Friday, August 6, 2010

Up-and-coming Fight


Thanks to everyone who commented on the last post - my long-held objective is complete! And now, with perfect timing, the Muckenmire campaign has thrown up an interesting (and large) battle.

Winter approaches, so both sides are largely clearing up the province by engaging in the time-consuming and static pursuits of siegecraft. Von Krumper is now camped outside Veldhuizburg, Von Zaub is away investing the large and isolated city of Oosterheide, and Von Hartling - well, it's not going so well. After entering the province and sweeping a few towns away from the enemy, the dire autumn weather forced a halt and consolidation, building a depot to let him move deeper into enemy territory. Upon completion, he crossed the river Konigveldt and approached the garrisoned town of Vincken for a siege. Sadly for him, there was a late-freeze in November that restored full-speed movement in the province before the serious winter snows set in. With the roads passable, no less a force than the Elector Von Luftberg's army itself (newly arrived in the province and looking for trouble) began approaching fast.

Keeping up the siege was impossible, and hasty withdrawal to the Konigveldt river the only option. However, Von Hartling wasn't about to give up without a fight. The road back to the river is one of 20 miles, but two-thirds of the way back the road is hemmed in - by woods and the river to the north-west, and swampland to the south-east. At this bottleneck, the outnumbered Aschenbach army can make a stand and hopefully bloody the noses of the Elector's men.

Forces are as follows below. The Aschenbach army has every advantage of terrain and position, but is heavily outnumbered: parity in artillery, but facing odds of two-to-one in Infantry and three-to-one in Cavalry.

Aschenbach - Von Hartling commanding
IR4 Von Hoffman Infantry Regiment
IR7 Von Dunckel Infantry Regiment
FR8 Von Grappel Fusilier Regiment (one battalion late-deploying)
DR1 Von Fleiger Dragoon Regiment
#2 Artillery battery
Rudimentary fieldworks

Luftberg - Von Luftberg commanding
Pilsen Grenadier Regiment
IR2 Doppler Infantry Regiment
IR5 Von Trapp Infantry Regiment
IR7 Von Stiegl Infantry Regiment
IR9 Bartok Hungarian Infantry Regiment
KR3 Klimt Kurassier Regiment
DR2 Krauss Dragoon Regiment
HR2 Schiele Hussar Regiment
#1 Artillery Battery
Siege Train (not on field)
Pontoons (not on field)

Monday, August 2, 2010

Painting: Completed!


It's done! In a post I sometimes never thought I'd type, here it is: I have completed my Seven Years' War armies! First conceived in 2008, and now - roughly one and two-thirds of a year later, they are now completely painted and based. I had thoroughly sickened myself of painting after an earlier burst that broke the back of them, and allowed me to play games with a few left over - I just couldn't face mopping up the remainder. Little bits were done here and there, slowly nibbling away at the pile, but that was all.

Then, yesterday morning, I suddenly had the impulse out of nowhere to just get my head down and finish it off. One lazy Sunday transformed into a frenzied paint-a-thon later, and it is over. The final Aschenbach units are complete, painted and based!

Doubtless when they make the film of this deranged painting project (it's all in my mind's eye, so why not?) I'll be on-screen looking all windswept and conflicted, trying to decide whether to go back for one last mission(painting session) before final retirement. I'll be living in some log cabin in the mountains, where I've no doubt sought refuge from the horrors of the war(gaming.) I'll tell my boss(conscience) that I'm through with it - I'm out, and have no more interest in coming back. He'll tell me that if I don't do it, nobody else will - and, just before he walks off to leave in his jet-powered helicopter (yes, he has one of those) he tosses a single, battered figure at my feet. I look down, and pick it up: a Prussian Musketeer, Advancing (Catalogue Number SYWP1 , Essex Miniatures.) Slowly clenching it in my fist, perhaps delivering a skyward shout to the uncaring gods, I know that once more I'm back in the game, damn them. Just when I thought I was out, they pull me back in... They pull me back in...

In retrospect, I probably need to go have a bit of a lie down! Ponder all the games to come, and all that! :-) Here's some eye-candy of the second army.


Cavalry above - Cuirassiers & Dragoons

Generals & Grenadiers



Fine regiments of Infantry, Grenadier mitre-caps shining in the foreground


Infantry in foreground, plus Fusiliers and Hussars behind

The Artillery


Meet Otto - the flag-bearer in IR7 (Von Dunckel) who enters my personal painting valhalla, as the very final figure based out of the approximately 719 painted and based to complete this project.

(Also, Thanks to all who ever read the blog or posted on it over the long struggles with kind words of encouragement - it made a big difference!)

Thursday, July 29, 2010

July activity

Where does the month go? I've been busy with much 'real life' stuff, plus when I have been able to progress with the Muckenmire Campaign, it doesn't immediately generate any action - curses on this muddy weather, slashing everybody's movement! Still, even with this delay I believe a big battle could be soon approaching, as Elector Von Luftberg himself has arrived with his army of reinforcements.

More generally in the hobby, I have been listening to the excellent 'Meeples & Miniatures' podcasts, which I would recommend to anybody with iTunes and (like me) has a long-ish commute each day to and from work. They basically just ramble on over any topic that takes their fancy on wargaming, and the result tends to be very entertaining. A recent discussion was on the board game 'Commands & Colours: Ancients' which I haven't played in ages. There was discussion of period variants, plus the way that numerous gamers had converted the game from a card board and wooden counters into effectively a quick-play wargame with miniatures. My interest has been tweaked - I may have a root around for a SYW-version I can use my miniatures with. The ability to fight a decent wargame-like battle on a limited-size board and complete it in 60-90 minutes would be a nice 'filler' game, so we shall see!

Monday, July 19, 2010

Highway Robbery!

Taking up the action just south of Veldhuizburg, I laid out a large map area for just two cavalry units a side to fight out a large-scale skirmish on - the Luftberg cavalry of one Dragoon and one Hussar regiment making their escape south down a road, while the Aschenbach cavalry of one Cuirassier and one Hussar regiment dash to stop them.


The Luftberg cavalry crosses the Schelve and heads south down the road (bases turned sideways as they're in column.)


Oncoming Aschenbach cavalry races in from the east (partially obscured by the mist. Some would say the camera didn't focus, but what would they know?)


The Aschenbach cavalry moves fast, and manages to cut the road in front of the Luftberg column, just next to a small cornfield.


Luftberg hurriedly deploys, and the Dragoon regiment steps sideways onto a little rise of ground nearby.


The Hussars and Cuirassiers clash, with the heavier troopers winning and the Hussars falling back.


The opportunistic Dragoons charge down onto the flank of the tired Curiassiers and send them reeling back in disorder through the crops. A stand-off ensues, with each side rallying as best as they're able. Luftberg eventually moves it's Hussars off southwards, behind the Dragoons.


This leads the mobile Aschenbach Cuirassiers to swing round the revealed flank and hit the Dragoons again - it breaks them, sending the broken remains fleeing south.


And with that, the fight is over! Luftberg's cavalry slip the noose and escape being penned up in the siege, but in doing so their Dragoon regiment has been routed by the enemy. Plaudits all round! I'd recommend trying this as a quick skirmish battle - I actually used a playing area large enough for both my entire armies, so moves had to be carefully thought through to prevent the four units I actually used just slipping past each other. The Black Powder rules also worked very nicely, with lots of flanking and reforming: just what you'd expect from a cavalry battle.


Saturday, July 10, 2010

The Cavalry Trap


The action converges on Veldhuizburg now, as autumn draws on and a crossing over the Schelve becomes the principal prize for Aschenbach arms. Bitzhelm is well prepared for defence, with one of his remaining Infantry battalions in the works for defence, while his still-numerous cavalry (which never really got into action at Dolderburg) are also close at hand in the surrounding countryside.

The Aschenbach General Grenwitz has approached south on the Dolderburg road, and has commenced siegeworks with camps, parallels, etc. However, on his own he lacks the numerical strength necessary to properly seal up the town, and so his ineffective works can only screen the eastern approaches. In the west the land is still open and teeming with squadrons of the rival cavalry, who spend days in running skirmishes - Aschenbach trying to contain the besieged
close in to the works, while Luftberg tries to constantly break through the cordon and raid out on the supplies trundling down the Dolderburg road to Grenwitz's troops.

Miserable stuff for the besiegers, being thwarted like this. Von Krumper's approach gives cause for hope, however. He'll bring the numbers needed to clamp the western areas shut and
allow the siege proper to begin. However, Veldhuizburg - with it's back to the Schelve - is still not quite trapped thanks to the bridge Southwards. As Bitzhelm's Infantry fill the Garrison to capacity, the Cavalry will simply pull out southwards over the river. Grenwitz has plenty of time to ponder all this, at great length, and devises a suitably inventive plan.

He writes to Krumper, explaining the problem and suggests the following: As Krumper approaches to within a few miles of the scene, he sends his pontoons southwest to the Schelve and gets his Cavalry across, with orders to cut the Road and bottle up Veldhuizburg from the south. This way the garrison will be overloaded with useless Horsemen when Krumper's troops finally lock down the siege with a full investment - which will probably result in Veldhuizburg's rapid fall through starvation through the excessive pressure on the supplies.

Krumper decides to risk it - a cavalry-heavy fight beckons, as once his pioneers are spotted at work the Luftberg cavalry will struggle to disengage in the fields west of Veldhuizburg, fall back through the town, and then escape down the South road. Failure will probably doom Bitzhelm's whole force to siege & surrender, while failure risks a prolonged siege against a small rearguard which could well bring disaster if Aschenbach tries to persist with it through the rapidly oncoming winter.

Wednesday, June 30, 2010

Veldhuizburg

I've had a moment of creative diversion that I thought I'd share. As the campaign focus moves to the river-crossings of Veldhuizburg on the River Schelve, I found myself sketching out maps for the small city/large town of Veldhuizburg. Here's a plan of the place:


It sits on the NE bank of the river, with a bridge across to a small (unwalled) docklands area on the opposite bank. Surrounding terrain is generally low-lying with scattered woods and marshland. I've also wound up doing my model in 3-D, and here's a view below:


As you can see, Veldhuizburg has a bastioned wall around it's perimeter, designed in accord to the scientific principles of the age. There are no ravelins around the works however on account of the relatively smaller size of the fortifications (outworks cost money, you know - do you fancy writing to the Elector about it, mister Burgomaster? I thought not!) The ditch in front has been cut into the river Schelve to create a moat around the walls, and a small Glacis to the front has been made by mounding up the sandy soil into a ramp (presumably, the money for Ravelins is taken up in paying some poor devils to constantly shovel the sand back into place and prevent the whole place slumping down!) The town layout is also on the classic Dutch fortress-pattern of streets radiating out like spokes from a central assembly area, allowing the garrison reserve to reach any point on the walls swiftly. On a whim, I made the central area a grassy little quadrangle to serve as the garrison parade-ground, town market, or promenading gardens for the well-to-do.

[Just as an extra note, I should add that the whole thing was drawn up easily on Google Sketchup, the free download for drawing 3-D pictures you can obtain, and can be used even by untrained amateurs like me!]


Wednesday, June 23, 2010

Rain in Muckenmire


Wouldn't you know it - after much delay in the real world, the exact thing happens in the 18th-Century world! Aschenbach's campaign of invasion into the province of Muckenmire has been hit by a most inconvenient spell of bad weather. The normally hot august weather has been ruined by some unexpectedly heavy rain, which has turned the entire theatre into a muddy, shapeless mess.

Fresh from his bloody nose at the Steenwijk, the stunned Von Krumper has taken stock and called for a re-concentration of his forces, with the aim of taking Veldhuizburg further up the River Schelve and obtaining a crossing to the southern bank. If the capital of Brederdam can't be taken by a direct approach, it can be cut off and encircled from the rear! Veldhuizburg is also an easy target on account of the only defenders being the Luftberg army under Von Bitzhelm, still recovering there from their earlier defeat at the hands of Von Grenwitz.

Only a small holding force under Tobias Ludwig stood in the way, with his small detachment of Luftberg infantry & cavalry dug in at the Katherijne Bruck bridge over the Langendijk canal. He should have been brushed aside by the main Aschenbach army, except - he wasn't. The Aschenbach troops never even made it there. Thanks to this foul weather and trying to haul a siege train through it, the attack slowed to a crawl and never even landed a blow. In fact, the closest thing to action all month was when Von Krumper ordered the depot for his aborted advance to be torched - the first time for weeks anybody in a blue uniform has felt warm!

Enough of this miserable trekking around. Time to go to your billets in a handy requisitioned farmhouse, hang up your gaiters by the fireside, then engage in some drinking, gambling and pipe-smoking for a few days until the rain lets up.