From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).

MOLLWITZ - The Way Ahead

[Pre-Cabinette Archives c.2022]

In the last MOLLWITZ post I described the inspiration, and setting up the table, for a planned refight of the game as featured in Charles Grant's book 'The War Game'.  Then calamity of calamities my opponent pulled out on the eve of the game with eye troubles - I'm please to say he has now fully recovered.

So, what next?  I asked a few friends if they could fill in but it was too short notice for them to rearrange their time.  Not wanting to pack everything away unplayed, I contacted some fellow bloggers to see if they would be interested in playing by email, and they said yes!  HURRAH!

David of 'Miniature Minions' took on the mantle of General Neipperg in command of the Austrian army, and Matthew of 'The Hinton Spieler' agreed to command the 'Prussians' as Frederick II, albeit David adopted his own soubriquet.  A quick check with the wife and I had permission to monopolise the dining room table for the next week or so to run the game, running a game with one player in the US and another in NZ, time-zones were always going to be a problem.

To help the players, I drew up a spreadsheet for order and created a PowerPoint Battle-map that I hoped would give a better overview of the action than the photos I planned to take - Austrians at the top and Prussian at the bottom.


The colours of the unit symbols are linked to their uniforms to help identification, and the unit names were listed in the plan in the last post, but copied in here for convenience.


The rules for this game were 'Charge' by Brigadier Peter Young, albeit modified slightly be me.  The biggest change is the way orders are given to units.  In 'Charge', every unit has an order written for it every turn; I changed this to orders remaining in force until changed and limited the number of orders that could be written in any turn to the number of ADCs[1] accompanying the general.  Orders sent to units with 30" would arrive immediately, if further away a messenger figure would be dispatched (moving 30" per turn) and the orders would take effect in the turn he arrived.  

As I was going to interpret the orders written during the game, I request each player to write an order of the day outlining their scheme of manoeuvre, which they did.  First von Neipperg (aka von Hohendavid) ...



... and then King Frederick II.



With both players clearly entering into the spirit of the thing, and orders submitted by email for the first turn (all units start the game with orders) ...

Orders Received for Turn 01

... all was looking good and it was time to 'open the ball', and immediately the Austrian cavalry surged forward with murderous intent seeking to exploit their advantage in the arme blanche.


The Prussians on their side of the table had foreseen this and had already ordered their cavalry to shelter behind the infantry and let the irresistible(?) waves of Austrian cavalry break themselves upon the immovable(?) rock of Prussian foot.


This left a light cavalry action between both sides' hussars as the only cavalry clash in the offing, with Austrians having a two-to-one advantage.


At the other end of the line, both sides infantry advanced, the Austrians to occupy Mollwitz and Gruningen ...


... and the Prussians to drive them out.


In the centre the Prussian infantry and guns had formed a formidable line.


So, with the armies in motion and about to engage ...


... and the positions updated on the map ...


... I'll end this post here on a cliffhanger awaiting orders for Turn 2.

Next Update

This will come soon, but I am still undecided on how much detail I should include; comments on readers' preference for either a blow-by-blow account or brisk outline of the flow of battle would be very welcome.


Notes:

[1.]  ADCs can also be used to rally units, taking command and calling some men back to the colours (i.e. recovering some losses).  Especially useful if a unit has lost all its officers and become unable to obey any orders.  ADCs, once expended like this may not be recalled and thus the number of orders a general can issue is permanently reduced.  

Do I Mind The Billhooks?

I had missed out on the 'Never Mind the Billhooks' experience when it first came out and the accounts I had read since didn't seem to justify the interest they had aroused.  But, knowing I am very poor at judging rules without playing them I thought, when offered a game, I would seize opportunity to see if playing them would change my mind.


John, my most regular opponent these days, kindly brought over everything required a game, set it up and explained the rules to me.  He even let me take the Yorkist side, as I do have a clear preference in this period (actually Neville rather York).  The two sides were:

LANCASTRIAN                               YORKIST
 
Somerset (CinC, Commander)      Fauconberg (Hero)
2x Bow units                                   2x Bow units
1x Man-at-Arms unit                        2x Bill units
1x Bill unit
 
Devon (Commander)                     Edward IV (CinC, Commander)
1x Bow unit                                     1x Bow unit
1x Bill                                             1x Man-at-Arms unit
1x Pike
 
Northumberland (Dolt)                  Norfolk (Commander)
1x Knight unit                                  1x Knight unit 
                                                      1x Light Horse unit
 
In addition, both sides had one cannon and two skirmish units (one crossbow-armed and one with handguns).

Deployment: being wrapped up getting my head around the rules I forgot to take a photo of the armies as set up so, the first photo shows the table after the manoeuvre phase, which I brought to a close by opening fire with my cannon.

Manoeuvre Phase: the overview below is from the my, Yorkist, side of the table.  During the manoeuvre phase my skirmishers units had moved to the field (rough ground) on my left, matched by the opposing Lancastrian handgunners.  


On the other flank I had advanced my light horse while the enemy crossbowmen had occupied the wood.  I then advanced my cannon and opened fire.


This turned out be a great start inflicting a kill on the enemy bowmen to their front.  

Turn 1: started pretty much the same way with my gun knocking off another bowman; indicated by the strength dice next to the bow unit dropping from 12 to 10 (the green die indicates they have arrows for six shooting actions). 


On my left flank the shooting was less gratifying as my skirmishers advanced and shot at the enemy handgunners without effect, while the enemy skirmishers did kill one of my handgunners.


In the centre Fauconberg advanced his bows and bills to the forward edge of the ridge; not far enough to bring any of the enemy into range ...


... even though their centre has also advanced.
 

On the right flank, while the cameraman was looking elsewhere, Devon's bill and bow unit advanced (twice) up onto the hill where they were charged by the Yorkist light horse who didn't fancy waiting for them to start shooting.  Once the dust had settled ...


... the light horse had been cut to a quarter strength (2 out of 8) by the billmen behind whom the bowmen had wisely withdrawn.

Turn 2: saw the Lancastrian centre and right advance much closer to the Yorkist position, where they won the long-range archery duel despite only shooting once against two shooting actions by the Yorkist bowmen.  All three Yorkist archer units failed to inflict any losses from a total of six shooting actions!  Clearly Fauconberg had lost the knack of winning these long-range shoot-outs[1].   


At the same time my two Yorkist skirmish units on the left still couldn't land a hit on the single unit opposing them.  Conversely, the Lancastrian handgunners were wreaking havoc on mine - things could not go on for long like this. 

On the Yorkist right flank, to the relief of my light horse, Devon failed to activate (was the last card in the play deck[2]).


Turn 3: saw the Yorkist right, Lancastrian left, flank remaining fairly quiet with Devon moving to catch up with his men and advancing the skirmishers.


Elsewhere, the shooting suddenly took a lethal turn with the Yorkist archers finally getting the range and driving back[3] both Lancastrian bow units in the centre.  


Unfortunately for me, while my two left flank skirmish units finally managed to inflict their first kill on the Lancastrian handgunners the return fire broke my handgunners and the accompanying crossbowmen rattled by this also broke!


The newly-crowned King Edward looked on, distinctly unamused as this spoilt the generally favourable appearance of the battlefield at the end of this turn, not helped by his archers retreating daunted at the end of the turn after falling below half-strength (see below).


Turn 4: Somerset sought to retrieve the Lancastrian fortunes by launching his dismounted men-at-arms, now unsupported by any bowmen and taking losses from Yorkist archery, against the Edward's foot.


This was a bloody contest, with the Lancastrians just edging a win[4] but, with Edward looking on, the Yorkist morale held firm.  

Apart from desultory archery, not much else took place in the centre.


But, on the Yorkist right the Lancastrian crossbow skirmishers were starting to inflict serious losses on Norfolk's knights.


The photo below shows an overview of the battlefield at this point; the victorious Lancastrian skirmishers can be seen in the distance advancing through the field vacated by the routed Yorkist skirmishers.


Turn 5: and Norfolk, unwilling to let his knights just sit and be shot at, sent them in against the Lancastrian foot.  


They won the melee against the billmen, who once again took the hit as their bowmen ducked back behind them.  Unfortunately, for me, the billmen's morale stayed rock solid and my knights had to fall back from the fight. After which Devon advanced his bowmen back to the front rank.


Elsewhere, the Lancastrian's handgunners advanced to harass Edward's foot; their knights were brought forward; and, their men-at-arms lost the second round of melee, falling below half strength.  In reply Edward pivoted his archers to fire their last arrows in reply, to no effect.


The absence of the Lancastrian men-at-arms in the above, is due to their breaking as a result of the morale test required for being below half-strength at the turn end. 

An overview of the field of battle at this stage is shown below.


Turn 6: and Norfolk got to go first and again launched his knights at Devon's foot before they could shoot.


The result was draw, and with the knights blown[5], and the opposing foot still well-supplied with arrows, Norfolk, courtesy of a special event card called a local truce.  this meant neither unit could attack or shoot an enemy unit unless they are shot at or attacked.

In the centre Somerset threw in his billmen, where despite their lower numbers they managed a draw against Fauconberg's foot.


Next, Somerset threw in his knights against the Yorkist men-at-arms, beat them, and drove them back, 'daunted', through the archers behind them putting them into disarray.  The knights followed up into the ('daunted') bowmen and, unsurprisingly broke them.  


This saw Edward, the fourth king of that name, who was attached to the archers fleeing the field with his men.  And, being the commander in chief of the army this caused the Yorkist army to cede the field, handing the win to the Lancastrians.


Post Mortem

This had been an enjoyable game and convinced me there is actually much I like about the rules, and, with the availability of Perry Plastics, I can understand how the game has become so popular.

In the post-game discussion, the only aspect I hadn't liked was the way that the morale system seemed ensure that most battles would be fought almost to the last man.  On questioning whether we had this right, I asked about the exact wording of the morale system and John went through it line by line.  This revealed that we had gone wrong by adding lost morale tokens to the opponent's pool of morale tokens; they should go in a discard pile.  Looking at the respective holdings at the end of the game it was pretty clear that the Lancastrian army should have collapsed earlier in the game.

So, a fun game and both of us able to claim 'a win', what more could one ask for?
 

Notes:

[1.]  The losses on the Lancastrian bow unit (top right in the photo) are from the Yorkist cannon.

[2.]  Commanders activate, and use their orders (1,2 or 3 orders depending on whether they are rated as: 'Dolt', 'Commander' or 'Hero') when drawn from the play-deck.  The last card in play-deck is not played.

[3.]  The exceptionally heavy losses from Yorkist archery (and artillery) caused both Lancastrian bow units to take a morale test which they failed forcing them to retreat 'daunted'. 

[4.]  The Yorkist advantage in numbers after this melee is due to the shooting casualties the Lancastrians took before the combat. 

[5.]  Cavalry may only charge (including counter-charges) twice during a game.


MOLLWITZ - The War Game ... The Inspiration

[Pre-Cabinette Archives c.2022]

Probably the biggest inspiration in my wargaming was Charles Grant and as a schoolboy I had his book 'The War Game' on semi-permanent loan from the library.  Of course it helped that my mum was a librarian.  


One of the highlights in this book was a refight of the Battle of Mollwitz (1741) using the rules within the book and Charles Grant's collection of Spencer Smith Miniatures (SSM) figures.  

Now my SSM collection, put together to use with Brigadier Peter Young's 'Charge' rules, was big enough I decided it was time to try and play out this action myself.

Grant's table was 9'x7', so as mine was only 5'x8' I reduced the units down from his 48 infantry and 24 cavalry to 40 infantry and 20 cavalry.  I also, to avoid confusion, kept the names of my units rather than use his (the colours refer to uniform / facing colours for ease of unit identification).


Next the battlefield was distorted (squashed) to fit an 8'x5' table as shown below.  The bars next to battle-map show the move distances and firing ranges that I use with my Charge rules (also reduced for use on smaller tables).


My table (the dinner table with a sheet of green vinyl flooring laid on top) was then set out to try and match the map as closely as possible.


Then it was time to populate the table; all looking rather cramped on my table even though I was fielding slightly smaller units than in the original game.


After which a few close ups of the armies: first the (stand-in) 'Austrians' ...


... then the (stand-in) 'Prussians' ...


And finally, the opposing commanders: Khevenhuller acting for the Austrian General Neipperg ...


... and Seckendorff taking the place of the Prussian King Frederick (the not yet Great).


At this point the wheels came off as my opponent phoned to let me know he had come down with a serious eye complaint and was unable to come over for the game.

What now?  

All will be revealed in the next instalment.