Friday, October 12, 2018

Musket Action: French & Indian Wars

Jim's French & Chris' Brits using Musket Action, our house adaption of Bolt Action for the black powder era.  The scenario is modified BA Double Envelopment.
Initial set up with the French on teh near side.
The event drew one interested spectator.
The regulars of each side square off on the hill on the left while the militias & Indians face off on the right.  Both side have their cavalry in reserve.
The French have seized the church & overlapped the far end of the British line.
The French have gained an advantage on the left losing 1 unit but breaking 2.
The French cavalry have broken another Brit inf then fallen back rather than face the fresh British dragoons with loses. 
The French have a narrow lead in units kills at the end of turn 5.
After the 6th turn the French retained their lead of 4 to 2, but the game went to 7 turns & the Brits collapsed to lose 9 VPs to 3.

Battle of Kerston 1862: Scenario from Black Powder 2nd Ed

Black Powder 2nd edition is a beautiful thing, but the rules are hardly changed at all - the only really usefull part of it is a bunch of new scenarios.  We tried out the ACW Kerston scenario.  There being nothing in the book to inspire us to change our opinion of Black Powder we used our Hail Mr Lincoln modification of Hail Caesar.
Union: Jim & Chris.
CSA: Mark & Mike.
The battle starts with most of the Union force on the table & CSA's advance guard cavalry.
Jackson arrives and immediately attacked Kimball's brigade on Pritchard's Hill, immediately breaking the RH unit before the Union cavalry could redeploy on their flank. 
The Union cavalry dismounted & stabilised the situation on the hill.  Sullivan has been called from the Union left, but is moving at glacial pace.  Burk's Reb brigade is advancing on the Union right.
 The cavalry managed to hold the line & Tyler has shown up on the Union right to distract Burk.
Tyler's counterattack against the Reb's left bounced off & Jackson has renewed his attack on the hill.
Both Kimball's brigade & the Union cavalry on the hill have broken under the renewed Reb assault.  Tyler's brigade is being shot to pieces by the Rebs on the Union right.  The Union conceded defeat.

Bolt Action: Practice for Operation Cromwell

Operation Cromwell 2018.2 is coming up next Saturday so we did two BA games as rules revision.
On the far side Mark's Italians got decimated by Steve's Australians but managed to hang on for a draw.
At this end Nick's Germans had a convincing win over John's Brits (in his first game, with Chris advising).

This post was inadvertently put in the draft folder instead of being posted last week.

Sunday, October 07, 2018

Operation Cromwell 2018.2

The second round of Operation Cromwell for 2019 was fought this Saturday at Area 52.
There were 7 tables (3 provided by Sean) & 13 entries (with 2 extra players filling in for a game to minimise byes). Armies included German, Fin, Italian, Japanese, US, British, Soviet & Australian.


 



Round 2 results:
Best Axis:  Chris Mackonis (German)
Runner up: Riordan Macbeth (Japanese)
Best Allied: Richard Harris (US)
Runner up: Bradley Williamson (US)
Overall winners of the Cromwell Trophies over both rounds:
Axis: Chris Mackonis.
Allied: Richard Harris. 
 

Wednesday, September 26, 2018

Montacacy 1864: ACW

This is a scenario from the Black Powder supplement Glory Hallelujah!
Union defenders: Mark & Sean
CSA attackers: Jim & Steve
The Union have 2 brigades of 5 inf, 1 of 2 inf, 1 of 2 cav & 1 gun. 
The CSA have 4 brigs of 4 inf, 1 orf 4 cav & 2 guns.
The Union are outnumbered 22 to 15, but win if not broken within 7 turns. They break if losing the 2 big brigades or 1 big & 2 small.
The Union deployed first with some defences facing the creek.
The CSA must have at least 1 brigade & their artillery on this side of the creek, the remainder of their force come on from the table edge right of pic.   They chose to put the minimum force this side of the creek
The Union plan was to pin down the Union right with the troops this side opf teh creek, overlap their left with dismounted cavalry & punch through their centre.
The plan was somewhat disrupted by the poor command dice slowing the advance to the creek & the union dismounted cavalry in the woods armed with repeating carbines.  
The initial Union attack stalled, but the reserve brigade behind their left centre wheeled right & smashed through their centre. 
By the end of turn 7 the CSA were on the verge of breaking.  The small inf brig on the far flank is broken, the cavalry & the centre large brigade are are verging on it, but not quite.  So it is a Union victory.

The morning after I played on another turn & the CSA broke, but too late!.  Both sides had sound plans.  The CSA were hampered by poor command on the left flank preventing their left from helping much at all.  They also probably dismounted their cavalry too soon.  The deployment of the Union troopers with repeaters in the woods worked well for the Union.

Wednesday, September 19, 2018

Medieval Battle

Jim & Mark (York) v. Mike & John (Lancaster)
Both sides had 3 infantry divisions of 4 & 1 cavalry division of 4.
The knights aren't the correct figs for Wars of the Roses, but they look good.

The Lancastrians hold back & wait for the Yorksist to attack.
York has attacked the enemy's centre where their knights have broken the enemy's front line of cavalry & are regrouping.  The Lanc's have their right on a ridge & their left in the farm. 
The knights renew the attack with mixed results, but eventually break the enemy cavalry div.
The knights wheeled left & attacked infantry, but only broke 1 unit before the cavalry division broke leaving both sides with a hole in their centre.  On their right the Yorkist billmen have defeated the Lanc's spearmen, but the bowmen behind the hedge broke a bow unit with little loss & are now advancing while the shaken Yorkists on that flank retreat.  A Yorkist attack on the ridge on their left has been indecisive.  
Both sides have heavy casualties in every division but just can't get a decisive break.
The Yorkist right has finally broken, as has the Lancastrian centre.  With almost all the surviving units shaken the players agree to a draw.

Saturday, September 15, 2018

Tank Wars Doubles at Area 52

Two games. each with two players a side each with a 1250 pts tank platoon o 8'x6' tables.

Mark & Chris' Soviets v. Matthew & Josh's Germans
Your correspondent was somewhat occupied on the other table but I believe the Germans lost just 2 men in winning this one.

Steve & Mike's US v. Jim & Damien's Germans
Damien's big pussies stood back & blasted away while Jim's Panzergrenadiers grabbed the objective houses & his MkIV's advanced to hold off the counterattacks.  The US had a flurry of good shots on the last turn & suddenly took the KT & couple of Mk IV's, but too late & the Germans won with 3 objectives to 2.

Wednesday, September 12, 2018

Bolt Action WWI again

Brits: Mike, Mark & Nick.
Germans: Steve & Chris
Rules:  Basically BA with some house rules. The artillery is off table. The Brits have 3 batteries & the Germans 2 batteries with 6" templates.   
The British have begun their advance.  The Germans have 2 squads of infantry in reserve.  They have to nominate their arrival point 3 turns in advance.  They can come on either of the reserve trenches or from either flank.   
Most of the Brits have made it to the wire
The weak British left has been almost destroyed, but is doing it's job of  keeping germans busy while the main attack goes in on their right.
German reserves have arrived along the support trenches, but British advance continues.
2 of the tanks have crossed the ditch, but then bogged down on the main trench, but they have infantry over the ditch & ready to assault. 
On turn 6 the Brit infantry this side of the furthest tank stormed into the trench.  German counterattacks along the trench failed to dislodge them & left the Brits in control of the far flank.  The Germans conceded without doing a turn 7.

The Brit's victory condition was to have an infantry unit of least 3 men in the trenches at the end of the game was achieved so they won (with horrendous casualties all round). 

Friday, September 07, 2018

Bolt Action WWI

Chris & I tried out Bolt Action WWI.
The terrain is a bit basic at this stage, just some stuff I threw together for test games to see how we like it before spending too much time on it.
The rules are Bolt Action with a few house rules for entrenchments, tanks, barbed wire & off-table artillery (no artillery pieces on the table).
The Germans are defending 6' of trenchworks with 6 regular infantry of 10 rifles, 2 MGs & 2 off-table batteries.  They have 2 lines of barbed wire out in front.
The Brits are attacking with 9 regular infantry of 10 riflemen, 3 tanks & 3 off-table batteries.  They start at first light in no man's land just over 36" from the German lines.
The Brits have reached the first line of wire , but gaps are appearing in the line already.
The tanks & some of the infantry have gaped the first line of wire.  British artillery have made a gap in the German line on the right, but the British inf are taking  a pounding from MG artillery & rifle fire.
On the German left & centre the British advance has stalled with the tanks getting pins from heavy MG & rifle fire (exceptional damage from small arms fire = pin on armour).  But the Brtts are making better progress on their left.
The Brits have now concentrated all their artillery on the right of the German line & are pressing the attack there while just holding on on the other flank.
The left end of the German line is under big pressure.
On turn 7 the Brits break thru into the German trenches with 2 tanks & an infantry unit.  Getting an infantry unit into the German trenches was the objective, so the after an unpromising start the British by using the very un-WWI tactic of reinforcing success rather than failure, pulled it off.

Our house rules for BA WWI were a first draft on their first trial, but they produced a very interesting & close battle (the Brits only achieving their objective on turn 7).

Wednesday, September 05, 2018

Napoleonic: French v. Austraians

This scenario was based on Lobositz in 7YW
Austrians: 1 line inf div (7 bats), 1 landwehr inf div (7 bats) 7, 2 cav divs (4 regs ea), 3 batteries, 4 yeger coys.
French 1 veteran inf dov, 1 line inf div (6 bats), 2 cav divs (4 regs ea), 3 batteries.
The Austrians deployed first & win if they don't break before 10pm. 
The French come on in a column through the defile & have to break the Austrians to win.
The Austrians are deployed for battle. Infantry in the centre, cavalry on their left.  Their yegers are deployed out of shot on a wooded hill on the left of the French approach.
The French lead their advance with their cuirassiers turning to the right, veterans following.
The Austrian cavalry have dvanced over the creek.  Their grand battery has been rolled forward into range with infantry support.
The Austrian cavalry have charged the French cuirassiers.  The Austrian grand battery has already hurt the cavalry & is now pounding the infantry.
With numbers on their side the Austrian cavalry are pushing the cuirasiers back.  The French infantry behind are cramped for space to deploy.
The French cuirassiers have broken & the Austrians cavalry fall back from the line of squares.  The Austrian infantry are counterattacking on the near flank.  
French musketry & artillery have broken the Austrian battery, but it has done its work.  Witht eh French vets tied up by cavalry on the far flank the French line are outnumbered on this flank & are crumbling.
The French line division has broken.  The French dragoons & hussars made a death or glory charge in the centre.  They broke a grenadier battalion which failed to form square, but failed to break through.
The French conceded the battle with 40 mins play time left. 

The French were well beaten by the Austrian's aggressive defence.