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).
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.
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.
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".
US Recce and Artillery OP survey the road ahead |
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. |
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 |
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 |
Colonel Butler commanding the regulars, busily burning down barns! |
The New York and Albany State Militias prepare to advance with the Tyron irregulars operating in the woods |
Lieutenant Colonel Sir John Johnson oversees the Artillery and Indians also busy destroying barns |
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 |
As the musketry hots up the Loyalists prepare to depart whilst destroying field crops along their route |
The race is on between Van Renesslaer's militia and Johnson's regulars |
Cornered!! |
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?
Sunday, 24 June 2012
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 |
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.
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 |
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. |
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. |
The battle rages on the first corner as the HUMVEEs add their 50cal fire support |
The Olympus Hotel, with its VIPs waiting for their taxis at the front. |
The casualties continue to mount at "Hellfire Corner" |
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 |
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 survivors of Ranger Chalk 1 are rounded up ready to face the press |
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
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