Saturday, 16 September 2017

Rommel... in the back garden

Well not really the back garden but a winter game in '44 so you could say it was modelled on a battle of the bulge engagement

The forces were as follows :-
german 116th panzer (7 units) 3 hv tanks, 3 infantry 1 sp Art all motorised
german 2nd panzer (7 units)  3 hv tanks, 3 infantry 1 sp Art all motorised

US 84th Infantry division (8 units) 7 infantry 1 artillery
US 4th Cavalry (2 unit) 1 infantry 1 lt tank  all motorised
US 3rd Armour (2 unit) 2 med tank all motorised


I thought that the Germans would over run the Americans on the first turn but dug in and defending towns and forests proved quite a tough nut to crack

also this was a dawn attack ,  well the light from the window changed though the day changing the picture i took so it made sense

The germans have 3 objectives to take , the town in the centre is worth 2 points , the others 1 point , the germans open the first move

Table setup

First Turn for both sides

The initial attack stalled but did proceed around the top of the table


The Germans have finally taken the town and pushed the Americans back leaving a few isolated US units to be mopped up over the following turns


I decided to end the battle here as the Americans now had the opportunity to carpet bomb the area if the weather cleared , if it did not the Germans would be all over the Yanks like a rash

Aftermath
Another fun game and defiantly thought provoking for both sides , again the ops were not reset for either side. I am also sitting on the fence as to wether it is better to mass your tanks and go for a open area push of give the infantry support in the bad terrain.I will have to do some bocage boards to see how those work and have penny packets of germans defending that terrain





Tuesday, 5 September 2017

Rommel..... on paper

Having just got the new Rommel rules and pondering on hoe i wanted this to look i had a splash of inspiration , not sure how well the rules will play solo so i have made a board and counter set to see how it all works , will pose a report on how well they work solo later in the week


Had my first "Rommel" game using the scenario from the book
Setup with the Allied Force at the top and the Axis forces at the bottom

I have also made my own ops sheets which combine the early , middle and late sheets into one for all sides. The pictures were taken at the end of a pair of turns. the white disks represent one hit , yellow two hits and red three hits
Since the Axis started the game i took the bull by the horns and did an off road event allowing the germans to do a rapid advance and try to smash and take the right most VP


The British try a counter attack to try and break the german supply route but due to the poorer British armour the germans nearly always got the armour advantage when attacking and nullified any advantage when they were defending


Both sides scored a few hits both the Germans and the British push on with losses about even


Both sides cut each others supply lines in various places


but by the end of turn 8 ( 4 turns for both sides ) the Germans have captured the British supply point and managed to get their supply lines back in some sort of order.

Aftermath
When i first read the rules i did have some concerns as to how they would play solo , i can now confirm that they do play solo very well the only foible is the event item " Intercepted Signals" which i ignored for this game. Also i found that once a plan had been put into action and the forces committed i found that i wanted to continue with this plan and didn't want to reset the ops sheet.

I also decided to end the battle here as i think with the British losing their supply point they would have to withdraw.




Sunday, 6 August 2017

Mulling around Mollwitz

Something different for my next Commands and Colors , a refight of the battle of Mollwitz , in 15mm

i made a custom mat as i wanted hexes at least 60mm across the flats so it was a case of draw and print a template then mark through the paper onto the cloth and lastly use some dots of pva and flock to mark the corners of the hexes which i do say my self turned out rather well as you can see

Setup , Prussians are at the top of the picture

Figures are based on 60 by 40 for cavalry and 60 by 30 for infantry


Will post the battle report when i have fought it

Well that was an interesting battle , the Austrians stole the battle by aggressively attacking the Prussian right

first moves

The Prussians Counter with an attack on the Austrian right but the Austrian cavalry hold and counter attack


But in the end the Austrian hit the Prussians where it counted 
and beat the Prussians with losses of 5 - 3


Aftermath
The Battle started as the original but the Austrian cavalry proved to be better than on the day , this paralysed the Prussians which restricted the Prussian infantry even though the firepower from the infantry did turn some Austrian cavalry back ( also the Prussian cards were not friendly in that they had very few centre cards )

I have altered the matrix for my 7YW table modifiers

Wednesday, 26 July 2017

Late 17th to Late 18th century C&CN Mods

Here are my modifications to the Commands & Colors : Napoleonic system for use in the earlier period , i hope it is easy for you all to understand , I am also looking to do a renaissance modified set as well though i am not sure if i will use the Ancient set or the samuri set yet ( i decided on the ancient set ) and i am also going to do a Dark Age / Medieval set which will span the period from 500AD to 1500AD

9YW & WAS & 7YW  ( uses the napoleonic dice set )

Here is my next update , a Renaissance set , it is designed around the Ancients version of Commands & Colors
1500 to 1700  ( uses the Ancient dice set )

AWI & FIW ( uses the napoleonic dice set )

Tuesday, 25 July 2017

A Small Pointy Yari

Had a little try with my 6mm samurai , Baccus figures using the Commands and Colors "Samurai Battles" set of rules , quite an interesting game especially the honor part which if the dice roll poorly then your army decides to disperse and decides that yopu have no honor , and leaders like to die in combat , anyway here are some piceures from the engagement

Setup



end of battle , the top army with one honor left and 4 dead units and a dead commander vs the bottom army with one dead unit and a dead commander


Aftermath
this set of rules had some interesting concepts though not sure about all of them , i may try another battle with these rules but i would have to mark the bases some way , probably some coloured dots to make life easier. The game took a little over 2 hours to fight


Sunday, 23 July 2017

Mind Your Minden

After a little thought , I have decided to refight Minden using "Commands & Colors"

This should be a good run-through to see how well the system handles lots of units in a compact board  which by the way is a custom size and also will have custom lines to separate the sectors for the cards

Here are maps of the table layout , I could set the game up as a all sides come on the table but i think that might make the game too long so i have decided to start the game from the first stage

I will post more pictures of the actual table setup later



The list of forces are as follows

French Army List

A. Brigade General - Comte de Lusace 
French Fusiliers: Militia class Close Order Infantry  Strength 4
French Fusiliers: Militia class Close Order Infantry  Strength 4
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
Artillery Battery:  Strength 3 Heavy Gun(s)
B. Brigade General - Lt Gen Guerchy 
French Fusiliers: Militia class Close Order Infantry  Strength 4
French Fusiliers: Militia class Close Order Infantry  Strength 4
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
French Grenadier class Close Order Infantry  Strength 5
French Grenadier class Close Order Infantry  Strength 5
C. Brigade General - Duc de Fitzjames 
Gendarmes: Grenadier class Heavy Cavalry Strength 4
Line Cavalry: Normal class Heavy Cavalry Strength 5
Line Cavalry: Normal class Heavy Cavalry Strength 5
Dragoons: Militia class Medium Cavalry Strength 4
Dragoons: Militia class Medium Cavalry Strength 4
D. Brigade General - Lt Gen Beaupreau 
French Fusiliers: Militia class Close Order Infantry  Strength 4
French Fusiliers: Militia class Close Order Infantry  Strength 4
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
Veteran Fusiliers Normal class Close Order Infantry  Strength 5
Artillery Battery: Strength 3 Heavy Gun(s)
E/F. Brigade General - de Broglie 
French Fusiliers: Militia class Close Order Infantry Strength 4
Fusiliers Normal class Close Order Infantry  Strength 5
Fusiliers Normal class Close Order Infantry  Strength 5
French Grenadiers class Close Order Infantry  Strength 5
French Grenadiers class Close Order Infantry  Strength 5
Dragoons: Militia Medium Cavalry  Strength 4
Dragoons: Militia Medium Cavalry  Strength 4
Hussars: Militia Light Cavalry Strength 4

British & Hanoverian Army List 

1. Brigade General - Lt Gen Lord George Sackville
British Horse Grenadier class Heavy Cavalry Strength 4
British Dragoons: Normal class Heavy Cavalry Strength 4
British Dragoons: Normal class Heavy Cavalry Strength 4
2. Brigade General - Major Haase
Hanoverian Artillery Battery: Strength 3 Heavy Gun(s)
Artillery Guard: Normal class Close Order Infantry Strength 4
3. Brigade General - Major Gen von Scheele
British Hatmen: Normal class Close Order Infantry Strength 4
British Hatmen: Normal class Close Order Infantry Strength 4
Hanoverians: Normal class Close Order Infantry Strength 4
4. Brigade General - Lt Gen von Sporcken
British Grenadier class Close Order Infantry Strength 4
British Hatmen: Normal class Close Order Infantry Strength 4
Hanoverians: Normal class Close Order Infantry Strength 4
5. Brigade General - Lt Gen von Holsten-Gofforp
German Cuirassiers: Normal class Heavy Cavalry Strength 4
German Dragoons: Normal class Medium Cavalry Strength 4
6. Brigade General - Lt Gen von Wurtignau
German Musketeers: Normal class Close Order Infantry Strength 4
German Musketeers: Normal class Close Order Infantry Strength 4
German Musketeers: Normal class Close Order Infantry Strength 4
7. Brigade General - Lt Gen von Wangenheim
German Musketeers: Normal class Close Order Infantry Strength 4
German Musketeers: Normal class Close Order Infantry Strength 4

German Musketeers: Normal class Close Order Infantry Strength 4

Table Setup



Well that was a hard fought battle for both sides , the early part of the battle saw the french gain ground and force the British back on the British right (Right of the picture) and on the opposite flank was a few demonstrations with sporadic fire


The french did launch their massed cavalry attack in the centre but that bounced and recoiled back only to be attacked by a lone unit of British Grenadier Heavy Calvary ( which rolls 6 dice !!)

on the right the British are a little worn down , they can hold their own but nothing fancy , the germans on the British left ( Right in the picture) are standing their ground while the french are trying to clear the villages


To counter the British advance in the centre the french peel off some units and attack the British in the British left flank which does have the desired effect of wearing some of those units down. This allows some french guard cavalry to strike home and together with supporting french infantry give the British a bloody nose


The Last picture is of the final positions , the french won 6 to 4 , a minor victory for the french but this could easily go bad as the french only have a few odd units on their left and a little more in the centre but most of that is militia

The british on the other hand have very little on their right some units in the centre but hardly any support and the Germans on the British left don't have the strength to attack as now the french have captured the strong points that are facing the Germans but with the majority of the french forces on that flank are militia they dont have the strength to force the issue with the germans

Aftermath

On the Whole a very enjoyable game and with my mods for the game i think it played like 7YW , Next i will have to go back earlier in time and do Marlburian/Great Northern War/Nine Years War all of which are quite diffrent.

On another note i did find that playing with figures on a 40x20 base nicer than a 30x30 but on the whole i would not do any rebasing.


Friday, 21 July 2017

March across the felt

After being inspired by a youtube video on a commands and colors game i had a flash of insperation , since I have lots of 6mm Baccus napoleonic based in 30mm square bases , got one of my old hex cloths out , cut up some carpet tiles for hills and setup a little game for me to play solo tomorrow


Setup



There are your enemy go get 'em


A very hard fought battle by both sides and lasting 22 turns ( 22 orders cards for each side )
The British attacked up their left flank but this stalled and the they took some heavy casualties but not enough to lose a banner , on the right flank a slow and supported advance pushed the french off the hill both sides sustained heavy casualties but the attack succeeded (i used small dice to mark the losses to the units.

Mid Game


Roughly midway through the game the British managed to gain the bombard card just at the point where the french were counter attacking on the British left , this was disastrous for the french as they lost a lot of casualties , this stopped their advance and allowed the British to push the french back.
In the end numbers told and the french lost by 3 banners to 5 but neither side really could claim victory.

End Game



Aftermath
Since i played this game solo i played each side to the best of my ability and quickly found that i forgot what cards the other side had , some cards were removed due to the player interaction that was required from those cards.

Another thought was that there is no requirement for a side to fight the battle in a shorter time so i used a blank piece of card and shuffle this into the the deck of command cards after the first 20 cards , this I decided would cause night to fall and allow 1 more move for each side before the game ends ( this card was not drawn this game).

One thing i did realise is that having larger forces will slow the game down and stifle the ability to create a combined attacks so i would suggest if fighting bigger battles then the number of units that can be ordered by a card be increased by 1 or 2 units but this would need to be done sparingly , this at the moment would be my only house rule.

This was a really interesting game , normally i would use field of glory for my goto set of napoleonic games but i did feel that these rules gave a nice period flavour even though they are reported to be a "game" rather than a simulation so more battles using this system will be forth coming.
Since i have French , British , Spanish and Austrian i will now have to finish my Prussian and Russian forces to give them a tryout.

A little Update , i have been working on a Late 17th/18th Century add on , i know there is an AWI set about to be released but here is my thoughts on a more mass battle set to say fight the larger battles in this period so if any of you wish to try them out let me know your email address so i can send you a copy.