back and looking at the whole picture. It was my only major error of the whole game, and it could have proved costly, so I count myself lucky that Iain wasn’t able to exploit the situation. While this was happening, the Gateway 6pdr battery (Ellis’) limbered up and began to move south east.

The Grenouissian battalion stationed at the southwest corner of the farm – none other than the Brionne Fusiliers who had played such a vital role in the previous scenario – blazed away at the approaching infantry, getting in a couple of respectable volleys before they started to take casualties in return. They began to wheel backwards, their rightmost company anchored on the farm wall, to face the increasing threat from the flank. The movement imposed a penalty when shooting, but I reckoned this a worthwhile trade-off.

Overhead shot of the fighting around Felix's Farm

An overhead shot of the titanic struggle around Felix’s Farm, with Regiment von Eintopf, assailed on three sides, defying all-comers.

The final end was nail-biting. Two companies of von Eintopf had thrown themselves into the redoubt to save the guns, and ended up heroically engaged with more than twice their number of Argent Street Fencibles, defiantly throwing back their repeated assaults at bayonet-point. The men in Felix’s Farm faced massed volleys of musketry from two sides and finally, a shaky volley from the combined grenadier battalion just tipped the balance, forcing a reaction test. The result was that von Eintopf would have had to retire on move 7. In the redoubt, the arrival of The Game Keepers from the woods brought a smile to Iain’s face as he rolled to see if they would tip the balance, but the smile disappeared quickly enough as his riflemen proved themselves no match for the doughty men of Von Eintopf. Again, much muttering could be heard from the northern table edge.

I had decided that from move 6 onwards, there was the potential for Grenouissian reinforcements. Their arrival and number would be decided by simple die rolls: on move 6, a 6 was needed, on move 7 a 5 or 6 and so on. If anything arrived, I would then have allocated 6 potential entry points – the bridge, the ford, and each of the 2′ sections on my baseline. Then I would have thrown again for the number and type of units until the Grenouissian force had potentially trebled in size, thus outnumbering the Granprixians (which is what I’m going to arrange for the third article in the series).

The western flank at game end

The Gateway/Granprix right wing swings round to threaten the Grenouissian left flank — but too late to exploit their advantage as their enemy is expecting reinforcements at any moment.

Sadly, we had to leave the game there, as Iain had a train to catch, but in fact the battle had reached a ‘natural pause’, with my brave infantry finally being forced to relinquish the farm, but the Gateway/Granprixian alliance too knocked about to pursue with any vigour as evening approached. Moreover, with Grenouissian reinforcements imminent, Iain would have been forced to consider all the potential entry points, including the possibility of fending off a flank attack, and thus redeploy his forces to face this eventuality.

So, final outcome a sort of draw at the end, at best a slight Phyrric victory for Iain. Technically, I was still in possession of the main objectives at game end and with his left wing in disarray, von Schmidt was also now free to bring his battalion into action in the centre.

Frankly, it was a bloody good game – without exaggeration, one of the most enjoyable I have ever played, and I was delighted that Iain felt the same. I was really pleased with the way the scenario worked; the game looked good; the rules worked well; and above all, it was tremendous, nail-biting fun. My thanks to Iain for his cameraderie and my congratulations to him for commanding his forces with skill and honour.

Until next time!

Iain Burt moves his troops

General E Plastered revealed: Iain Burt, aka “Essex Boy”, advances his troops on the western flank as a cavalry melee swirls near the Petite Colline.

First volley

Be still my beating heart; ranks of Spencer Smiths open fire as the climax approaches.

Apr 082009
 

Since Salute (Saturday 28th March), I can’t quite believe how busy I’ve been, and yet I have also managed to cram in three games in under two weeks.

I won’t bore you with my recollections of Salute here, but suffice it to say that I didn’t manage to take a single photo of the show. Not one! I lugged my camera and bits bag around with me all day, but found myself having non-stop conversations and meetings. Rather like a chain smoker, it was only when the doors finally closed that I realised that I had over-indulged the vocal chords. Still, it was very rewarding, with a couple of potential new advertisers and, though I can’t discuss it at present, a probable book deal with a publisher. As ever, it was also extremely gratifying to have met and chatted with a host of Battlegames readers, and my thanks to all who took the time and trouble to come up and say “hello”.

It would also be churlish of me not to mention Andrew Hubback and his lovely wife Colette of Miniature Wargames who were at the show, launching their revamped magazine. My compliments to Andrew for the improvements he has made to the hobby’s veteran title, and my best wishes for the future.

After the show, I drove up to Suffolk, to the home of Major General (Retired) K J Drewienkiewicz CMG, (mercifully known simply as DZ or John to his friends!), who had invited me to participate in a gaming sleepover with himself and a group of his good wargaming chums. This fine fellowship turned out to include Battlegames stalwart Brigadier (Retired) Charles S Grant, who greeted me with his usual good humour. I was also delighted to meet Andrew Brentnall, Bob Carter, Tom Hutchinson, Adam Poole and his son Otto, and finally DZ’s own son Peter.

Saturday night was a very sociable affair. After a fine dinner provided by DZ’s lovely wife Christine, we repaired to the lounge and were plied with single malts and I was encouraged to have my first ever game of Command & Colors Ancients, with CSG as my opponent.

Quite apart from my curiosity about the game (and I seem to recall Neil Shuck enthusing about the system on his Meeples & Miniatures podcast), the visual aspect had been enhanced no end by Andrew Brentnall, who had substituted beautifully-painted 6mm miniatures for the standard counters. With the edges of their bases cleverly colour-coded to indicate the requisite troop types (light, heavy, medium, warband etc.), they were a delight to use. Sadly, that evening was also a picture-free zone!

The scenario was Magnesia, and I commanded the Seleucids against Charles’ Romans. I was impressed with the clever, card-driven system and equally innovative combat method using specially-marked dice. Suffice it to say that we had a highly entertaining encounter lasting around an hour, I suppose, at the end of which I managed to emerge the victor, having crushed the Roman centre.

The following day started early (after the clocks going forward an hour as well, I really did feel as though I’d been woken by reveille!) and the game to be played, having been kept secret by umpires DZ and Andrew up to that point, was revealed in all its glory. The American Civil War, Brandy Station, 1863, the biggest cavalry battle of the war.

I should perhaps explain that DZ is blessed with a free-standing games room housed in what he calls “The Bothy” in his back garden. Rather more commodious than a mere shed, this edifice houses his wonderful collection and wargames table. His favourite periods seem to number just two: the American Civil War and the end of the Dark Ages and onset of feudalism, namely Saxons and Normans. The latter collection uses 28mm figures, but his enormous ACW setup uses 15mm miniatures.

Brandy Station in DZ's "Bothy". From left to right: Bob Carter (just in photo); Charles Grant; Adam Poole (photographer); DZ himself; Tom Hutchinson; Andrew Brentnall; Dave Hathaway.

Brandy Station in DZ's "Bothy". From left to right: Bob Carter (just in photo); Charles Grant; Adam Poole (photographer); DZ himself; Tom Hutchinson; Andrew Brentnall; Dave Hathaway.

I managed to grab a few photos during an extremely hectic day, from which you can see that DZ also boasts some lovely terrain. A great deal of it was made for him by Keith Warren of Realistic Modelling Services. One of the stars of the layout was the zig-zag rail fencing: for every intact section, DZ also had a demolished version for when it had been pushed over by troops too lazy to vault it! He also wanted to demonstrate that he could do likewise for sections of corn (maize) fields, but the players studiously avoided fields “…where the corn is as high as an elephant’s eye” all day long. Marvellous!

To cut to the chase, I was thrown into the ranks of the Confederacy, along with CSG and Bob Carter. The game began at dawn, with our men asleep in their tents as the Union forces splashed across the Rappanhannock to the East. With umpires like DZ and Andrew Brentnall in charge (ably assisted by Otto, whilst his father played the role of The Press, turning up at inopportune moments with camera and notebook in hand, just like the real thing) you can bet that the commanders on both sides were tested to the absolute limit! The Union forces were commanded by Tom Hutchinson, Peter Drewienkiewicz and new arrival for the day, Dave Hathaway. And to complete my weekend of new gaming experiences, the rules used were Fire and Fury, a novelty for me. DZ and Andrew, as keen ACW gamers, had made their own regimental-level adaptations, and an ‘official’ regimental level version, called “America’s Wars”,  is also now available to download on the Web, with the printed version to follow soon.

My role was that of WHF Lee on the left flank, facing the might of Buford (Tom Hutchinson). In reality, WHF Lee was ill with rheumatism on the day, but for the game, he was restored to the ranks. With only four units at my disposal (2nd north Carolina, 9th, 10th and 13th Virginia, all cavalry), I wondered what on earth I might be able to achieve other than a glorious defeat. Well, let’s see.

To my right, holding the centre in an exposed forward position, was Charles Grant, with Jones’ Brigade (6th, 7th, 11th, 12th and 35th Virginia cavalry) and Chew’s Artillery brigade (Breathed’s, McGregor’s, Chew’s and Moorman’s batteries — Hart’s battery was deemed missing for the day). On our right flank, separated from Charles by the Culpeper Road and the railway line, was Bob Carter with Hampton’s Brigade (Cobb’s Georgia Legion, Jeff Davis’ Mississippi Legion, Phillip’s Georgia Legion, 1st North Carolina cavalry and the 1st and 2nd South Carolina cavalry).

Forward of our right flank, near the Rappanhannock, was Robertson’s Brigade of 1st Maryland, with the 4th and 5th North Carolina regiments. These were umpire-controlled.

In reserve was Munford’s Brigade of the 1st, 2nd,  3rd and 4th Virginia regiments. In the real battle, he had taken over WHF Lee’s brigade; in our game, he was simply an obstinate and elusive reserve who remained off-table for most of the day!

Our objective was to protect the Carolina Road leading West at all costs. General JEB Stuart’s headquarters was located atop Fleetwood Hill, running roughly North-South along the rear of our position. Without specific orders from my Commander-in-Chief General Lee, or his lieutenant JEB Stuart (in fact orders had been sent for me to withdraw, but they didn’t arrive until move 12 or thereabouts, by which time Stuart had changed his mind and sent me fresh orders to continue doing precisely what I was already doing!), my troops finally awoke to see blue-coated cavalry and artillery pouring towards my flank in huge numbers, and heard Jones’ forces to my right engaged in heavy fighting. I decided that the best way to help him extricate his exposed forces was to attack in as aggressive a manner as I could, in order to stall the Union advance and force them to commit forces to my flank that he might otherwise use to threaten the route heading South-West, through the heart of our position. Little did I know the storm I was to call down upon my fragile forces!

Charles Grant's brigade roused and the artillery being extricated from danger around St James' Church

Charles Grant's brigade roused and the artillery being extricated from danger around St James' Church

Just like a real battle, my recollection of the day’s events outside my own sphere of influence is sketchy at best, but I do know that Charles managed to extricate his artillery in a most skilful manner, sending them back to eventually unlimber again in a covering position atop Fleetwood Hill. One battery was left behind to buy time, but they managed to do most dreadful execution to the onrushing bluecoats, giving them a decidedly bloody nose. Charles’ cavalry also did extremely well, covering the retreating artillery and charging repeatedly around the St James’ Church area to blunt the Union advance in the centre before moving back to cover the St James’ Church Road at the foot of Fleetwood Hill.

As for Bob Carter and our right flank, I can say very little other than I believe he stuck to his task in a most steadfast manner against growing odds and the machinations of umpire Andrew Brentnall whose sparkling intellect supplied him with a biting wit and a plethora of cunning devices to trap the unwary, including bosky terrain that concealed all manner of surprises to unwary troops!

For my part, I ordered the largest of my regiments to move straight forward from its encampment on the extreme left flank towards the settlement of Cunningham, attacking targets of opportunity along the way. By so doing, I hoped it would buy time for the rest of the brigade to organise itself (it did), and grab the attention of Buford’s large force that seemed, to my horror, to be growing every move. In fact, this part worked a treat; as the Virginians appeared around the corner of Yew Hill to their front, Tom Hutchinson took them very seriously indeed and chose to halt his forces alongside the settlement and on the road, unlimbering a large battery of artillery and opening fire on the oncoming greycoats.

Meanwhile, the 13th and 10th Virginia cavalry mounted up and headed up the road towards their nemesis, now gathering in great force to the East. The 2nd North Carolina followed up to their left, initially lining the stone wall, but they soon realised that their place was in direct support of their fellows in the open space between the road and the woods that formed the right flank of my brigade.

What followed still seems something of a blur, but can be divided into two, distinct parts: the ‘death ride’ of the 9th Virginia on my left; and the ‘ride to glory’ of the 13th Virginia on my right, who were awarded the nickname of “The Lucky 13th” by the end of the day.

 

The 9th Virginia begin their death or glory charge

The 9th Virginia begin their death or glory charge

Having been spotted by the Union artillery, the 9th Virginia soon came under effective fire. Their advance was hindered by the walls of an enclosure that lay between them and their tormentors, but I realised that they just had to press on and attempt to come to grips with the gunners. As the distance closed, I had to grit my teeth but, at last, they came within charge range and summoned the courage to press home their attack at the very moment, unfortunately, when the Union commander had some of his best dice luck of the game. The poor 9th Virginia were scythed down by a terrible volley of canister, and their broken and bloody bodies littered the ground beneath the very muzzles of the guns. General Buford opposite me grunted in satisfaction, but though I swore  at the loss of so many men, I knew they had done their job and pinned the enemy in place for several moves.

 

13th Virginia (furthest right), flanked by 10th Virginia and supported by 2nd North Carolina, just moments before the first bluecoat cavalry crashed into them. The bodies of their comrades of 9th Virginia litter the ground before the Union guns to the left of the picture.

13th Virginia (furthest right), flanked by 10th Virginia and supported by 2nd North Carolina, just moments before the first bluecoat cavalry crashed into them. The bodies of their comrades of 9th Virginia litter the ground before the Union guns to the left of the picture.

To my right, the 13th and 10th Virginia steeled themselves for the inevitable onslaught, and it wasn’t long in coming as a wave of bluecoat cavalry crashed home — and bounced! The Confederate cavalry fought with the fury of ten men each, and as melee followed melee, the unthinkable became possible. Inch by inch, charge after charge, and the Union troopers were forced back. The 13th Virginia won nine, yes, nine melees in a row! By the end of the game (move 18), these exhausted and bloodied warriors were unbeaten, and had forced the Union cavalry back almost to Green’s Mill Road. The 10th Virginia, doing their best to emulate this incredible feat, were also making steady headway against their opponents on the road. The 2nd North Carolina were unengaged until the last couple of moves!

All the way, all the way, all the way back! The triumphant 13th Virginia with no less than three enemy regiments cowering against the woods after a thorough thrashing!

All the way, all the way, all the way back! The triumphant 13th Virginia with no less than three enemy regiments cowering against the woods after a thorough thrashing!

Now, it must be said that in the combat phases, I was blessed with above-average dice rolls, but this was not the case with my brigade orders. Meanwhile, poor Tom Hutchinson opposite me had, perhaps, a few below-average rolls in these melees, but I think it would be false modesty to say my success was all down to the luck of the dice. I love cavalry, and have always enjoyed using this arm in my games in what I feel is the proper manner: aggressively and with a degree of coup d’oueil, that instinctive seizing of the moment that is difficult to describe but which you instantly recognise when you see it. It is, in itself, a form of calculated risk. Sometimes it works, sometimes it doesn’t and you pay a terrible price. The poor 9th Virginia might have been basking in glory if the Union gunners had been abandoned by Lady Luck, but instead, horse steak was on the menu that day. On the other hand, the 13th Virginia might have been annihilated and scattered by the overwhelming odds, but they followed up every little success and pressed home every advantage until the tide turned in their favour. Success is won by many single sword-strokes.

Anyway, that’s enough for tonight. I’ll report on the other two games I’ve played recently — another ACW encounter and a Table Top Teaser with Old Schooler Graham Knight and a host of Spencer Smiths — very soon. Goodnight!

Sep 122008
 

I managed to rack up something in excess of 1,200 miles last weekend, much of it in less than clement weather. The occasion? A visit to Battlegames columnist and ‘Flanderkin Serjeant‘ blogger John Preece in Tywyn on the North Wales coast, and of course The Other Partizan in Newark on Sunday.

Annie and I actually began our journey late on Thursday night. I had seen the weather forecast predicted a massive band of heavy rain, stretching the entire length of our journey to the Preeces, that was scheduled to hit on Friday morning. So, in an effort to avoid this grim onslaught for at least part of the journey, we headed off at 11.30pm, arriving at a motel on the outskirts of Telford at 2.30am on Friday, after a stint of 217 miles. The average speed was a result of lovely empty motorways!

Friday morning brought the first of the poor weather, but by lunchtime, we were greeted by John and his wife Celia, who gave us a warm welcome and the weekend of fine fellowship began.

After lunch, we took a little tour into Tywyn itself and visited the health food store, where I stocked up on healthy vittles to ensure that my sponsored diet could stay on track! Then it was back to John’s, where I produced a little surprise for him: I had taken the British and Zulus with me so that he could try out the scenario you have all been reading about on this site. There ensued a fun encounter that lasted, as I expected, about an hour and a quarter, in which John managed to achieve a creditable draw against the Zulu hordes. Here’s a photo of him in contemplative mood as Colour Sergeant Barker’s section repels a horde of novice Zulus.

John Preece assesses his chances!

John Preece assesses his chances!

John is one of the most talented painters of miniatures of the ‘non-Dallimore’ camp. His style is very much that of the watercolourist: subtle shades and tones emerge over a white undercoat using techniques based on acrylic washes (and oils for horses), reinforced by black lining where appropriate. The outcome ranges from what you might call pure ‘old school’, seen to marvellous effect on the Holger Erikkson figures he painted for our Sittangbad game, to very effectively ‘realistic’, as seen on some of the stuff he has done for, amongst others, Phil Olley, and indeed on his own Napoleonic figures that you will see featured in the report that follows.

However, it would be fair, I think, to say that this expenditure of effort on highly detailed miniatures is not matched by the terrain laid out for his games. “Minimalist” might be a good, and kind, summary. Those of you who have seen the photos of the previous game I played with him (Baylen — I played the French, and suffered the narrowest of defeats) will already be familiar with John’s approach of green baize cloth over books and bits of wood which have their edges softened with newspapers and carpet. This is, in fact, surprisingly effective. Where even the most hardened old schooler may blench, however, is at the river made from a strip of torn blue shirt! After a great deal of not-so-gentle ribbing about this, John will shortly become the proud owner of some vintage Bellona river sections heretofore owned by a famous Scottish wargaming family, and I very much look forward to their christening!

Now, it’s late, so I’m off to bed, but I’ll leave you with a little taste of what’s to come in part 2 of this piece: the opening dispositions of what we mutually christened “Fontendorf” and played from start to finish on Saturday. This game was actually based on Charles S Grant’s “Positional Defence 1″ teaser from his book Scenarios for Wargames, itself a thinly-disguised version of the battle of Fontenoy. Here, however, we substituted Prussians for the Blue army and French for the Reds, approximately doubling the forces.

the initial dispositions

Fontendorf: the initial dispositions

The table measured 5’9″ (1.75m) x 13’6″ (4.11m). The northwest corner had the River Schild and beside it, the village of Anton. The centre of the Prussian position, roughly halfway across the table width, was hinged on the village of Fontendorf. Between these two places were two redoubts, and a third was located near the northeast corner, beside the Barrywald.

I had 15 battalions of 36 line infantry, 1 battalion of 36 Guard Fusiliers, 2 battalions of 36 Légère, 1 squadron of 16 Chasseurs à Cheval, 2 squadrons of 16 Polish lancers, 3 squadrons of 16 Cuirassiers, 3 squadrons of 16 Dragoons and 4 batteries of 2 guns each. (French total 648 infantry, 144 cavalry and 8 guns). John’s Prussians fielded 1 battalion of 32 Guard infantry, 8 battalions of 32 Line infantry, 2 battalions of 32 light infantry, 2 squadrons of 16 Dragoons, 2 squadrons of 16 Kürassiere and 8 guns. (Prussian total 352 infantry, 64 cavalry and 8 guns.)

The rules we used were pure, unadulterated Charge! as created by Brigadier Peter Young and Colonel James Lawford. Just wait to see the game they produced…