Labels

Saturday, 8 September 2012

Siege of Turin 7th September 1706 - Beneath the Lilly Banners


Our second game at this months club gathering saw a 28mm scenario using "Beneath the Lilly Banners". I have played these rules previously and know they work very well for the period covered.
Our scenario set during the War of Spanish Succession had the Imperial forces under Prince Eugene advancing to attack the French forces under Marshal Marsin laying siege to Turin.

The Bourbon forces were caught napping with their line of circumvallation still incomplete when the Imperial Army attacked. To reflect the surprise and effects of the siege on the French, their morale checks became subject to a negative modifier the closer the Imperialists came to their camp just behind the siege lines.

In addition they had to contend with a potential sally from the Turin garrison.

The following pictures give a flavour of the game showing the French coming out of their camp to meet Eugene's forces, with the subsequent fight in the middle of the table braking the French army and the siege.








September Games - Normandy to Turin

Hi all,

The autumn season was kicked off with a couple of games covering action in the boacage using "Kampfgruppe Normandy" and the Relief of Turin in the War of Spanish Succession using "Beneath the Lilly Banners".


The opportunity came up today to have a go at the KG Normandy rule set from the now defunct Warhammer Historical stable. As a confirmed WWII and "I aint been shot mum" fan, I was looking forward to see how these rules play. We had a typical Normandy scenario with the Yanks trying to push down a narrow bocage festooned road supported by lots of artillery and a few Shermans. They were faced off by a similar group of German infantry supported by a couple of PzIV (Tigers).

US Recce and Artillery OP survey the road ahead
 I have to say that first impressions are positive, with a straightforward IgoUgo play sequence based on command points to allow unit activations. The combat and morale is all d6 based and we found the game was easily learnt and sped along well. The core of the system lies around the morale management of your force. As a force suffers losses and suppressions, the commanders have to decide when to rally suppressed sections or vehicles to take up the fight at the risk of losing army morale points which will eat away at your forces will to continue the fight. In the end both sides were forced to not rally sections because they couldn't run the risk of a big loss of morale. This forced both sides to rely on the final combats being done by their remaining fresh units.

GI's in the bocage


"Move out"
"Achtung Amis!!"
Scratch one Ronson
The recce up the road comes under fire
Payback - scratch one Tiger?
Another panzer brews up
US armour closes in as the Germans prepare to bug out.
Our game swung away from the German force as soon as both their Panzers were lost and the resultant drop in morale. This with multiple unit suppressions left them teetering on retreat, and with the failure of the last remaining fresh section unable to take out a US Sherman with Panzerfausts, the resultant return fire ended all German resistance.

Two observations from our game was that we felt that Panzerfausts were not as representativly destructive as their historical counterparts proved to be. This could easily be remedied by altering their strike factor. The other is with the mechanic around using fire to suppress the enemy being rather to predictive. ie The US would brassup the German hedgerows but not advance until they could see that all or most sections were suitably suppressed. Quite sensible really, but not very realistic. One alternative would be to indicate potentially suppressed units but not confirm their status until they wished to activate thus keeping all sides uncertain about their state.

A very enjoyable afternoons wargaming, thanks to Nathan, Jason, Gus, Martin and Ian.

Saturday, 14 July 2012

Battle of Klock's Field 1780 - Maurice

 
Background
In the fall of 1780 Lt. Col. Sir John Johnson, illegitimate son of the famous Sir William Johnson and commanding officer of the Kings Royal Yorkers, lead a raid into New York with the express purpose of razing the ripening crops in the valleys of the Schonharie and Mohawk rivers.  Joining him on this raid was his half-cousin Joseph Brant with his Mohawk followers, and Lt. Col. Walter Butler with his Rangers.  With the addition of some British regulars, Hessian jaegers and small independent companies, the total force numbered somewhere between almost 900 men.

New York Province was by no means universally in support of the rebellion.  In fact it is questionable if there were ever much more than half the population that could be counted as “patriots”.  Thus Johnson knew he could rely on Loyalist (a.k.a. Tory) sympathisers for information, supplies and even recruits.

Arrayed against the raiders were the various militia units of New York.  Training and uniforms were scarce for these men, but when they fought in a natural skirmishing style they performed better than their senior officers would have given them credit for.  They chased Johnson and his men up and down the valleys, in a deadly game of cat and mouse, gaining strength in numbers all the while.  This game came to a head at Klock’s farm late in the afternoon of October 19.

Van Rensselaer’s militia skirmished with Johnson’s force as it drew up behind a stream.  The better trained Loyalists stopped the Rebels in their tracks but were too distracted to detect a flanking movement through the wooded highland on their left.  The Tyron County militia, sneered at by Van Rensselaer, came pouring out of the bush and sent Johnson reeling back.  Darkness and exhaustion from constant marching prevented an effective pursuit and the Loyalists slipped back up the valley, their strategic mission of denying supplies to Washington’s army accomplished.

The Game Set Up
Rather than a standard deployment the nature of this battle was more of a chase.  The Loyalists aren’t interested in hanging about or advancing.  They need to be off with as much booty as they can carry, and burn what they can’t.  Accordingly, the game is played along the length of the table with the Rebels deploying within 12” of the eastern edge and Loyalists setting up anywhere within 2/3rds (48”) on from the western edge.  Just to ensure the Loyalists don’t just dash off the western edge, the victory points are determined by booty and destroyed foodstuffs.

Each barn burned (the large structures on the map) is worth 2 dice to the Loyalists.  Each razed house is worth 1D6.  The rebels get the same dice if the structures remain untouched.  To burn a house or a barn the Loyalists must commit a full unit and have them in contact for a full turn.  (Does it take unit to burn a house?  No, but it forces the Loyalist commander to make some hard strategic decisions.)

If you have the figures, throw in some of cattle that require herding.  (Pigs require herding as well).  Each animal requires a herder and both would move at the speed of infantry in line.  Escaping with a herd is worth 2D6, killing them is worth 1D6 and a recaptured herd is worth 2D6 to the Rebels.  Try the same thing with a waggon.

“Fort Nellis” is a stone house in which the local farm families have barricaded themselves.  They can’t shoot out but they can defend themselves.  Assume they are a Garrison.  (The Mohawks tried to storm a similarly fortified house down the valley and lost some men in the effort.)

Other structures cannot be occupied.  They provide wood protection to units behind them but otherwise don’t affect line of site.  (Unless you have very small models, these buildings will be way out of whack with the ground scale.)

US
Commander = Brig. Gen. Robert Van Rensselaer
9 Conscript Regular = Militia (32)
1 Irregular (Tyron) Militia (3)
National Advantages
Skirmishers – All irregular units may re-roll failed evasion attempts, may fire up to 6BW (9)
Notables
Col. Abraham Cuyler (Sir Theodore Creasey
44 points

British
Commander = Lt. Col. Sir John Johnson
3 regulars = Butlers, Converged Bn., Royal Yorkers (18)
1 gun (1)
1 irregular = Indians (3)
National Advantages
Steady Lads –All regular infantry re-roll combat die when defending (9)
Notables
Lt. Col. John Butler (Thomas Burgess)
Joseph Brant (Lavrenti Duklevich)
31 points

The battlefield with the Americans setting up on the right of the map
 This was our third game of Maurice and I wanted to try out the "Notables" section of the rules and see how flexible the game could be with a small scale scenario. Over the years I have collected various scenarios off the web and from other sources and so "dug out" one I had played previously with other rule sets and found gave an interesting game. The scenario by Mike Manning was originally designed for "Age of Reason", but I have rejigged the orbats to suit "Maurice".

To add some spice I decided to use some of the Notables to represent some of the junior commanders who led forces during the battle.

The set up with the American militia formed by the road along the first stream
 As you can see in the picture above the Americans massed their forces by the road intent on slowing the Loyalist Waggon train and hopefully turning the flank and cutting the Loyalist regulars off from their exit route back to Canada.

Colonel Butler commanding the regulars, busily burning down barns!
The Loyalist commanders were keen to amass points by destroying and capturing as much booty as they could before "bugging out". The way Maurice calculates the morale of a force based on the number of regular units it contains, the Loyalists could not afford to take many casualties, with only 4 morale points vs 8 for the Americans. In addition the card play only allows the commanders to carry out limited choices during their play and so the decision to rally units, move units or burn barns became critical as the game progressed. We played that a Loyalist unit had to declare it was burning a barn by remaining stationary during a march move next to the target building.

The New York and Albany State Militias prepare to advance with the Tyron irregulars operating in the woods
The American Commander found himself using up cards to close as quickly as possible on the Loyalists to stop their destruction and to slow their withdrawal down. Having to cross disordering terrain also caused occasional stops to re-dress the ranks.

Lieutenant Colonel Sir John Johnson oversees the Artillery and Indians also busy destroying barns
 Eventually the first decision point arrived as the militia closed in on the Indians and Artillery drawn up amongst the buildings near the road. The Loyalists had concentrated their card play on the regular infantry force and suddenly found their other group threatened. As they attempted to depart the militia let rip with couple of well aimed volleys wiping out the gunners and crippling the Indians under Brant before they could flee to the woods.

The militia close in for the kill
On the militia flank two units turned to line the fence facing Colonel Butler's units. The three Loyalist battalions moved immediately to deal with the threat and with Butler's ability to move his force in difficult terrain without the being disordered allowed his line to threaten to disrupt the militia advance.

Colonel Butlers forces prepare to engage the Rebels from the flank
However the militia were not to be intimidated for long, and after finishing off Brant's Indians, they let off another punishing volley against Butler's Rangers causing three disrupts and forcing a rally move by the Loyalists. With the destruction of their gun crews and Indian allies the Loyalist forces morale was reduced to one point. They needed to leave quickly.

As the musketry hots up the Loyalists prepare to depart whilst destroying field crops along their route
Colonel Butler ordered the withdrawal, but with his Rangers carrying a further three disrupts he arranged for them to lead off and sprinted for the table edge leaving the British combined battalion and the New Yorkers to bring up the rear. 

The race is on between Van Renesslaer's militia and Johnson's regulars
The race to get clear of the enveloping militias was on, and with both sides down to only a couple of cards in their hands, it was unclear who held the advantage. However as the first deck of cards was reshuffled and three new cards issued to the Loyalists who were forced to pass because of having used all their last hand, the Americans closed the retreat route off. The Brits would have to fight their way clear.

Cornered!!
The Loyalist infantry were carrying disrupts from their struggle to break free from the fields previously so were in bad shape to face off the militia. The first two volleys from the Americans sealed the game and with the destruction of the British combined battalion, Johnson's force broke.

The Loyalists prepare to fight their way out
This proved to be an intensely interesting and fun game with two well matched adversaries. The destruction points were close at 12 to the Loyalists and 16 to the Americans. If the Artillery and Indians had evaded destruction the Infantry could have put up more of a fight, and had the Indians fallen back earlier they may well have had a chance to be more destructive to property. Everyone really enjoyed the rules, good game.

Thanks to Martin, Andy, Ian and Steve for a fun afternoons gaming

Jon

Thursday, 28 June 2012

Can you guess what it is yet?

Here is a photo of the initial purchases for our Christmas game.  Can you guess what we are doing?

There are 560 foot and 36 cavalry, seems like a reasonable mix to me.

Sunday, 24 June 2012

Blackhawks Down

Andy explaining to Chas that, birthday or not, he is not taking number 343 home with him !

Black Hawks Down in Mogadishu - Force on Force

Hi all,

This weekend saw our annual trip up to North Devon for our Summer Game which had added significance this year as our host, the gentleman that is Mr Charles Carter, recently celebrated his 60th, so it gave us a chance to have a lot of fun with a jolly nice chap. Thanks Chas, a great day, good times.

So to the game. I have included the briefing sent out to all players with the relevant orbats and victory conditions. As you can see a very powerful US Ranger and Delta Team task force are tasked with extracting the persons of interest, whilst subduing if necessary any armed resistance, which seemed likely following the shooting down of one of their Black Hawk helicopters.

This shooting down has also necessitated the rescuing of the helicopter crew from the crash site. Our game started as per the brief with the Ranger teams securing the buildings around the Olympic Hotel and fast roping onto the crash site (see the map for approximate positions).

The American force were taking no chances as their motorised convoy headed in from the north on Highway 1 and all troops were on over watch as they nervously looked out over the apartment blocks of down town Mogadishu. The tension was rising like the smoke from the barricades of burning tyres at the southern end of Highway 1 and as the Ranger team approached  Black Hawk Super Six - One it "kicked off".






US air support gives cover as the Rangers secure the crash site
 As the Rangers closed in on the crash site and started to assess the crew casualties the first shots rang out from nearby buildings as Somali militia gunmen opened up with small arms fire.

Rangers having dropped on the crash site move up to secure the area and prepare demolition charges on the wreck.

First contact!, Kate chewing Somalis open up on the Yankee invaders
The Ranger teams coolly took on the militia groups and drove them off with well directed return fire. First round to the Americans.

The view from the south looking up Highway 1 with one Ranger Chalk securing the perimeter. The Olympic Hotel is the large building on the left with roof security teams and the "persons of interest" at the front door. The HUMVEE convoy can be seen at top entering town.
As the US motorised convoy entered town, the Somali forces gathered in nearby streets, along with mobs of angry citizens mixed with traders and goat herders just trying to mind their own business. These obstacles made life difficult for US forces when attempting return fire, as any casualties on civilians were a gift of points to the militias.

Civilians intermingled with Somali militia
As the Americans edged into town the US air support kept over watch, taking occasional anti-aircraft fire from below. This was sufficient to allow the militias to rapidly gather ready to ambush the Yankees.
US air support provides deadly airborne sniper cover. This was very effective at taking out the RPG teams that threatened the task force vehicles.
Three moves in and the Somalis struck. An angry mob coming in from a side road threatened to disrupt the approaching convoy. US troops were forced to debus and attempt to disperse the crowd. This they managed to do but as the crowd dispersed, further shots were fired from militia in nearby buildings, killing one US Ranger.

"Man Down!!". The first casualty is a fatality as the Rangers are forced to deal with an angry mob of civilians.
Meanwhile further down the main highway, the Rangers in their attempts to clear nearby buildings approach a block of apartments covered by an their machine gun support team. The second ambush was sprung with three militia groups able to pool their fire on to the lone Ranger squad and causing a second casualty, forcing the group to fend off their attackers whilst attempting to remove their wounded colleague.
As the Rangers prepare to force an entry into the nearby building the Somali militia prepare to spring their ambush.

Weight of numbers making up for lack of quality and the Rangers are drawn in to an unequal firefight.
With the battle raging at one end of the street and another at the other end, the US commander having got a sit rep from his group leaders demanded over the radio that any further movement must be done under the protection of over watch groups. The Americans then brought up the HUMVEE's to add their fire support to free the Rangers in the first ambush zone.
The battle rages on the first corner as the HUMVEEs add their 50cal fire support
The security teams at the Olympus Hotel were bombarded for requests for over watch fire support as the Somali attacks grew in intensity.
The Olympus Hotel, with its VIPs waiting for their taxis at the front.
The battle at the second junction, swiftly becoming known as "Hellfire Corner" was becoming a death trap for the Rangers there trying to free their wounded. With support from further up the road looking more unlikely, the US commander put in a shout for a strafing run from one of the circling Black Hawks in a desperate attempt to relieve the pressure on his men.
The casualties continue to mount at "Hellfire Corner"
The Somalis were getting the measure of the Yankees. With the majority of the US teams on over watch fire, the militia were throwing in multiple attacks at the same point, which was wearing down the hard pressed Rangers ability to keep up the quality of their fire support. Eventually with their over watch degraded up would pop a "kate" chewing elite group of militia toting an RPG or heavy weapon and pop off another Ranger.

The Somalis numbers had grown significantly as the game progressed and thus their anti-aircraft fire became more potent. As the second Black Hawk strafing run came in over the city, the second helicopter was shot down crashing at the north west corner of town. This was was a body blow to US morale, forcing them to change the plan and get the VIPs out from the North and pull out the wounded and crashed helicopter crews at the same time.

Black Hawk Super-Six Two down with the Delta Team at the corner with a man down
The second crash site had to be secured and quick. The race was on to get the crash site secured and Lt Chas "Dutch" Carter was just the man for the job leading his four man team in the direction of the wreck. A shot rang out and over US radios the call no one expected went out. "Delta Team, man down", its Dutch!!

Not only that but now the HUMVEEs were taking hits, two being quickly disabled and with the truck brought in to carry out the VIPs taking damage the convoy was now only able to limp along at half speed.
The wheels are starting to come off with a second crash site still unsecured
The final moves of the day simply confirmed a crushing defeat for US ambitions in the horn of Africa. The last futile attempt to get their wounded away simply added more Rangers to the growing list of MIAs. Around 12 Rangers fell into Somali hands many lightly wounded facing being paraded in front of the worlds media. The arrest and detaining of the "persons of interest" seemed of little consequence given the losses US forces had sustained. This was however at great cost to the Somalis whose dead and wounded were littering the roads and streets near to the Olympus Hotel.
The survivors of Ranger Chalk 1 are rounded up ready to face the press
The following day after the Battle for Mogadishu, we all enjoyed a super cooked breakfast and headed down to the Cobbaton Tank collection which is close by. On the way out Vince showed off a Hungarian paratroopers light AK47, surely not a trophy from Mogadishu?


The collection of vehicles and weapons are well worth a visit if you are in North Devon, and I took time to grab a shot of a "rare beast", a Challenger 17lbr tank 1944 vintage.


A fun time was had by all, good company, great banter, and great fun. Thank you to Chas for pulling together a fun days entertainment, and thanks to Andy C, Andy W, Vince, Nathan, Steve, Nick, John and Clive for making it happen.



 Next Year Rorkes Drift.

JJ