Thursday, April 1, 2010
The Invasion plans
Friday, March 12, 2010
The Battle of Dolderburg
Aschenbach Army (The Hon. General Von Grenwitz commanding)
Von Schott's 'Hirschburger' Grenadier Regiment
No.5 Von Moglich's Infanterie Regiment (1 battalion only - half sized unit)
No. 1 Von Schnitzel Kurassier Regiment
No. 2 Von Flunck Dragoner Regiment
Artillerie Battery No. 1
Luftberg Army (His Grace the Graf Von Bitzhelm commanding)
IR1 Radetzky Infanterie Regiment
IR3 O'Brien Infanterie Regiment
DR3 Hortenburg Dragoner Regiment
HR1 Rotwang Husaren Regiment
Artillerie Battery No. 2
A numerical superiority to Luftberg, but a qualitative edge to Aschenbach (what's new?)
Turn 1
Orders Phase
Luftberg kicked off by seeking to advance forward and get into fighting trim by the stream. Verbalising his orders to the troops as follows (in our head we can best imagine a slightly German-tinged accent): “Ze entire Brigade vill move forwards und deploy into line between ze wooded hill und hedges.” Accompanied by a commanding sweep of the measuring-stick to gesture the line intended, the brigade (the entire army in this case) rolls to see how many times it can move towards fulfilling this. The Luftberg army has a Command rating of 7, and this gets +2 for all the units being in march column to reflect their mobility. This means a Command Rating of 9 in the end, which he has to roll on 2D6 to get a move. If he rolls 2 or 3 less than it, he gets 2 or 3 moves correspondingly. As only 10+ rolls will mean a failure, he’s pretty likely to do well. Bitzhelm rolls 2D6 and gets a 7 – excellent! 2 under his command rating, so he gets two moves. The columns move off at a sprightly 6” per move pace (I’m halving the ranges in BP because I’m in 15mm.) Being out of range there’s no shooting or hand-to-hand combat yet.
Over on the other bank, the Aschenbach army is sent on a flying march south (parallel to the stream) to try and snatch the defensive position on a hill this side of the stream – what with Grenwitz unwilling to try and force a crossing in the teeth of the advancing Luftbergers. The Aschenbach Command rating is 8, plus he also has the +2 for being in march – he rolls a 7 so gets three moves, zipping his infantry across to the hill and ready to deploy. The cavalry continue to lurk opposite the stream, ready to charge any crossing attempt.
Turn 2
Bitzhelm wants to take on the hill before the enemy get thoroughly set up to meet him. He orders his intantry and artillery to move east to face it and begin bombarding it. His modified Command rating is 9, but he rolls an 11! The order has failed, and as a result Bitzhelm can issue no more orders this turn – looks like the Dragoons will just have to kick their heels and wait for word from HQ next turn!
Luckily however, the failures appear to be on both sides. Expecting an easy job to finish his deployment into line on the hilltop, Grenwitz needs 10 or less and gets – 11 as well! Doubtless some strange mood in the air! (Incidentally, if Aschenbach had been playing with the ‘Superb Drill’ special rule on it’s infantry, they would have been allowed one automatic move towards fulfilling their orders even after a failure – rather handy insurance against just this sort of fumble.)
Turn 3
Bitzhelm retries the order, and gets a 6 – three less than his rating, so three moves! Unfolding into line and crossing the hedgerows, his infantry close the distance at a worrying rate – right up to the stream edge, where they squeeze in slightly obliquely to fit in by the Hussars. The cannon also follow up on the flank, deploy, and the firing begins!
Shooting Phase
IR1 Radetzky is at the bottom of the hill, and it’s 9” range can reach the Aschenbach ‘Hirschburger’ Grenadiers on the summit, who are still in marching column! The regiment gets 3 dice to roll, and gets hits on a 4+. Unluckily they miss all three, which is just as well because the saving throw for the Grenadiers would have been very low in March Column, leaving them in a bad state! The artillery made up for it however, and banged away energetically. At medium range it rolled 2 dice (4+ to hit as normal,) and managed to roll a single hit. The grenadiers roll their save and need a 3+ to ignore the hit (typically it’s a 4+ to save, but these are Grenadiers with superior discipline!) As they are in march column and unprepared for cannonballs hurtling through their ranks, the save has a -2 modifier. The result is a 5+ needed , and they fail the roll – a hit is marked on the unit with a counter showing a casualty. If a unit takes 3 (or 4 for the grenadiers) hits it becomes shaken, and risks collapse. The shooting turn ended with the other infantry regiment - IR3 O’Brien – firing a volley at the Cuirassiers on the far bank, but sadly they also failed to score any hits.
Aschenbach’s move saw orders being issues (angrily?) for the infantry to get into line at once and begin firing. The grenadiers do so, finally deploying for action. Right afterwards however, the artillery fail to unlimber and bring the furious Grenwitz’s orders phase to a halt. The grenadiers fire back, and also roll 3 dice needing 4+. They roll a 4, 5 and 5 – three hits! Devilish luck! (There isn’t even a need to use the Aschenbach infantry’s special ‘sharpshooter’ rule and reroll a single missed dice each turn.) That leaves IR1 with three saves to roll for, 4+ required. They successfully save two and take one hit.
Turn 4
Fearing a lop-sided musketry duel, Bitzhelm orders his infantry to cross the stream and charge home to overcome the enemy! Sadly his Orders roll of 10 is no good, and the lads clearly feel rather ambivalent about the whole thing. Only firing remains to be done, and each infantry regiment scores a hit each on the Grenadiers and Cuirassiers, but both make their saves. The artillery misses altogether, which probably means some farmer off in the rear is getting his field ploughed for him!
Aschenbach manage to unlimber their guns and get them into action at last, and also pull their single brigade into line on the Grenadiers’ flank. This housekeeping is accompanied by an order to the Cuirassiers who are told to pull back slightly to get out of musket range. Grenwitz rolls a natural double-six, which meand not just failure, but an outright blunder! Thankfully when the random effect is diced for the Cuirassiers do not charge solo over the stream and against the enemy infantry; instead they withdraw two full moves, taking themselves straight off the table – the order to pull back was obviously taken a bit too literally!
With this, it’s back to firing. The grenadiers fire and get 1 hit, plus the ‘to hit’ dice rolls a natural six, which means that the lively fire throws the target into disorder! This is a one-turn temporary confusion which prevents orders and reduces fighting ability, and represents an ideal opportunity to charge into hand-to-hand combat to rout a unit (or it would, except here there’s that damn stream in the way.) Next the newly-deployed artillery blast at the other infantry regiment IR3 gets a hit too with a six. The regiment makes it’s save, but the disorder still applies – this confusion is contagious! To round off Bitzhelm’s misery, the infantry battalion also fires at the artillery battery and scores a hit on the crews. Thoughts turn to retreat, as this hillock of Grenadiers is clearly not going to fall to firepower or get charged.
Turn 5
With his infantry trying to recover from the staggering effect of incoming fire, orders are out of the question. He resolves to try and get his cavalry over the river and hopefully turn a flank. It was too dangerous before with two regiments of enemy horse waiting, but now with the Cuirassiers taken off the scene with the misunderstood orders to withdraw, the odds look much better! The hussars are ordered to cross and charge, but roll an 8 when they need 7 or less – useless irregulars! With their failure there’s not even the option of bringing up the Dragoons and deploying them for a fight. Luftberg is left with only ineffective firing, where the artillery lands yet another hit on the grenadiers which they save.
Aschenbach decides now is the moment to press forward, so the infantry are ordered to march down the hill in preparation to crossing the stream and see off the enemy. They actually roll a 6 which gives two moves, but as no specific order to charge was given so contact is not allowed. No matter – each side now lines the opposite bank of the stream, exchanging fire at close range (a +1 to hit, which means dice will only need 3+ at such point-blank conditions!) The grenadiers duly make good on this, rolling a spectacular three hits, which the luckless IR1 Radetzky promptly fails each save for with a string of twos and threes. (In case you haven’t noticed, the dice seemed resolved to favour Aschenbach throughout this game!) With 2 existing hits and now 3 more, this total of 5 hits takes them over their stamina limit – the unit is not just disorganised, but on the brink of an outright morale collapse!
The break test
The stamina value is 3, but with the total of hits now at 5, the taking of excess casualties through firing means the unit must take a ‘break test.’ The regiment rolls 2D6 and consults the table with it’s modified result. Colonel Radetzky wants a high number but gets a godawful 5. This is further reduced by -2 (for the casualties in excess of his stamina number) and -1 (as he’s already disordered at the time of taking this test) to give him a score of 2: utter destruction! The surviving soldiers in IR1 take to their heels, fleeing to the rear as fast as they can go.
As well as this excitement on the turn, Grenwitz got some results elsewhere – he just barely managed a difficult order for the Cuirassiers to return (very difficult because of the distance to them, and he didn’t want to go riding off after them himself at this point in the battle!) Also, the artillery managed to place a casualty marker on IR3, although the infantry failed to harm the Luftberg battery as they closed in.
Turn 6
IR3 finally get to remove their ‘Disorder’ marker, and decide to pull back behind the protective obstacle of the hedgerows for some cover. As the enemy are within 6” the regiment can make a single move on initiative, avoiding the need to roll a command test. It does so, getting itself into the protective terrain (+1 to all it’s morale save rolls.) Bitzhelm attempts to order the cavalry into action again, before the enemy Cuirassiers can return. He orders the Dragoons and gets: double six! A blunder! The stupid fools come galloping up, still in march column. No doubt when in reserve they thought the battle was progressing nicely, but now they find the front much closer than they thought! In firing, the artillery gets no hits, but the infantry shoot down some more grenadiers – sadly the regiment makes it’s save again and shrugs off the loss.
Watching from his hillock, Grenwitz orders his infantry forward and the bluecoats cross the stream, ready to close with the hedgerow last-stand. Grenwitz then orders the Dragoons screening the river to charge the Hussars on the opposite bank, just to ratchet up the pressure a little more. They get one move, which brings them to the stream’s edge. In firing, the infantry battalion completes it’s firing on the artillery battery, finally shooting down enough of the crews for the remainder to take the hint and flee, spiking whatever guns they can’t take with them. The artillery on the Aschenbach side are having a much better time, lobbing rounds into the deluded column of blundering Dragoons opposite, promptly getting a casualty and causing disorder in their ranks. The grenadiers fire away at the infantry now in the hedges, failing to get a casualty but at least causing disorder (damn all these sixes!)
Turn 7
It’s pretty much all over now. IR3 fire on the grenadiers but get no hits, thanks to needing 5+ to hit (-1 modifier from being disordered.) Aschenbach rolls on, getting the grenadiers point-blank again before the hedge. The defenders save all hits, but on their flank the infantry battalion sweeps through the wrecked battery and wheels round, flanking IR3 and the hedge. Enfilading doubles the dice rolled, and despite it’s small size the battalion inflicts 2 hits, though luckily these are saved. Grenwitz also orders his tardy Cuirassiers up although there’s barely any work for them by this point. The dragoons are ordered to charge and they splash through the stream, but thanks to the unlikely odds (Dragoons roll 8 dice compared to 6 for the Hussars, plus there are bonuses for the charging heavy cavalry in deciding who wins the combat) the dashing horsemen opposite decide not to wait for their arrival and evade, moving back out of their way. Still, the Dragoons have to stop up short in the face of this evasion, so they can’t reach the rest of the enemy army for a charge (textbook screening by the Hussars, it has to be admitted.)
At this stage the game is clearly up. Cavalry in disorder and undeployed, artillery wrecked, one infantry regiment routed and the other outflanked – this is clearly not Bitzhelm’s day. He orders a retreat and the triumphant Von Grenwitz chivalrously allows him to slip away, his job done and honour satisfied.
Friday, March 5, 2010
Book-keeping transfer
Sunday, February 14, 2010
Casualties
Thursday, February 11, 2010
Campaign Counters






Saturday, February 6, 2010
Black Powder Battle Report
The battle plan adopted was pretty similar, mainly because I was curious how each rule-set would handle it. The field was roughly similar too – each side advanced in columns onto a field with a stream perpendicular to the two battle-lines, plus some hills to the edges.
Aschenbach went for the central Infantry attack with a mass of Cavalry on the right flank, to turn the line. Luftberg deployed similarly, but had Cavalry on both their flanks and deployed (as per the old ‘brigades’ standardising notion I had devised and not gotten round to using,) which meant that the left flank was all Dragoons & the right flank was all Cuirassiers. The whole army was preceded by the ‘Advance Guard’ brigade of shifty Irregular types, Croats and Hussars.
The battle began with Luftberg proving themselves slightly above clueless, only getting basic single-move orders to fumble forward while Aschenbach were clearly able to move far faster. Generally all seemed favourable for Aschenbach’s big central attack, but although the attack brigade made good rolls and hurtled forward to catch the Luftberg troops still deploying, the other brigades lagged behind. The left infantry brigade was particularly troubled by the stream slowing it’s movement and the oncoming enemy cavalry. Clearly moving at max speed and ignoring the rest of the army is not a good idea!
Aschenbach's neat battle-line advances
In the centre, Aschenbach hammered on with it’s two lead units up front – one Line Infantry, one Grenadiers – which crashed into a firefight with the lead Luftberg units. The rash advance suddenly looked very unwise, as the lumbering Luftberg masses steadily sorted themselves out – enlivened by the odd regiment ‘blundering’ it’s orders and sailing off in totally the wrong direction! Rapidly, the fight developed into Aschenbach’s two regiments locking horns with five enemy regiments! With both flanks enfiladed, Croats firing in on them, plus Hussars threatening their rear, it rapidly turned into a disaster. Both regiments became disordered, meaning they couldn’t be pulled back from the disastrous situation, and when they were finally hauled out they were badly shaken by the hot reception!
The battered survivors back away, under pursuit
So, where were their supporting units? The cavalry brigade had a fantastic time smashing up the Luftberg dragoons opposite them, but they were weakened themselves and found that by the time they had seen off their opposite numbers, the Luftberg infantry were in place to hold them back. They never even had a chance to try it, as the central attack failed before they had reformed to come and assist, the useless show-boaters!
As to the left-flank infantry, what about them? Well, they advanced gamely enough but rolled badly for orders, plus the stream slowed them down further, representing a terrible dawdling when the crisis broke! As the Luftberg Cuirassier brigade closed in, they deployed into line and unlimbered their batteries to receive them. The disadvantage of having one flank wide open and cavalry-free quickly became obvious! Although one Cuirassier regiment was shot up and forced to a standstill, the other two proceeded to charge and outflank batteries and regiments one after the other, rolling up the line like an old carpet. Finally all Aschenbach units on the left bank of the river were swept away! With one flank wrecked, the other stalled, and the centre reeling, Aschenbach had clearly lost the day and retreated. A sterling victory for Luftberg!
Overall, disaster for Aschenbach was pretty likely as they weren’t bringing their ‘best game’ to the table, what with being only partially completed. Over-eager advances on good order rolls are clearly very unwise, as keeping your force together is pretty essential. An excellent, fun first game, which was far faster than Might & Reason as well as more action-packed!
It is also probably worth adding a little bit more about the Black Powder (BP) Rules, now they’ve been played. The advantage of superior orders seems best while ‘unengaged.’ Once units close up to the enemy, they are more limited in their movements and can make an automatic single move by initiative – and they’ll probably not need more than one. Well-led armies will want to engage in the dramatic flanking marches to turn an enemy line, as the higher order rolls will be useful here in the early stages. BP seems to be a good set of rules for mobile, dramatic battles (ie, the fun type!) I would also add that the 24-man unit is not critical to play. All you need to be able to do is show formations, so technically you could probably play it with a DBx-style of army, if you just used little counters or something to show if units were in line or column, etc. Mind you, you’d lose the visual effect, and a 4-figure unit might look a bit weird with three casualty markers at it’s base (almost more figures shot down than standing - embarrasing!)
Wednesday, February 3, 2010
The Parade Ground
My original games were played out on an old ‘Subbuteo’ game mat, which is basically a green bit of cloth 3 or 4 ft square, and this has been a regular battlefield for me over about ten or fifteen years – no exaggerating! It’s certainly done great service, but I finally decided it was time to get a replacement. Not least because I filled the old mat with the 50% reduced armies in the battle of Froschbach, which meant that any further battles on the old mat would be like a knife-fight in a phone booth. Popping down to Homebase, I’ve bought a grass-green throw to act as my new field of conflict. According to the label it’s 150cm by 200cm, and for the non-metric folk out there that translates into a roughly five foot by six-and-a-half foot of space. Very roomy, even if a bit of that is lost in the tassels at the end, and not bad for about £15.
