Showing posts with label SYW. Show all posts
Showing posts with label SYW. Show all posts

Tuesday, 6 September 2022

Battle of Koschlitz 1757: A Seven Years War Batrep

A week and a half ago Stuart put on a Seven Years War game for me Steve. None of the others could make this game sadly, so this was just us two going head to head across a large table. The game produced some interesting results and a decisive outcome for one of us...but I'm jumping ahead of myself. Today's post is a little overdue as this game took place over a week and a half ago. The work-life balance has been a little off-centre, to say the least, and it's not likely to change for a few weeks.

Orders of Battle
First off, my Austrians:
1st Battalion - 55th D'Arberg(2), 48th Luzan(1), Grenadiers(1), Medium Gun
2nd Battalion - 27th Boden-Durloch(2), 51 Gyulay(2), Light Gun
3rd Battalion - 4th Bretlach Curassiers(1), 12 Modena Currassiers(1)
4th Battalion - 6th Traultmansdorff Curassiers (1)
5th Battalion - 6th Balthuany Dragoons(1), 7th Leverstein Dragoons(1)
6th Battalion - Palatinal Hussars(1)
7th Battalion - Karlstadter Likaner (Croat)(1)
Supply Waggon

Facing these across the field stood Steves Prussians:
1st Battalion - 45th Fusiliers(2), 41st Fusiliers, Medium Gun
2nd Battalion - 7th Musketeer(2), 1oth Musketeer(1), Grenadier(1), Medium Gun
3rd Battalion - 2nd Curassiers(1), 11th Currassiers(1)
4th Battalion - 1st Dragoons(1), 3rd Dragoons(1)
5th Battalion - 4th Dragoons(1)
6th Battalion - 2nd Hussars(1)
7th Battalion - Jagers
Supply Waggon

The Action 


The setup stage saw each side roll for initiative and place Brigades one at a time. Steve and I more or less matched each other move for move. We also rolled for commander quality and in this my dice were better making two of my three leaders exceptional (+2 instead of +1 in morale and melee checks)

The cavalry moves in. Steve was more cautious with his movement...or maybe he just wanted to make me stretch across the table. 

Every unit went in perfectly with charge and counter charge all along the line. This was going to be messy. 

Hang on...I won a cavalry melee...what going on?? This never happens. Steve moves his unit back but have they retreated far enough to avoid being hit in the rear by the pursuing Cavalry?

Cor Blimey!!! With one exception, I send Steve's cavalry packing all along the line, hitting two in the rear and destroying them outright. It's going to take a few turns to recover and reorganise but there is now a real possibility that I can move behind Steve's infantry on the right of the table. 

Meanwhile, his infantry advance and take advantage of their better drill to move and oblique to threaten the flanks of my impeccable line. However, this is slowing down his advance and I can wait to respond to his manoeuvring for a few more turns. 

In the centre my Hussars and a unit of Cuirassiers clash with Steve's Hussars...

Predictably my Currasiers win easily, pursuing and destroying the Hussars facing them. However, they are now fatigued and I will have to stand them for a while turn to recover before I can move them again. Meanwhile Steve wins the melee between his and my Hussars, but I am able to retreat enough that he cannot pursue. My Hussars live to fight another day. 

In the centre the Prussian infantry are continuing to move to my flanks...but this is creating a big gap in the centre of their line which I may be able to exploit. (btw the little white markers behind the units denote that they have not used their First Fire bonus yet)

At last, the infantry are in musketry range. When a unit is hit it must make a Moral test to see in the men stand or retreat half a move. Steve's dice let him down again. 

Both sides take casualties in the shooting phase, but my men stand their ground and the Prussians partially fall back. 

The same happens on the other flank. Some of my unengaged units in the centre are now in a position to change facing to bring fire to bare on the flanks of the Prussian Brigades. 

This picture doesn't show it but two of my Currasier units, have now recovered their fatigue and are beginning to move around the rear of the Prussian lines. It will take a couple of turns of movement for them to become a threat, but the fact is the Prussians can't win now. 

Steve reluctantly, but wisely, concedes defeat and withdraws his army from the field. 


Analysis
Well, what can I say, the dice gods were with me this day. I did feel sorry for Steve because his dice were utterly appalling and no amount of generalship could make up for that. That being said, we both enjoyed the game and had a very pleasant afternoon rolling dice and pushing little metal men around the table, so all in all a very good day. 

Wednesday, 16 October 2019

The Battles of Schwedt - 1758

Reject HQ saw two battles over the weekend when I faced off against Mr Rousell (of Don't throw a One fame) in a set of linked games set in the seven years war. Postie has been running a few games like this recently, with a smaller game determining advantage to the winner in the second game, and it made for an interesting days gaming. 

The Setup
As usual, we started by picking out of a metaphorical hat for sides, and I got the Russians while Ray would be the Prussians. I was clearly going to have my work cut out fighting a more experienced player and a better army (+1 morale rating for most of their troops, because they are better trained). I wasn't going to make it easy for Ray and if the dice gods looked on me favourably I might just pull off a win.... I'm all for positive thinking! 

Game One (Battle of Schwedt Woods) Order of Battle
Prussian Reconnaissance Force
  2nd Hussars (6th Battalion)
  4th Hussars (7th Battalion)
  Bosniacks (8th Battalion)

Russian Reconnaissance Force
  Jolty Hussars (6th Battalion)
  Slobodski Hussars (7th Battalion)
  Cossacks (8th Battalion)


The Action
We deployed our cavalry and postie then drew cards to determine the order in which the battalions would activate. 

My Slobodski Hussars (in blue and white) charge into the Prussian 4th Hussars. They manage to counter charge and the two units slam into each other.

My Slobodski Hussars win the Melee, albeit by a small margin but I manage to take the Prussian flag and the defeated cavalry flee towards the rear. A good start for my Russians. 

Next up I manage again to charge my Cossacks into the Bosniaks. This time however it's my cavalry that looses.   

They manage to evade just beyond the reach of the pursuing Bosniacs but next turn the cards dictate that the Prussian player can pick and move a unit first... Ray's blood is up and he charges his Bosniacks into the rear of the cossacks, destroying them!

Meanwhile, my Jolty Hussars clash with the remaining Prussian cavalry. They win the melee and again manage to capture the Prussian Flag. Two out of three and things are looking good for my Russians. 

My Slobodski Hussars chase after the retreating Prussian 4th Hussars but after two turns of retreat, the Prussians look like they are about to exit the battle, stopping just an inch from the table edge! 

Now things start to turn. The Bosniaks have returned from seeing off my Cossacks and charge into the rear of my Jolty Hussars who are already in melee with the Prussian 2nd Hussars. The result is painfully obvious! My Hussars manage a draw in the firsts round of melee but their luck fails in the second turn and they are wiped out. 

I decided to turn my Slobodski Hussars around to face the Bosniaks...and then at that moment the retreating Prussian 4th Hussars pass their morale test, turn around and advance towards their rear! I'm in a Prussian sandwich and I can't see a way out...but at this point, Postie call the game to a close and he tallies up the points. 
My Russians have 3 Points and the Prussians win with 4 points. Dammit! Earlier in the game, I thought I had that pesky Prussian!!

Analysis 
The Prussians were able to claim a victory despite their unpromising start. We didn't know this but the surviving Prussian units would later join the main battle as reserve troops so could potentially give them a significant advantage. Whether this would be the case was yet to be seen.



Game Two (Battle of Schwedt) Order of Battle
Prussian Army (c/o Ray)
  1st Battalion - Grenadiers, 29th MB (2), 23rd MB, Medium Gun
  2nd Battalion - 41st FB (2), 10th MB (2), Medium Gun
  3rd Battalion - Jagers
  4th Battalion - 2nd Cuirassiers, 3rd Cuirassiers
  5th Battalion - 6th Dragoons, 8th Dragoons
Reserves (Partial Units from 1st Game)
  6th Battalion - 2nd Hussars
  7th Battalion - 4th Hussars
  8th Battalion - Bosniacks

Russian Army (c/o Lee)
  1st Battalion - Grenadiers (2), Apcheron, St Petersburg, Medium Gun
  2nd Battalion - Neva, Novva, Pskovsk, Viatsh, Medium Gun
  3rd Battalion - Pandours
  4th Battalion - Feboravitch Cuirassiers, Kievski Cuirassiers
  5th Battalion - Tobolski Dragoons, Arkhanguelogorodski Dragoons
Reserves - None carried over from 1st Game!

The Action
Again we start the game by deploying our battalions one at a time based on the draw of cards. 

Most of the battlefield is open country, although I am a little constricted by woods on my right flank. I place my cavalry one behind the other (after checking with Postie that retreating units do not disorder friendly units...you know, just in case!) 

The view down the Russian lines. If I do say so myself they look a fine body of men. 

The Prussians are similarly arrayed although there is a gap in their line which I expect them to close as we get closer. 

First blood. My guns open fire inflicting a couple of casualties on the end of the Prussian infantry line. 

The cavalry wings engage each other although I can't get all my men into action in the first turn. The second cavalry unit swing to the left keeping what I think is a safe distance (ie more than 6") from the enemy. 
Meanwhile, the Prussian reserves - those cavalry units that survived the first game - enter the field and can be seen on the edge of the table. Its unclear if they will play a part in the game but it's just another thing for me to worry about.

Over on the other flank, my cavalry have also engaged the enemy after I have attached some quality leaders. I need every advantage I can get against the Prussians. The second cavalry unit had to borrow a commander from the main body of the army and as he had already moved to join them Postie wouldn't let me move these their full distance meaning they don't get to charge the enemy. I'm a bit miffed (by my blunder and the fact this rule wasn't pointed out to me before I did it) but I reason I'll get them next turn, ine way or another. 

My Dragoons see off the Prussian Hussars and I choose to pursue them. If I can hit them in the rear I'll destroy them. I can move my full move (12") +1d6" and I all I need to do is roll 2 or more to catch them....so I role a bloody one!!! 

My Dragoons they thought they were 6" from the enemy (enabling them to counter charge the Prussian Hussars) turned out to be a mear quarter of an inch too close. The Hussars charged and I was unable to counter charge...not that the extra combat dice I would have got would have done me any good as I lost something like 5-0 and went into immediate retreat. And further back my other Dragoons that fell just an inch short of the retreating Hussars, have now been caught also unable to countercharge. And again the result is something like 5-0 again. Both my Dragoon units retreat and I can only hope they can get away and reform. 

In the centre, I decided to advance my infantry as boldly as I dare. I'm hoping this will surprise Ray as I'm normally a defensive player. I advance inside close range and open fire...now the Prussian training pays off because they have advanced and held their fire, so now we both have to roll a d6 to see which side fires first and the Prussians get a +1. Three of my eight infantry units take heavy fire at close range before firing back. And then two units fail morale checks and fall back a full move with their backs to the enemy. I can recover them next turn (hopefully) but my boldness isn't working out the way I had hoped. 

Over on the left, the Cuirassiers of Russian and Prussia go head to head in a deadly tussle with big casualties on both sides. However, neither side deals a decisive blow and the melee continues for another turn. 

The centre is a struggling, screaming mass of men blinded by smoke and the sweat. 

Beyond them can be seen the Cuirassiers locked in melee. In the foreground 

My Pandours have managed to get themselves caught in close range fire and take heavy casualties. 

Two of my infantry units have fallen back leaving a big hole in my centre. I'm confident I can rally them and get them back into the fight but my line isn't as neat as it once was. 

Back on the left flank, the Cuirassiers fight on but both my regiments are soundly defeated and have to fall back. 

The final straw...both my Dragon regiments are hit from behind as they retreated and are wiped out. Both my flanks are now lost and it's only a matter of time before the Prussian cavalry encircle the infantry and destroy my army. I decide enough is enough and I concede defeat. 

Ray, magnanimous in victory as usual! 

Analysis
I can't say it went well for me (when does it?) but I did have a good time and felt I acquitted myself well, even if the dice let me down in the end. I like this set of rules that Postie has drawn up but I did feel I was bloody unlucky at some crucial moments. Such is war and wargaming and yet again I'm left thinking I probably should have taken up fishing instead!

Friday, 15 March 2019

The Battle of d'Artenay-Pas-Vraiment - 1870

On Sunday I braved high winds and terrible traffic to join the Rejects for a game in Posties Shed-o-War. However, for a change, our leader wasn't running the game, the honour instead falling to Reject Richard. He had brought his excellent figure collection along for a Seven Years War* Franco-Prussian War game using the They Died for Glory rules. This is the second time I have played these rules and both times we have had an excellent game, even if the result wasn't what I had hoped for. In fact, I enjoyed them so much I have bought a copy for myself.
(*Doh!)

The Setup
This is a hypothetical scenario based on the military situation at the time. August and September of 1870 have seen the irresistible onslaught of the Prussian War Machine against an ill-prepared and poorly lead French Army. The Prussians and their allies under the direction on Moltke have swept the Imperial French forces from the North and have commenced the siege of Paris. However, the Teutonic hoard has failed to destroy the armies of Napoleon III, allowing them to retreat in a disordered fashion to Orleans to try and regroup. 

In order to counter the threat of a French counter-attack to lift the siege of Paris, Moltke has ordered a probe in strength towards Orleans with the intention of pushing Napoleon away south and perhaps capturing Orleans in order to stop its use as a base and rallying point for the French. 

Both sides were given a briefing, each of which contained detailed objectives and advice.

The German Briefing
French forces of unknown strength have fallen back on Artenay-Pas-Vraiment during the previous day.  Your task is to capture the town and the railway station and to clear the main Paris-Orleans road of hostile forces preparatory to an attack on Orleans.  
The enemy may be reinforced from the South. However, it is unclear whether the French Troops are in full retreat, falling back on their supports, or covering a new offensive from Orleans. Some caution may be required. However, if this is only a rearguard then speed is of the essence and the attack should be progressed vigorously in order to prevent the enemy from escaping off the field.  
You must take: Assas; Villechat; Artenay-Pas-Vraiment; The Train Station; Autroche; Control the Paris-Orleans road by deploying troops across it south of Artenay-Pas-Vraiment.  

The French Briefing
German forces have advanced south during the previous day, and your rearguard have camped overnight around and south of Artenay-Pas-Vraiment. Your task is to hold the town and station for as long as possible, delaying the German advance on Orleans, and keeping open a route to withdraw your own troops south.
You are unlikely to receive reinforcements of any significance as the mina body of the army is withdrawing through Orleans rather than stopping to fight the enemy. It is essential to delay them for as long as possible.
You must hold: Artenay-Pas-Vraiment; The Station; Assas; Villechat; Autroche; and not allow German troops to deploy across the Paris-Orleans road south of Artenay-Pas-Vraiment. 

With the orders given the game began. Surjit and Stuart's commands were already on the battlefield and they were able to commence play immediately. My troops came on in turn three so I had time to observe and take a few photos before play commenced. 

The Order of Battle
French Army
18th Line (8)* (in Assas), 18th Line (8) (in Villerhay), 96th Line (16) (in Autroche), 45th Line (16) (in Artenay), and 50th Line (16) (in the Station)
*Number of figures in the unit

Deployed by towns with Divisions
2 x 4pdr & 1 x Mitrailleuse

Deployed across Orleans road and railway south of Artenay.
48th Line (16), 36th line (16), 74th Line (16), 78th Line (16), 1st Zouaves (16), 1st Turcos (16), 2nd Turcos (16), and 3rd Turcos (16)

Arriving at Point F in turn of players choosing
8th Cuirassier (12), 9th Cuirassier (12), 3rd Dragoons (12), and 10th dragoons (12)

Arriving Turn 3 at Point E at Umpires Discretion (Never deployed)
1st Grenadiers (Line) (16), 2nd Grenadiers (Line) (16), 3rd Grenadiers (Line) (16), 1st Voltigeurs (16), and 1x 12 Pdr

Prussian/Bavarian Army
Bavarians deployed in deep column between Dambon and Railway line, north of La Boule D’or farm.
Lieb Regiment (20), 1st regiment (20), 3rd Line (20), 4th Line (20), 8th Line (20), 10th Line (20), 13th line (20), Jagers (20), and 2 x 4pdr

Prussians deployed on road between point C and Poupry
IR 2 1st Pomeranian Gren (20), IR42 (20), IR15 (20), IR54 (20), IR9 Colberg gren (20), IR21 (20)
IR61 (20), and 2 x 4pdr

Prussians arriving on road at point D,
IR 8 Leib Grenadier (20), IR48 (20), IR12 (20), IR52 (20), IR20 (20), IR35 (20), IR24 (20), IR64 (20), and 2 x 4pdr

Prussians arriving turn three at entry point B north of Assas and Villerhay
7th Magdeberg Cuirassier (12), 6th Brendenberg Cuirassier (12), 16th Altmark Uhlans (12), 3rd Brandenberg Uhlans (12), and 1 x 4pdr Horse Artillery

Prussians arriving at point B from East on road to Artenay
1st Leib Garde Hene-Dormstadt (20), 2nd Grosse Herzog Regt Hene-Darmstadt (20), 3rd Regt Hene-Darmstadt (20), 4th Regt Hene-Darmstadt (20), and 1 x 4 pdr


The Action
The initial setup with the Prussians and Bavarians poised to attack Artenay

Another view of the initial setup. The French can be seen south (to the right) of the town of Artenay


French south of Artenay. Some troops are already in the town and associated Railway Station

Prussians on the road to Artenay with one unit in skirmish at the front

The game commences. I'm sat in the corner waiting for my troops to turn up.


The Bavarians advance with a coupleof units in skirmish formation to provide cover

The french move more units into and around the town

The Bavarian advance continues

Players deep in the action

Both the Bavarians and Prussians are moving rapidly towards the French towns. They are coming under sustained fire but not enought to stop the advance. 


The Prussians now have two units providing a skirmish screen but the following units are still tryin to get down the road.

Meanwhile, French cavalry appears on the battlefield and thunder down the road towards the main area of the battle.

Cuirassiers and Dragoon move around the farm

Players and umpire deep in thought

My first troops arrive on the Table! Courassiers and Uhlans and a Horse Artillery battery

More troops for me... Prussian Line regiments

Surjit and Stuart seems to have stopped in front of the French towns. More units are in skimish formation and bith sides are exchanging fire. 

Meanwhile I coax some extra movement out of my front regiments by changing to Skirmish formation. This brings me just inside the range of the Ffrench Cavalry and I am able to fire upon them. 

In these rules firing on Cavalry in a column is devastating and I reduce two cavalry units to half strength in one volley.

The follwing turn my Cavalry charges the french cavalry who counter charge. Now I'm normally s**t with cavalry but this time I win three out of four of the melee. 

Meanwhile I'm not seeing a lot of movement over in the main attack against our objective, the town of Artenay. 

I've managed to move one of my line regiments into charge range and storm into the town on Villerhay. My remaining cavalry charge into the remaining French Cavalry... I cross my fingers...

Prussians stand before the town echanging fire. The French are being reduced in number, but they still hold the towns and thus far the Prussians haven't tried to assult the town. 

Neither have the Bavarians who have lost a couple of units (they retreated) with the remainder standing almost stationary and swapping fire with the French. Prussian reinforcements are arriving but it will take several turns to get them into position. 

Meanwhile my troops take Villechat and prepare to move on to the next town. My Cavalry have pretty much decimated the French cavalry (I was in shock) and are preparing to chase the rest away. 

Prussian reinfircements streem up the road. 

My Cavalry form up and prepare to hit the remaining French. 

Meanwhile my line regimants are advancing towards the Railway station. 

The battle in front of Artenay looks like it is about to reach a climax as our reinfircements reach the front. 

Our Objective, the town of Artenay still looks a long way away!

Another objective, the village of Autroche. 


However, with time short and the French already accruing victory points for holding the towns beyond the 7th turn, there was now little chance the Prussians and Bavarians could turn the situation around and win. Richard called the game to a close and declared it a French Victory.


Analysis
This batrep was unashamedly focused on my end of the table as it felt very much like I was having a separate game from the other guys. I'll be honest I'm not entirely sure what 'went wrong' in their sector of the battlefield. They had overwhelming superiority in numbers, space to manoeuvre and some very clear objectives as laid out in our briefing. For reasons unclear to me, they became bogged down in a firefight within spitting distance of their objectives instead of pressing home an assault to oust the enemy from the villages. True, such an assault would have been very bloody, but it was necessary if we were to gain any of our tactical objectives. 

For my part I felt my infantry came on a turn too late, and given time restraints were physically unable to reach the enemy in the time allotted. That was partly due to starting late (I was stuck in traffic and arrived an hour late). My troops were the only ones to take an objective and I had spectacular success against the French Cavalry (amazing, I know!) but ultimately we had to succeed across our whole front, not just on one flank, if we were to win this game. In retrospect, I think our Commanding Officer became too focused on beating the enemy troops and in the process forgot the objectives laid out in our mission briefing. By the end of the game, despite grinding down the French forces in front of us, we had failed to thwart the French tactical objective to delay the Prussian advance and it was therefore only fair to call this a French Victory.

Despite my side loosing the game I think we all had a great time. The rules are easy to understand and each turn skipped along quite quickly. In fact I enjyed the game so much I decided to nuy the rules in the vain hope that I'll be better prepared when we play this period again!