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

Spanish Windmills

Intrigued by my first game with the simple (simplistic?) Neil Thomas Napoleonic Wargaming Rules (NTNWR) I had another game, this time, with John (my usual CoC opponent) and using my vintage 20mil Naps.

John took the French.

And I took the Spanish.


In NTNWR terms the two sides were:

French in Iberian Peninsula 1808-1814
1 General
2 Line Infantry, Close Order, Musket, Average
1 Veteran Infantry, Close order, Musket, Elite*
1 Veteran Infantry, Close order, Musket, Elite**
1 Voltigeurs, Light Infantry, Musket, Average
1 Lancer, Average
1 Hussars, Light Cavalry, Carbine, Average
1 Artillery
(1).  Artillery hits on a roll of 4-6.

*Light Infantry regiment
**Imperial Guard with attached general

Spanish 1792 - 1815
1 General
2 Militia Infantry, Close Order, Musket, Levy
2 Regular Infantry, Close order, Musket, Average
1 Light Infantry, Musket, Levy
2 Peasant Militia, Light Infantry, Carbine, Levy
2 Horse, Heavy Cavalry, Levy
1 Artillery
(1). Infantry may not adopt Attack Column Formation.
(2).  Spanish Horse:

These are different to the lists in NTNWR as one, I didn't have the right troop types, and two, the Spanish are so penalised that I added a couple of guerrilla units to help even up the odds.  The stats for the latter were those for Peasant Militia taken straight from the Portuguese list.

Also in this game I was trying out a few house rules, but the only two that actually came up in the game were:

Artillery Fire: at long range infantry in line benefit from a 6+ saving roll.  I felt that round-shot against line should not be as lethal as against columns and squares.

Morale tests: if failed, the Unit loses a hit for every pip the d6 roll (+modifiers) was short of the pass score e.g. if the pass core is 4+ and roll a 2, you lose 2 hits.  In previous games the loss of whole base for every morale failure had very quickly reduced units to ineffectiveness.

The two armies do their IPB and try to stare each other out prior to deployment.


We took it in turn to deploy two units each until the two 'armies' were fully deployed.


As I suspect is usual for these games, the need to prevent your opponent exiting units off your table-edge meant we were both pretty spaced out across the width of the table.

John won the die roll to determine who went first and let me start the game.  On my left the Burgos regiment advanced towards Windmill Hill while further out El Rojo's band was moving to occupy the nearby wood.  In the centre, wanting to reposition the Princesa regiment I formed them into March Column (they aren't allowed to form Attack Column and Line formation is very clumsy) and moved my Light Infantry ('Vountarios') forward to occupy the small wood.


At the same time El Húsar's men moved towards the church and my dragoons swept around to go right flanking.


Slightly taken aback by a hit scored by may artillery on the 44th Ligne, John only advanced his line fairly cautiously, his hussars staying on the high ground while his Voltigeurs made a dash for the church.


His artillery proved to be out of range of most of my units, so he turned his battery towards the church where the Spanish were being more aggressive.  

In my next turn the El Rojo's band the small wood by Windmill Hill, which was to be their home for most of the battle.


And, El Húsar's band occupied the churchyard and unleashed a volley into the face of the advancing Voltigeurs.  


As I typed the above, I realised this was an error as they can only move half distance and fire and, looking at another photo (see below), they must've made a full move.  In the background another mistake in progress can be seen as I pressed forward with my dragoons and against John's hussars, although this was a tactical error and not a rule transgression.


The French continued to play it cautiously, and as Suchet with the Imperial Guard Fusilier Chasseurs held back out of range ...


... the Voltigeurs dropped back out of carbine range from the guerrillas in the churchyard, and the hussars, not wanting to come off the hill to fight my dragoons fell back on using their carbines, but again without effect ...


... the red hit marker on the dragoons, visible in the above photo, was from his artillery.


On the other flank the 3e Légère commenced a long-running firefight with the Burgos regiment, while his lancers dared the guerrillas to leave the safety of the wood.


With the action now hotting up the number of photos taken dropped right off, and the narrative will no doubt skip a turn or two here and there.

In my turn, apart from several bouts of shooting, the dragoons charged the hussars, and despite the penalties Spanish cavalry suffer under the rules, and the Hussars' uphill advantage, pulled off a draw which means the defender has to retreat. 

Unfortunately, the hussars bounced straight back in the following turn, charging my dragoons and still with the slope in their favour.


Both units can be seen to be depleting quite rapidly.  This was because we forgot there are only 2 figures on a base and were removing double the correct number of casualties at this point.  Anyway, this time the dragoons lost and had to retreat.

Elsewhere the various firefights rumbled on, on Windmill Hill, and ... 


... at the churchyard, where the Voltigeurs could fire in perfect safety thanks to the superior range of their muskets.


Several turns now passed with the Spanish desperately trying to attrit the French by fire as they manoeuvred.  One of these manoeuvres saw the Guard Fusilier Chasseurs backing away.  

Alas, the cries of 'La Garde Recule' proved premature as they were simply repositioning in order to advance one the gap between the large wood and the church.  Meanwhile, as the hussars, having finally eliminated the Spanish dragoons, advanced around their flank behind the church.


If the guerrillas moved back to harass the hussars the Voltigeurs would be able to get into the churchyard and take them on equal terms (both would benefit from saving rolls for cover).

In the centre the French were approaching ever closer, but had now shaken out into line to reduce artillery casualties and prepare for the inevitable firefights ...


... and the first round of the Windmill Hill firefight was drawing to a conclusion. 


While the threat of the lancers, still sat on the hill, kept El Rojo's guerrillas pinned in the wood, which seemed like a good trade-off to me.


But eventually the Windmill Hill firefight had to end and my Burgos regiment was destroyed so the Princesa regiment stepped up to take their place, ...


... supported on their right flank by the Coraceros (cuirassiers) who eagerly moved up eyeing the 44e Ligne who had been badly shot up by my artillery.


Then a series of very good shooting dice rolls saw the 46e Ligne greatly reduced, not helped by calamitous morale roll that removed even more figures.


In his turn John's general, Suchet, joined his lancers and moved them across to support his infantry, surely too late for that?  He also continued pushing the hussars along the ridge to my rear and the Imperial Guard through the gap between the small wood and church.

My Coraceros then charged his infantry but bounced off!


And in the following turn John's lancers got in some early practise for Waterloo, hitting them in the flank.  


With my cuirassiers eliminated, I lost the plot for a bit, didn't see the obvious and failed to take any precautions.  John didn't miss the opportunity and his lancer ploughed on into the Almeria regiment in another flank charge.  Oops!


Surprisingly there were still left after the dust settled.


But while that was taking place, the Guard had reached my reserve, the Guadalajara regiment, and, urged on by Cambronne, charged straight in.  


OMG!  My guys actually won, and pushed the Guard back.

This put the Guard in an awkward spot where the Guadalajara regiment could shoot them up together with my artillery battery that had pivoted around to face them in my previous turn - a rare piece of foresight on my part.

With lancers off running over much of my army, El Rojo's guerrillas left the woods to massacre the few survivors of the 44e Ligne.


And the lancers responded by turning back and forcing the Princesa to form square to avoid yet another flank charge.  The following photo shows my next move with the remnants of the Almeria regiment trying to catch the lancers between two fires.  This was promptly seen off by the French artillery who managed to eliminate them completely.


So, everything now turned on whether the Guadalajara regiment and the Spanish artillery could stop the Guard from breaking through and exiting off my baseline.  They failed, only just - one more hit and would've done it.  But nothing now stood between the Guard and Madrid.


I was left with nothing but light infantry, guerrillas and my artillery but given where the lancers were now, the latter were clearly not long for this World.


So, the Spanish admitted defeat and we shook hands after what was an enjoyable game.  The rules might be simple but they are not taxing so keep it light and fun.

Post Mortem

The old-fashioned fight to the finish with few troops left on the table at the end is perhaps something that can be addresses as it feels a bit OTT.  Other than that, the real issue we had was how units retreat from a combat leaving the victor standing, often exposed to other enemy units.  Perhaps a pursuit option?  Who knows, that's all for another day.



19 comments:

  1. Replies
    1. Thanks, it's good that we can appreciate each other's interests, 40K isn't my thing but your collection is beautifully painted.

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  2. An excellent looking game with your Napoleonic armies. Do you think you will stick with the rules?

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    1. I'll definitely play them some more, the rules felt better for the 6mm game where simplification just feels better somehow. The 20mm game had a real old-school feel to it but the trick is whether I can house-rule a few bits that don't seem right without overdoing it.

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  3. Superb looking game, table and figures look brilliant, really enjoyed reading the battle report as well, a real bloody encounter!

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    1. Thanks, the report was quite brisk as I didn't take any notes during the game so it's probably got some mistaken recollections in there.

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  4. I enjoyed that immensely, especially of course the throwing back of the Guard. Why rulesets don't acknowledge that the Spanish are as good as we think we are, I can't imagine! I particualrly liked the opening shots of the two armies with the units labelled, that really helped with following the narrative photos. The games has a wonderful look. Thanks
    Stephen

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    1. Thanks, the Spaniards really get short shrift in many rule sets, but their shortcomings were down to lack of training, logistic support and competent commanders, not their place of birth. Fighting spirit was not in short supply.
      Actually my Spanish managed to put up a pretty good show despite their handicapping, well the infantry and artillery did; the cavalry had the biggest handicap, and I didn't help by being overly pushy with them.

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  5. That seemed to go very well and the figures looked fabulous, particularly the Guard Chasseurs. I'm sure the rules could be tweaked, but I think the main issue is the game setup, which essentially requires you to string the whole army out in a line and fight until one side is destroyed! I'm sure it would be possible to pick some different scenarios (say from Scenarios for Wargames or One Hour Wargames) which are more based on territorial objectives and have the armies deploying from the march instead of starting already set up. The scenario generator in Thomas Nineteenth Century set is quite good too.

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    1. You're right about the rules forcing a strung out deployment. I think this was why the total prohibition on interpenetration didn't rear it's head; which'd be why the house-rule allowing it sometimes was not called for in the game.
      Ideally I'd like these games set in a campaign, then the objectives should fall out naturally.

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    2. PS I have the Nineteenth Century rules so I'll look into the scenario generator.

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  6. That was a fun way to start my Saturday! Your units and the table itself, as well as the narrative, really did evoke a nostalgic feeling in me, transporting me back to the days of my youth. Please do keep these coming!

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    1. Thanks, but it's gong to be quite some time before any of my battles are noticeably larger than this one - it took all my French and Spanish apart from their over-developed artillery parks.

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    2. I was referring to the battle reports. Didn't mean to put pressure on you for more units. Those you have already are amazing!

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    3. I don't see why you shouldn't push, I'm always pushing you for more. :o)

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  7. A very impressive commentary Rob. You do tell the story very well. I chuckled at the occasional rule cock up as I am also prone to that but, as a solo gamer, there are no other witnesses!

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    1. That's the problem with playing too many rules, you get mixed up between them. I was relying on their being 4 figures per base to track losses up to a base, with 6 bases per unit, 2 only being for aesthetic reasons*. But I forgot that my light infantry and cavalry are just 2 to a base, hence removing too many cavalry early on i.e. losing a base after just two hits.
      * The final photo of the Fusilier Chasseurs had only a single hit left and would be just one base of 4 figure plus 3 casualty rings with Cambronne. That would look pretty naff IMO.

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  8. Top stuff as always Rob…
    I find myself seriously inspired…

    All the best. Aly

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    1. Then it's mutual, your blog and others like it were what inspired me to start my own blog.

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