Wednesday, 6 November 2013

Holding Action

A Solo Rules Test

 I decided to give my solo rules a run with both sides on auto using the
Holding Action(1) Scenario from Charles Grant's Scenarios for Wargamers book.
The rules are simple and all about the random allocation of units between
5 commands Left Flank, Right Flank, Centre, Reserve and Off Table Reinforcements.
The difference in strength for the Flanks or Centre decides where attacks are committed and
the movement of troops from the Reserve in response to changing situations or
the arrival of Off Table Reinforcements can change these dynamics.
I've found the tactical behaviour of this system is more
likely to appear directed than it is to seem questionable.
The link to an outline of the solo rules Here

The Scenario

The French are attempting to hold a strong position till dusk. The Austrians are attacking in the direction of the white arrow. If they can exit one unit off the road in 15 turns they win.
If the French still hold the gap at game end they win. 

OOB's and Commands

The Austrians have 2 Dragoon Regiments, 2 Cheveauxleger Regiments, a  Battalion of Grenz light infantry, 8 Line Battalions and a 6pndr Battery.
The French have a Chasseur Regiment, a Legere (light) Battalion, 5 Line Battalions and a 8pndr Battery.

The random allocation of French forces gave two Line battalions 
holding the woods and hills on their right flank.
Two line Battalions in the centre command holding the gap.
 
The Left flank consisted of one lone Line Battalion. The 1st/2nd Battalion.
The army reserve ended up with Chasseur Regiment, the artillery Battery and the Legere Battalion which I mistakedly deployed in skirmish.
Off table Reinforcements consisted of only a group of Voltigeur skirmishers. 
 
The Austrian Left Flank received only one Line battalion.
  
The Austrians ended up with a strong centre behind the village of 4 Line Battalions, the 6pndr Battery, the Grenz deployed as skirmishers and some second rank skirmishers.
They also ended up with an all cavalry right wing consisting of
the 1st Dragoons and the 2nd Cheveauxleger.
The Austrian Reserve begins one turn off table and was made up of just one Line Battalion.
Their Off Table Reinforcements are the 2nd Dragoons, the1st Cheveauxleger and 2 Line Battalions.
With 6 1/2 Austrian units to 2 French ones the Austrian Centre must attack.
(any advantage greater than 30% requires that command to attack)
But they are finding the town and neighbouring woods a bit congesting.
With a 100% advantage on their right the Austrians must also attack here.
The Austrian Cavalry quickly close the distance.
In the centre the French unmask and umlimber the guns.

The 1st/2nd Battalion sole unit on the French left forms square
at the approach of the Austrian Cavalry.
The Austrians begin their obligatory two rounds of preparatory fire.
The French begin counter battery fire and manage a lucky hit. 
The 1st/2 Battalion are charged and repel the 2nd Cheveauxlegers.
The French battery continues to fire at the Austrian guns-
And again the French hit! The Austrians fire at the Line battalion on the hill-
 And manage some disruptive hits on the battalion behind with over shoots.
The Austrian right is still obligated to attack. So the 1st Dragoons go charging up the hill.
But they take far too many casualties and rout from the field.
But then coincidently Off table Reinforcements arrive that same command phase
and bring the 2nd Dragoons to Austrian right Flank!
Another Line battalion arrives from Reinforcements for the centre.
Requests from the right Flank for the Reserve Battalion of infantry falls on deaf ears!
The French 8pndrs continue to pound the Austrian guns.
And by amazing luck manage to destroy them.
The Austrian skirmishers have already managed to reach the gap forcing
the French to charge and clear them away.

A general engagement begins in the centre between Austrian skirmishers the French Line battalions.

Meanwhile the Austrian Right Flank again advances.
The 1st Cheveauxleger regiment arrives as a reinforcement.
(Essex figures and my first Austrian Cavalry regiment 20yr old this year.)
The pressure is too much for the Austrian part time skirmishers and they drift away.

The Austrians attempt to charge the French on the hill just north of the gap but are halted but a last minute volley. The drummers indicate both battalions are staggered and the French battalion has taken casualties.

Another Austrian battalion arrives as a reinforcement.

Heated exchanges of volleys in the gap has resulted in mounting casualties on both sides.

The 2nd Dragoons charge the 1st/2 Line who are still in square and refusing to budge.

The 2nd Dragoons also rout!
 
Charles still refuses to hand over his one battalion of reserves.

An Austrian Battalion routs from the fire fight in the gap.

The position during the ninth turn.
The 2nd/3 Battalion has finally repulsed the Austrians off their hill in the centre. 
The voltigeurs reinforcements arrive.

The Austrians begin moving more troops up in the centre.
And the French Battalion holding the gap breaks.

The Austrians move through with cavalry support. As they now out flank the French holding the hill. Mean while the a Austrian line battalion reinforces their right wing.
They are able to move right up and fire into the battery at effective range.
The infantry are routed by grape shot but the 1st Cheveauxleger Regiment charges in.

The French are charged from two directions on the hill.

The 1st Cheveauxleger Regiment over runs the guns and rallies back. Horses blown.

The Austrians have managed finally to take the hill in the centre.

The 1st Cheveauxleger Regiment again charges forward and disperses some infantry skirmishers.
The 1st/2 Battalion has continued to hold even when faced by combined operations.


But it wasn't enough to give the Austrians a victory.
The French have held till dusk but lost control of the gap. A draw!
It was a very eventful game and the French had outrageous luck at times!
I used the Shako for the tactical rules and found the solo system gave me a very enjoyable game.
 
 

Musket solo rules


I’ve tried different solo systems but this simple, mainly 50-50 chance, rules have worked for me in solo and co-op games before. I’ve tidied them up a bit so hopefully others might understand them.
 
They are all about the random allocation of units between 5 commands Left Flank, Right Flank, Centre, Reserve and Off Table Reinforcements.The difference in strength for the Flanks or Centre decides where attacks are committed and the movement of troops from the Reserve in response to changing situations or the arrival of Off Table Reinforcements can change these situations.

 
Commands

Dice for each unit in the army and assign the units to one of 5 commands.

1=left flank 2= right flank 3=centre 4=centre  5=Reserve 6=off table Reinforcements.

No Command may have more than 50% of the force. The Commands operate in their own area only but may shoot into neighbouring areas. The Reserve is located in centre rear.

If one Army has 25% more troops it is the attacker and the other the defender. If not they both may be attackers. Or as per scenario.

Orders


If an attacker has 30% more units on a flank or in the centre they attack there.  If supported by Artillery then they should take 2 turns of preparative fire before advancing. If Defenders have more line units on a flank or in the centre they should move those closest excess units into the next Command area but at least one line unit must remain.

Empty Zones


No movement between Flanks or centre zones is allowed unless there were no enemy forces in the opposing enemy Command. Then units may continue to advance in the Command area until they are in a position to attack enemy units in the next Command area.  Defenders must not remove the last line unit from a Command.

Reserves


The Reserve is the key to the enjoyment of the game. If any units/elements are lost from a flank or the centre the next Command phase you test to see if any reserves are released.

Throw a D6 with a 4-6 equalling a success.  If there are no line units left in that Command (only artillery or skirmishers remain) then it’s an automatic success. If successful then all reserve units are tested with the highest score plus any with scores equal to or higher than 4 are transferred to that Command.  If more than one Command is successful then use the priority of Centre, right flank and left flank.

Reinforcements


The off table Reinforcements are tested for arrival each turn after the first. D6 less and score less than the turn number for them to arrive. D6 again for location 1 left flank. 2. Right flank 3, 4 centre 5 6 Reserve.

The Reserve will activate and behave like a separate Command if any enemy approach with in 12inchs of the CinC.

Wednesday, 30 October 2013

Wargaming on a budget

I found these "commandments" on the Blog  The Quick and the Zed
 His was a version of on Space Cow Smith's Budgethammer Commandments, adapted for zombie wargaming:

 Rules for Wargaming on a Budget

1. Wargaming is fun, so enjoy the hobby!
2. Don't break the bank; you can spend no more than $30 a month on figures, terrain, supplies, etc.
3. NO "Oooh Shiney!" purchases allowed! If it's an impulse buy, you don't need it.
4. You must paint at least 6 figures a week.
5. You can't buy any new figures until the last month's figures have been painted. "except to take advantage of time limited special deals for planned projects"  or when starting a new period.
6.  "Don't buy anything you can't easily make."
7. You now have figures, use them! You must play a minimum of two games a month.
8. Play the rules you enjoy the most
9. You must build and paint at least one terrain piece a month.
10. Post on my blog at least 3 times a month.

I've been trying to follow these rules since reading the original 3 weeks ago.


Saturday, 26 October 2013

WIP LOTR Rangers of the North.

I've started a Lord of the Rings Project. These Rangers are the first figures. They are Magister Miltium 15mm. Haven't settled on the tactical rules yet so I can't base them.
They are nice little figures and are fun to paint.
I'm looking forward to starting the Hobbits.

Monday, 21 October 2013

This weeks Civil War Regiments.

I managed to complete a couple of ACW Regiments this week.
The 10th Michigan.
The 2nd Virginian.
 


Tuesday, 17 September 2013

My Donald Featherstone tribute game

Donald Featherstone stands large as an important and inspiring figure in the
development of modern wargaming. Such was his ability to communicate directly to
his reader that, as a boy, I came to consider him more as an unmet Uncle. As a mark of
 respect to his passing I decided to play a Napoleonic game using his rules, (with
my additions), as set out in his "The Peninsular War" book.
Disappointingly I was forced to use my Olympic "Tough" which is a
 great under water camera but lousy for wargame AARs! 
The scenario was taken from Charles Grant's book Scenarios for Wargamers.

The Austrians are nearest and their mission is to capture two of the three objectives.
Village A, Village B and the Redoubt.
The Austrian Plan.
III Brigade consisting of one battalion of Grenz and two Line to take the woods on the right and then out flank and assault the Redoubt.

They will be supported by the Cavalry Brigade.
In the centre the II Brigade will soften the defenders with
Artillery fire before beginning the key attack on Village A.
Finally the I Brigade will begin the final attack on the left. Its objective is Village B.

The French 1st Brigade defending the two Villages with three infantry Battalions,
some skirmishers and a Battery of 4 pndrs.
The French 2nd Brigade of two Infantry Battalions, one of which is skirmishing,
and a battery of 8 pndrs holding the Redoubt on the Austrian right.
In reserve the French have a Brigade of two Dragoon regiments.

The skirmishers engage in front of Village A with the inexperienced
Austrian 3rd rankers managing to draw first blood!
An intense running battle begins in the woods with the closest Grenz unit having
taken a moral loss and disorder from French Skirmish fire.
Eventually the French manage to clear the woods of Austrians.
Routing some of the Grenz.
But the Austrians counter attack and push the French back again.
Meanwhile in the centre the unfancied 3rd Rankers have routed the Voltigeurs!
With the right flank and centres both held the Austrians begin their attack on the left.
The Austrian Centre begins to move down the road and begin their assault on Village A.
The little 4pndrs begin an effective fire that forces one Battalion to retire.
The Austrian I Brigade advances towards Village B.
The Austrian Batteries giving supporting fire to the infantry assaulting Village A.
The fight intensifies on the left.
With things looking shaky the French send a Dragoon regiment plug any gaps.
The Austrians finally win the battle for the woods.
At the same time the II Brigade force the French centre back and capture Village A.
The highly confident 3rd Rankers reach the stone wall and now 
begin exchanging fire with a full Legere battalion!

The French centre battalion breaks.
Austrian Artillery moves up next to an infantry square and begins to lay fire on the French Cavalry.
A battalion on the left routs after attempting to charge the guns.
The 3rd Rankers turn and shoot point blank into the 4pndrs!
The Leger also finally rout. With only two turns left.
On the final turn.
The French rout from Village B giving a last minute victory to the Austrians.
It was an exhausting and enjoyable game.
Tactical lessons. The Austrians probably could have moved earlier in the centre. The French should have used their cavalry more aggressively and moved their 4pndrs out of danger!
Incredibly the Austrian 3rd ranker's where the first unit shot at, routed the Voltigeurs, the 4pndrs and the Legeres and never took one moral loss for the entire game!
 I will probably give these rules another run but with the addition of an evade move for skirmishers.