Showing posts with label battle report. Show all posts
Showing posts with label battle report. Show all posts

Sunday, January 16, 2022

The Battle of Newkeep

There was a brief discussion this past week over on the Reaper Forums about solo games.  This reminded me that I had left a battle pending in the Northlands campaign.  Since the last Northlands related game I played was a skirmish game back in June, that probably means that it has been pending since some time in July or August.

So, I decided to set it up.  I had been avoiding it because it looked like a blow-out; one kingdom’s army had advanced into another’s territory, and, due to bad intelligence (as provided by occasional die rolls to assist in decision making along the way), was attempting to attack without realizing that they were outnumbered about 2:3.  But, having been reminded, I thought that I would like to resolve it, so as to clear the way for something more interesting down the line.  

 

I decided to roll at random for one of the 30 scenarios in Neil Thomas’s One Hour Wargames book, and got scenario 7, “Flank Attack”.  Not only that, but the dice decreed that the larger force was the ambusher.  I thought, “well, that’ll be that”, but then noticed one little peculiarity in the line up.  The smaller force (the King of Darmis and his army) had a Magician unit, and the larger force (the King of Verdance and his army) was led by a Hero (i.e. the King, in this case).  This being a full scale battle, the rules to be used were Hordes of the Things, and a Hero is particularly vulnerable to a Magician.  Hmmm…could be more balanced than it initially appeared, I thought.  I rolled a die to see whether the Verdancers were aware of the presence of the Magician, and they were not, so I set the King up to be boldly leading the flanking force.



The Darmish army is on the two hills at the bottom of the picture, facing down the road, and the Verdancers are on the hills by the tower and the edge by the woods, prepared to roll the Darmish up from the left flank.  To make this short, the battle lasted two turns (so two moves by each side).  The attackers rolled up the hill immediately destroying the unit on the left end, and pushing back the remainder.  This brought the King (Hero) within range of the the Magician (Cassara, the Blue Sorceress), and her side got enough activation points each of the two turns to move 1 unit and make one magical attack.  The second try succeeded, and, having lost 4 army points (in the form of the Hero/General) to 2 army points (one stand of bows), this amounted to “more and the commander” and the battle was over. Had the Verdance attack killed a second foot soldier unit on their second turn, it would have been 4 and 4 (i.e. not “more”) and the loss of the general would have been serious but not immediately fatal.  

 

This made a good solo game; if someone else had come over to play this, I would have felt bad about giving them either side, knowing from experience that it was going to be a pretty random thing as to whether the magic attack would succeed.





Since the actual game only took a few minutes, I decided that I would write it up in proper style.  Now it’s back to the map and notebook play, to finish out the campaign year’s record keeping, and figure out the next map moves.  With the capture of the King of Verdance, I suddenly have a need to know more about his family and possible factions within the kingdom.  

I also note that the campaign year included only two pitched battles, with the other one being the Battle of the Crossroads, which was fought all the way back in May 2019.  Both of these battles were ended when Cassara the Blue Sorceress took out the opposing general.  Perhaps the Blue Order will be looking for some increase in its standing within the Kingdom of Darmis as well?  I have considered the question of whether I might use this campaign map for a roleplaying game as well as a wargames campaign, and it is starting to look like adventure hooks just write themselves …

I am hoping that the second campaign year will move along a little more quickly than the first.  

Monday, July 5, 2021

Encounter at Steinbruecke

 Following the defeat at Gelbehuegel (during the War of the Western League), General Nordstrom (commanding the Pragmatic Coalition’s invasion of Schluesselbrett) sought an alternative route to the capital city.  A scouting detachment of light cavalry brought word of a possible route, although it was not without difficulty.  The river Blauwasser presented a considerable obstacle, but there was a damaged bridge at the village of Steinbruecke which might be repaired by the army’s engineers, as long as both banks of the river were held.  Accordingly, a reconaissance in force under the command of Colonel Schultheiss was ordered to seek a possible ford and, if found, cross the Blauwasser to secure both ends of the bridge until engineers were brought up to effect repairs.  Schultheiss’s force was a mixed bag, consisting of a battalion of his own infantry regiment, a battalion from the Adelmann Regiment, a detachment of the King Rupert Jaegers, two squadrons of dragoons from different regiments, and a battery of artillery.

With any luck, this maneuver would go unnoticed by League forces, who were occupied defending the main approaches to city…

The situation develops: cavalry seeks a ford on both sides

Unfortunately for the Coalition, the League was alert to the danger presented by the bridge, and dispatched a force to secure it, under the command of Brigadier Regelnmann.  Curiously, its composition was much the same as the Coalition’s force: two battalions of line infantry, two squadrons of dragoons, and a battery of artilley, all native Schluesselbrett troops, plus a small detachmanet of Saxe-Kirchdorf jaegers.

Advancing toward Steinbruecke from the north (right side of illustration), Regelmann set his dragoons ahead to determine if the river was fordable anywhere.  


General Regelnmann leads the infantry advance

Finding no usable ford upstream of the bridge, the League’s forces continued downstream.  As the Saxe-Kirchdorf jaegers neared a third possible crossing point, they saw a squadron of Schoeffen-Buschhagen dragoons on the south bank.  Preparing to open fire on them, they were surprised when the dragoons splashed across the river and charged them!  The jaegers were unprepared for the onslaught, and hastily retreated.  


As both sides converged on the crossing point, a squadron of Schluesselbrett dragoons hastily attacked the now-disorganized S-Bs, who in turn retired back across the river.  By then the lead elements of S-B infantry were able to drive the League dragoons off with musketry.  The S-B artillery battery was soon deployed and was able to bring the northern (lower in illustration) side of the crossing under effective fire.

For some reason, General Regelmann’s League infantry was slow to deploy, and the Coalition infantry was able tgo cross the river.  Meanwhile , the League cavalry discovered, upon questioing a local farmer, that the river could be forded with some difficulty upstream of the village (left of illustration), and a portion of the League force was dispatched to make the attempt.


The sun was sinking as a ferocious firefight broke out between the two infantry lines.  Both commanders were in the thick of the action, rallying their men.  On the south bank, a cavalry fight broke out, as a single squadron of Schluesselbrett dragoons, eventually aided by the Saxe-Kirchdorf jaegers and the long range fire of their artillery, faced down the remnants of two squadrons of their Coalition counterparts.


As the day ended, the situation remained in doubt.  The Coalition was in possession of both sides of the crossing, but the damaged bridge was contested, and their cavalry had been very roughly handled by the League.  Both sides sent messengers seeking reinforcements in the expectation that the fight would be  renewed in the morning…

Player’s Notes

With the HAWKs back to holding face to face meetings, I would like to dust off the Not Quite Seven Years War project, and give the other club members an opportunity to see their forces on the table.  It’s been a few years since some of them have been out. While I’m not done with Charge!, there is no doubt that it would be more practical to use some other rules, preferably with smaller units, for a club night game.  We have been playing A Gentleman’s War for the last couple of years, which I like well enough, but I haven’t been able to make it work for multiple player games to my satisfaction.  Therefore, my expectation is that I will use Ross Macfarlane’s home rules With MacDuff to the Frontier for this.  

With that in mind, I invited Ross to join me in a remote game to get the rules fixed in my mind.


Since the last time I hosted an NQSYW game remotely, I’ve upgraded my remote player set-up.  I can now put the iPad in a clamp on my heavy-duty photographic tripod.

Yesterday was a bit of a rough day around the house, so my preparations were not as thorough as I would have wished.  I looked through the Grant green and red scenario books for something suitable.  My desire to try something new was conflicting with my need to get set up, and I decided on Scenario 13, Finding the Ford, from Scenarios for All Ages (the Red Book).  I kept the scenery to a somewhat expedient level, without a lot of extra detail, and using the subscale 3D printed buildings I’ve painted up during the pandemic, since I was both short on set up time, and in need of fast clean up so that supper could be eaten afterwards.  There are some challenges with using your gaming table as your dinner table.

Nevertheless, despite the challenges, the game eventually got played.  We used Discord for a change, since Google Hangouts, the conference system of choice these many years, is being obsoleted by Google. It was good to see the figures out, and I have some ideas about optimizing large figure games on a smaller table which I need to write down while I still remember them…








Sunday, September 8, 2019

Triumph of the Orcs

As mentioned in the previous post, it was my plan to get a game on the table with the "new" Middle Earth figures, and my brother was able to give me a hand by commanding the orcs remotely.  We played using Dragon Rampant, and tried the "Death Chase" scenario, basically an ambush.  We surmised that the orcs ambushed the allies while the latter were marching between Dale and Laketown, or some such...


My brother had a unit of elite foot (the goblin king and bodyguards), two units of better orcs (light foot with bows mixed), one unit of lesser orcs (light foot), one unit of wolves (lesser warbeasts) and  one unit of goblin scum (ravenous horde).  I had the elf king and bodyguard (heavy foot), two elf foot units (light foot with mixed bows), one human foot (light foot), and the dwarves (elite foot with magic weapons).  We rolled for leader special characteristics and both rolled a 9, giving us the ability to ignore fear.  Since there were no fearsome units in the game, we promptly forgot about that.  I rolled to see if the dwarves' magic weapons were effective, which they were not.  

With Norman remoting in, we kept the board simple, so that my forces were basically just trying to get down a road, and the only piece of terrain that got involved in the action was a small patch of woods on my right.

The basic set up can be inferred from the overarching shot (3rd picture) below.  I had, from left to right, humans, elves, elf king, dwarves, and elves, and the orcs were split into two detachments (per the scenario instructions) with a better orc, the lesser orcs, and the goblin scum to my left, with the balance, the wolves, the other better orcs, and the goblin king to my right. 


My brother consults the rules, with his view of the table inset on the left
The ambushed side cannot, by the scenario special instructions, attack or shoot in the first two turns. One of those was quick, as we each failed to activate early in the turn, but, unlike some Dragon Rampant games, we didn't have many turns with sudden shifts of fortune related to activation failures.  We had plenty of turns in which all units successfully activated.

Armored goblins, in their first outing as a full unit
Norman's basic plan was to sweep in with his two detachments and block the road.  The light foot predominating on both sides is better defending than attacking, and I had the obligation to attack him to push through to the far table edge, so it was a good plan. 

As the battle develops; note the wolves lurking in the woods

As can be seen above, by a few turns in, each side ended up in a U.  The red marker on the humans above is a battered marker; they were routed early by the shooting of the armored goblins.

The elvish foot on the left stands off the lesser orcs
In the center, the lesser orcs attempted to drive back elvish foot, but failed, and were eventually routed by bow fire.  Unfortunately for me, the elves soon went the same way...

The wolves make little impression on the dwarves
The dwarves advanced straight up the road, and were first hit by the wild charge of the wargs.  They successfully repelled the wargs, and then went toe to toe with the goblin king.

The dwarves withstand an attack by the goblin king
By that time, everything else on the goodly folk side had routed, leaving the few remaining dwarves to attempt a heroic charge up the road into a somewhat reduced unit of better orcs.  Unfortunately, the orcs shot well, and the last few dwarves perished under a hail of black-feathered arrows.

At the end, all allies fled, the dwarves final charge at the orcs

So it was another sad day for the good folk, and there was celebration in the tunnels of the Misty Mountains.

It took us about two hours to play the game, and Dragon Rampant works pretty well remotely.  The 3" required spacing between units and the one unit at a time activation mean that exact positioning is seldom important, so command is made a little easier for the remote player.

These figures are likely to be back out again as soon as a few additional units are painted...

Monday, August 26, 2019

The Campaign Season Opens (NQSYW Battle reports)


As mentioned previously, Chris Palmer and I got together for a game day on the 12th of August.  His report on these two battles has already been posted, and can be found here.  For both of these battles, we used A Gentleman's War, and randomized the exact orders of battle.  We then poked around in the book's scenario suggestions for something that look plausible with the forces involved.  

I don't think that I can sustain a full fictional battle report today...


My notes for the battles
The first battle, the Defense of Schepper's Farm, used the Isolated Detachment scenario from the rules.  Both sides had six units, but the Schoeffen-Buschhagen defenders had only two of them (a battalion of the Adelmann regiment and a battery of field guns) at the start, defending the walled farm enclosure, while the other four (2 battalions of the King Rupert Jaegers, a squadron of the Szathmari Hussars, and a horse gun battery) formed the relief force, and did not appear until the first joker was drawn.  

Schepper's Farm: The North Polenburg cavalry advances.
The battle opened with the North Polenburg cavalry sweeping forward in the center while their infantry slogged through the woods on either flank.  The Schoeffen-Buschhagen field artillery, emplaced behind the stout walls of Schepper's Farm opened fire, causing casualties among the hussars on the near end of the cavalry formation.

Schepper's Farm: Extended view of the action; defenders to the right.
As the North Polenburg infantry struggled forward, impeded by the woods and the steady fire of the farm's defenders, the cavalry formed up on the unprotected side of the farm and charged toward the S-B positions.  Although the gunners managed to level a gun or two around and get off a last round of canister, the dragoons swept across their position and the last gunners fled.  The infantry defenders managed to form up in the newly introduced square formation, and repelled the horsemen.  As the N-P attackers reformed to continue the attack, the King Rupert Jaegers, arrayed for battle, were seen approaching the farm, and other S-B troops were also arriving. 


Schepper's Farm: The Schoeffen-Buschhagen relief force arrives.

Conscious of the need to husband troop strength at the very beginning of what might be a decisive campaign season, the North Polenburg commander made the decision to sound the retreat.

Schepper's Farm: Overview of table position at the end of the game.

After some lunch and a visit to the friendly local game store, Chris and I reset the table for a second game.  This time we started with the scenario, electing a deliberate attack to seize a strategic point, which we chose to represent with a bridge.   I took a force of six units generated from the garrison table (and ended up with a light infantry, three line infantry, and two guns), and Chris took nine units from the main force table, ending up with five line infantry, two guns, a heavy cavalry unit, and a light cavalry unit.  After deploying, it looked like the defenders standing in the open were a bit vulnerable, so I grabbed some earthwork pieces from the collection and put down a redoubt.  I split my light infantry into two detachments, one on each flank.

Schlegelsbridge: The opening positions

North Polenburg commander oversees the deployment of his troops
As the battle opened, North Polenburg cavalry advanced on their left flank, to be met by intense fire from the Schoeffen-Buschhagen guns.

Schlegelsbridge: North Polenburg cavalry sweeps forward into a hail of cannon fire.
Nevertheless, their advance concerned the 2/Adelmann commander, and he ordered his unit to retire to a more secure position.  Meanwhile, in the center, the North Polenburg infantry advanced bravely into a withering fire from the redoubt.  No progress could be made until an astute N-P artilery commander realized that his guns could be emplaced in an enclosed field in such a way as to enfilade the right end of the redoubt.  As their fire began to tell, the issue was in doubt...briefly.  The S-B guns on the south side of the river opened a long range fire on the N-P artillery position, and, with a sudden roar and vast column of smoke, half of the N-P artillery were eliminated by a lucky shot.  One presumes that a howitzer shell set off a carelessly deployed powder stock...

Schlegelsbridge: the 2nd battalion of the Adelmann Regiment falls back.
The North Polenburgers, though, did not lack bravery, and pressed forward with an attack on the S-B left flank.  Briefly driving the defenders from the wood and the left end of the redoubt, mounting casualties left them unable to hold the position, and, once again, the North Polenburg commander was compelled to retire.
Schlegelsbridge: The Jaegers defend the woods at the S-B left flank.
As Chris notes in his battle report, perhaps this would have been better balanced if the redoubt had been rated as a little less sturdy, but he came close to clearing it, so I suspect that another unit, or perhaps two, would have given a fully balanced scenario.

I am hope that a rematch will come soon.  It has been a great pleasure to see these forces on the table again, and we have been enjoying the rules a lot.  I am considering some sort of formal but simple campaign system, but more about that when it actually occurs...

Friday, May 3, 2019

Battle Reports


One of my personal hobby challenges this year is to try to keep more entertaining records of games played, so I have been sketching maps with colored pencils to memorialize the games.

I was getting a little behind, so I was pleased to be able to take some time today to catch up on entries for the latest two games.
The Ambush scenario from the 20th of April

Here’s the Ambush scenario as played with Ross Macfarlane on the 20th...

Ghost Archipelago game from the 27th of April

and the Ghost Archipelago campaign game from the 27th.  I may yet get a fuller battle report for that posted here, since I do have a few additional pictures.

At any rate, since I am now caught up, I can set up the solo game for my (theoretically) ongoing fantasy campaign without a sense that there’s anything else I should be doing.

Sunday, February 3, 2019

January Ghost Archipelago Game


As I mentioned in the previous post, the HAWKs started the year's Ghost Archipelago campaign on the 26th of January.  There are at least nine of us participating, although we don't get everyone most months.  We agreed to restart this year with new crews, so I decided to go all in, and paint an entirely new crew.  This group is all figures from Reaper miniatures, although enough different sculptors are involved that they don't have a particularly consistent look to them.  I found myself doing a little red and yellow motif on most of the specialists, although the crew is fairly motley. 

The Crew of the Manticore

I've been doodling ideas for a banner, so I went with the red and yellow there too.  I have a banner bearer converted, but I haven't started painting her yet.

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The cup represents her ancestor's drink from the Crystal Pool; the eyes in the lower version represent the Heritor power of "Intuition"


From the Log of the Manticore

A sketch of the encounter

     We made landfall on a small island, hoping to find a clue to the location of the fabled Crystal Pool, or at least a few treasures to make the search easier.  To my dismay, no fewer than seven other ships were seen approaching the island as well.  I chose, therefore, to lead the landing party, taking along Quartz (my Earth Warden), and the mercenary trio Oak, Ash, and Thorn.


Spying a stream in the distance, I led Oak and a few crewmen to the left, toward a thicket, where we found a concealed chest.  Quartz and the archers went to investigate the curious stone head.

A treasure

As we approached the thicket and secured the treasure, a Heritor, whose name we later learned was Safar, appeared across the stream and loosed a volley of arrows.  One hit me, causing a serious wound, and we backed away, not, however, before we secured the treasure.  Oak and the crewman Surecast found another in a hollow fallen tree at the edge of a deep pond.

For some reason Safar and his crew retreated hastily [ed., a beast attack distracted them], so that Oak and Surecast had no problem securing the treasure from the tree.

Quartz and the archers Ash and Thorn exchanged arrows briefly with Safar's crew, but were then set upon by a few crewmen from the ship of a Heritor called Arkhan.  These appeared mostly to be natives of the Archipelago, and they fought with skill and ferocity.

Thorn beset by a crewman of Arkhan's

Thorn was sorely wounded, and I went to her aid.  As best I recall, I must have partially parried a blow from the tribesman's weapon and then been knocked out by a glancing blow.

Quartz informed me after than Thorn dragged me from the field, although both of her companions, Ash and Oak, were slain.

When I awoke, I was aboard the Manticore again, along with a wounded crewman called Redhand, and a few small items of value.  This was a dubious reward for the loss of the skilled fighters, and I fear that it bodes ill for our search for the Crystal Pool...

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It was definitely a rough game from the player perspective.  Arkhan's crewmen proved to be more than a match for my specialists, and knocked out my Heritor as well.  I collected three basic treasures, but didn't get near a central treasure.  Oak, a 100 gold piece Mercenary, was permanently slain by a goat that had wandered onto the field, and Ash, an archer, by one of the crewmen.  Next game, I will be swapping in two freshly painted crewmen; I have a few more before I have to recycle any of the dead figures.