Saturday 31 August 2024

We Meet on the Plain of Attica - 'Alala!' written by Simon MacDowall.


The background to this game was when I was reading my copy of Wargames Illustrated issue 436, I came across an article called 'Alala!'.

https://www.wargamesillustrated.net/product/wi436-april-2024/

This was a light bulb moment, as I have a reasonable sized Hoplite force which has been waiting for a set of rules.
 

'Alala!' written by Simon MacDowall are a set of rules specifically designed for a Hoplite warfare. They have taken the essence of the battles from that period and set them out into a set of rules that are easy to pick up. This was ideal for a club game which could take six players.


Set up of game.
On the day the players split into two groups of three and four, with Stephen, Nathan and Mike B taking the Spartans and Allies, by Vince, John R, Mark, Vince and Paul who took the Thebans and Allies.
Basically the Spartans and Thebans were “A class “elites and Allies were not so good.

Each player would be given a phalanx of Hoplites, consisting of two or three units plus light troops in support. Vince and Paul shared a command. They then threw a dice for their command action level.


It was now time to place the figures on the table. This was done by using a deck of cards, with black cards were for deploying Thebans  and red for Spartans. For some freakish reason the Thebans had
deployed most of their forces before the Spartans. (note to umpire shuffle cards next time). The effect of this was that the Spartans piled all there good stuff against the weaker Theban flank and the skirmishers were massed against the elite Theban deep phalanx. 

It was now time for both sides to make their plans and enjoy looking at an 8' x 4' table full of figures; no terrain, but that would just get in the way.

Game Begins.
This is where these rules start to capture the period. The first phase of the game is taken up by winding up your Hoplites, each commander spends his actions, to Control units (stop them running forward), 'Encouraging' (raising the units aggression) and Invoking the Gods (picking a random card some give an advantage, some don't... Needless to say there are not always enough actions to do all these things and “C Class” troops are expensive to encourage and can loose control). Both sides had units which broke ranks.


In addition while this was going on, the light troops are doing their job trying to get through the opponents lights and then taking out hoplites.

Hoplites Attack.
Both sides now give orders for the real battle to commences and the Phalanxes start to advance. Before this order is given only uncontrolled eager hoplites may move. The Spartan right and centre are the first to give this order. They have been goaded by some better than expected hits from the Theban lights.


As expected both forces collide in the middle of the table, however things are not as clear on the Spartans left, this had been refused it did not advance. The Phalanx Commander Stephen had the rump of the Spartan force and was in no hurry to take on the Theban elites under Vince and Paul. He therefore used his considerable force of lights and cavalry to slow down the elite Thebans while he slowly came in support of the centre.


Back on the other flank and centre both sides were now locked in combat, this was a game of attrition. Victory in each turns melee was down to throwing lots of dice, based on number of troops, eagerness, support, who won last time and where the commander was. Needless to say victory went to the player with the luck. The breakthrough eventually happened when John's Theban Allies started to break the Spartan Allies under Nathan.


By this time the game had been going for nearly five hours and it was time to pack up and call it a day. 

So victory was given to the Thebans. Although Mike with his elite Spartans on the right flank had been fought to a standstill (his commander was killed so they lost out on command action) by Marks Allied Thebans, it was agreed that they would have been able to retire safely and fight another day.


Wash Up.
That was a game which we all enjoyed. It was not without some fierce discussions as to rule interpretations. Recommend that the game has an umpire, however the rules stood up well. They gave
the flavour of the warfare in the Peloponnesian War, simple to pick up, well laid out and a good QRS.


It was the first time that any of us had played the game and at the end it was agreed that everyone made tactical errors which would not be repeated. This I think made the game even more interesting as the game went on. Unfortunately some of the errors from early in the game laid the seeds of defeat later on. Those pesky lights weakened some hoplite units so there performance in the main battle was not as good.


If you want to put on a multi player club game give these rules a go. They can be bought from the Society of Ancients Publication and I received them by return of post. Great service.

https://www.soa.org.uk/joomla/games2/233-alala

Well done all those who took part and to Simon MacDowall for his cracking set of rules.

Sunday 11 August 2024

Battle of Monmouth June 28th 1778 - Maurice


Steve M brought along his AWI collection to club this weekend for another set-to with Maurice from Sam Mustafa, to recreate the action at the Battle of Monmouth in June 1778, this following his and my playthrough of a Scenarios for Wargamers action back in May, see link below. 
 
Devon Wargames - Maurice/Scenarios for Wargamers

Due to some short-notice game rearrangements for this month's meeting the club rose to the challenge and reorganised player slots around the games planned and I offered along with Steve M to step back on our game and facilitate the play of newbies to the delights of Maurice, namely Mark, Mathew, Paul, Lawrence and Sam for our new line up of players.

American rear-guard action at the Battle of Monmouth

The game represented the critical point in the Battle of Monmouth where having not exactly covered himself in glory in his pursuit of the British rear-guard, General Lee's pursuit force are in a perilous state falling back from a rapidly formed British counterattack and pursuit, falling back behind the Spotswood Middle Brook, with Perrine's Hill to their rear and rallied and reorganised by the arrival of General Washington, as the British forward elements arrive before their position.

Baron Friedrich Wilhelm von Steuben c 1780 - Charles Willson Peale

In our game, I took the role of Baron von Steuben advising our American command of Lawrence and Sam on potential use of their cards and the general play involved in a game of Maurice, which is quite unique in many ways, as Steve M did for the British under Paul, Mark and Mathew.

The American line takes up position before Perrine's Hill and just forward of the Spotswood Middle Brook. 

Given the efforts of von Steuben over the winter, the American army that took the field in the summer of 1778 was a different animal to the one that got chased off at Brandywine and Germantown the previous summer, and so were accorded the attributes that favour the British including the echelon or oblique march technique as opposed to having to wheel, to reflect their much improved drill, with the British really only having an advantage with their bayonets to simulate their preferred tactics of avoiding a prolonged firefight and closing with the steel.


Steve prepared the table as seen above with the British Guards and Grenadiers out on the British left with some 16th Light Dragoons in support and the British 3rd Brigade out on the right, and given the challenges of attacking with medium or heavy guns, the British were supporting their attack with light guns attached that could move with the formations and add their cannister and round shot as required whilst keeping up with the advance.

British Guards, Grenadiers and some 16th Light Dragoons on the British left

To reflect the stress of their rapid withdrawal to the pursuit of the British and their rallying by Washington, Steve had the American Continentals carrying disorder on their set-up positions represented by the mini-dice to their rear, with some of the early American card play focussed on removing said disorder from their forward units with some much needed rallying as the British pressed forward with an initial push by the British Guards.


Washington's efforts did the trick and the American line held firm giving as good if not better than they got in the early exchanges of musketry and taking full advantage of the fence line cover to face off the Guards with a bit of bayonet work that saw the redcoats reel back from their first charge, and turn to the Grenadiers to come up in support.

Another attack soon followed the first with similar results although this time a Guards battalion was dispersed as it fell back but seeing the Grenadiers able to resist the American attacks more robustly with their elite status making them much more of a handful in the close combat exchanges.


The British were at this stage only pressing with the Guards and Grenadiers and to stretch the American card play opted to bring forward the 'hatmen' battalions of the 3rd Brigade. However this continual pressure was also taking its toll on the cards held in the British hand, whereas the Americans, able to rest on the defence and wait for their reserves, including Knox's and his guns to come up, took full advantage of the pauses between British assaults to rally and pass thus filling the hand with cards as well.


In addition to improving the hand, the continual withdrawal of two and three cards a go by the Americans from the deck was rapidly bring forward the second deck of cards and a reshuffle card, Maurice's clever way of bringing the time element into a game, and in our case being used to indicate by the third deck of cards when American reinforcements would appear to secure Perrine's Hill and an American victory.


With a second British assault by the 3rd brigade repulsed by the American line and the loss of a British gun, the British hand of cards was reduced to no cards whilst the Americans through their use of rally and pass moves had ten which drastically reduced the chances of any British success in breaching the forward American lines


The situation only marginally improved as the British sought to copy the American tactics only too-little too-late, in that in their efforts to avoid musketry and close combat, whilst rallying off disorders and trying to accumulate cards, the Americans with plenty of cards to choose from were finding ones to compel the British to shoot or cross bayonets, whilst throwing down hidden bad terrain in the way of units trying to come up to relieve their more hard pressed comrades.

The 'Firefight' card comes in handy for forcing a firefight
situation on a side that would prefer to avoid such an exchange

With the grinding battle that was developing on the fence lines, the British felt compelled to throw the proverbial kitchen sink at the looming disaster by barrelling in with an all out attack by the 3rd brigade in the hope that the cards they had accumulated together with fortuitous dice might pull their coals from out of the fire.


Sadly for the British it ended in tears, as two battalions and a gun were dispersed together with a Grenadier battalion on the other flank in the ensuing battles, and only producing the dispersal of an American gun as the third card deck was assembled, only to see the British Army Morale reduced to zero and the withdrawal of the the remaining British units, as von Steuben's no doubt tired  and exhausted boys waved their hats in the boiling heat of the day in celebration of their victory.

 
Our new Maurice players produced a very interesting game for a couple of Maurice grognards such as Steve and I, getting our game into a third deck of cards, something Steve and I rarely do in our games, but also illustrating the need to take pauses in attacks in Maurice if one side or the other is to avoid the situation we had in our game with one side running out of cards and the other having a full hand of ten and effectively running the game.

That for me is what makes Maurice quite unique in simulating that effect seen in real battles and offering a mechanism to penalise the wargamer in all of us that will happily blaze away with everything that can shoot and charge in with anything holding a pointy stick in a blithe devil-may-care approach that an historical commander would have been unable to contemplate, knowing the exhaustion it would have caused to his army.


In Maurice you have to continually monitor your hand of cards versus your opponents to avoid such a disparity as well a trying to anticipate the enemy's next response or move in reaction or response to your own.

Thankyou to Steve for getting the troops back out on the table and for a very interesting scenario as neither of us had fought Monmouth before, so one more AWI set-to added to the list, and thanks to  Mark, Mathew, Paul, Lawrence and Sam for providing the entertainment.

JJ

Saturday 27 July 2024

Blood and Plunder down Panama Way.


This was the second outing of the Blood and Plunder rules at the club. Since then more work has gone on to increase the size of the forces available, most noticeably the introduction of ships.


The scenario chosen was an amphibious affair. Half the table being sea and the other a village and surrounding jungle. The attackers were based on an English force of Freebooters, Musketeers, Militia, African Warriors and Warrior Musketeers. As you can see a mixed bunch. The force was split into two. One group crept up on the village through the jungle. The other was at sea in a sloop.


The defender were also split into two forces. The village was held by a force of Hostigadres and Milicianos Artilleros. Just off table were Milicianos Indians and Caballeria. Coming to their rescue was a Spanish ship crewed by Marineros and Soldasos.

The game started with the Hostigades lining the village opposite the jungle and the Artilleros manning their guns behind fortifications. Initially all the action was in the village, the African Warriors and Indians fired a volley and rushed the Hostigadres. Routing one unit and greatly weakening the other. The Land Commander here consolidated his resources here and held the edge of the village.


At sea both ships were going flat out towards the Village Pier. The Militia Artillery fired at the English ship with very little effect. However they kept on firing until the Warriors Musketeers who had got into the village overran them from behind.

At the same time the English ship tweaked its course so it was able to rake the Spanish sloop, doing great damage. However this ship managed to limp to the Pier and the Soldaso got ashore, if somewhat battered, and they then drove back the Indians.


The game was now into its final phase, The Spanish Indians were in the jungle driving the English back. However the English ship had pulled alongside the Spanish ship and took control.

It was now time to draw the game to a close. It was assumed that the English Naval Commander would be pleased with capturing the Spanish ship and would not want to share the prize money with anyone else. The English land commander would have to make his own way home.


Blood and Plunder by Firelock Games is an excellent set of skirmish rules. 

https://www.firelockgames.com/bloodandplunder/

The command system is very clever and there are lots of decisions that have to be made each turn. This was the first time Gregory, Steve, Ian and Vince had played the rules and they picked them up quickly, but it should be said after they all made some costly mistakes.


We used 28mm figures for this game from a multitude of manufactures. This period is really fun to play and collect. There are many troop types to explore with a multitude of scenarios waiting to be played.

Saturday 22 June 2024

The Eightieth Anniversary of D-Day Commemorative Game - 02 Hundred Hours.


Editors Note: Continuing with our 80th D-Day Anniversary theme for this month's club meeting, some of the chaps got together to run a clandestine attack on a German D-Day gun battery with overtones of the attack on the Merville Battery on the eve of the landings.


If you missed the first AAR in this series of games you can pick it up in the link above.

In addition, if you would like to read about the other D-Day inspired game run at the club this month then I attach a link to Nathan's, 'Stumpy's Wargaming Blog' where you can read his AAR on his 'A Walk in the Park, Le Mesnil Patry' game using Rapid Fire Reloaded, link below.


JJ

Scenario: 0200hrs, 5th June 1944. The Normandy coast. 


A German gun battery threatens the landing ships due to arrive later that day. The battery is patrolled constantly, with dog handlers and sentries roaming all over the site.

Main objective: Destroy 2x 88mm guns with dynamite.
Secondary objective: Destroy 2x munitions dumps to prevent supplies being sent to reinforce other positions on the coast.


British paratroopers chose to attack the site from three different directions (each a corner of the table), the ‘characters’ carrying dynamite entering nearest each gun emplacement and other men (troopers) acting as diversions and support.


Maintaining stealth for as long as possible, the officer crept down a slope and despatched three sentries in succession without raising the alarm level unduly. He was able to plant the dynamite on the more exposed gun and retreat towards the nearest munitions pile before it went off. Supported by a trooper with a silenced pistol, they removed two sets of guards who had come to investigate…


On the opposite corner, the Sergeant was leading his group stealthily across a field to attack the second gun in the bunker.


Without complete detection, he placed a charge.


To his surprise it went off before he could make his escape and he was in line with the bunker aperture as it went off. The main objective had been achieved.


Fortunately he escaped serious injury, and was able to continue into the compound towards the munitions piles.

By now of course the element of surprise had been lost.


The German officer led the counter attack through the trench works, taking shots at targets of opportunity on the adjacent hill as the third team of paratroopers tried to suppress German reaction to the explosions.


Despite his better aim, the German officer’s pistol failed to deter the troopers on the hill, and they were able to eliminate a pair of sentries and a dog handler to relieve the pressure on the sergeant who was going for the munitions.

Keen to achieve the secondary objective also, so as to give their comrades the best chance possible for a successful beach landing later that day, the British men fought to the bitter end.


Despite a well marshalled response by the site’s guards, the attack was a pyrrhic victory with both objectives achieved in the end, despite almost total losses of men on both sides.

This game was really good fun to watch as the two sides tried to outmanoeuvre each other.


My thanks to Mark, Matt, Lawrence, Rob and Paul for playing out an entertaining game in good spirits.