From the German 'Kabinettskriege' - Cabinet Wars: a period of limited conflict from the Peace of Westphalia (1648) to the French Revolution (1789).
Showing posts with label AARs. Show all posts
Showing posts with label AARs. Show all posts

Who's Teaching Whom?

 The Scenario

This was a one-off Chain of Command (CoC) learning game for a friend, Colin, who had only played one game of version 1 some time ago and was interested in trying the second edition of the rules.  Offered the choice, Colin opted to defend with a German platoon; I would attack with the Brits.

I based the game on an Attack-Defend scenario from the Operation MARTLET pint-sized campaign (the attack on Fontenay), but swapped the German SS Panzergrenadier platoon for a Heer Infantry platoon to give Colin some practise with rifle groups as well as machine gun teams.

The table set-up looked like this:

As per the campaign scenario, each of the German sections was down by one man and they received a Panzer IV in compensation, plus 8 support points.  The Brits had 16 support points.

With my 16 support points, I opted for: 1x M4 Sherman (6pt.s); 1x Vickers MMG Team (4pt.s); 1x PIAT Team (2pt.s); 1x 2" Mortar Team (2pt.s); 1x Adjutant (1pt.); and, 1x Replenishment Point (1pt.).  Colin plumped for: 1x Mortar Bombardment (4pt.s); 1x Senior Leader (2pt.s); 1x Medic (1pt.s); and, 1x Adjutant.

The Patrol Phase

We both rolled a starting Force Morale of 10, so as the attacker I started the Patrol Phase.  The Brits start with 4 patrol markers on the road where it enters their baseline.  The Germans, who opted for 3 patrol markers, start anywhere up to 18" in from their baseline and may be spaced out (but within 12" of each other).

With their head-start and fewer patrol markers, the Germans penned the Brits back around Home Farm; the photo below showing the patrol markers and two of the three German jump of points (JOPs - the small Cross markers).


The other German JOP was in the Derelict Farmhouse, and the British JOPs were in Home Farm, the Tractor Shed and the Orchard.  


The Germans then placed two objectives, marked by abandoned artillery pieces.

The Game [1]

1BR(3,4,4,5,6): I never like to bring on my senior leaders too early so I settled for just deploying No.1 section in the yard of Home Farm.  

2GE(2,3,4,4,6): Colin passed to wait and see what I intended.

3BR(1,1,1,3,5): allowed me to deploy a 2" mortar team in the farmyard, the Sherman on the road, and No.2 section in the orchard from where they put down suppressive fire on South Wood.  The JOP in the orchard can be seen in the photo below just behind No.2 section (with a scenic cover on top of the JOP marker).  


4GE(2,3,3,5,5): Colin had seen enough at this point, and deciding that attack was the best form of defence, deployed his tank (PzIV) and III section along the hedge running down the road.


He also deployed 
I Section in the Derelict Farmhouse from where they fired at No.2 section in the orchard, inflicting one kill on the Bren team and one point of shock on the Rifle team.

5BR(1,2,3,3,6): rattled by such an early, and aggressive response before I'd started to organise my attack, I withdrew No.2 section deeper in into the orchard to escape the fire from the Derelict Farmhouse.  No.1 section advanced from behind the Tractor Shed to line the nearby hedge and my Sherman fired h.e. at III Section advancing along the roadside hedge.  The h.e. was an immediate success inflicting one point of shock on the MG42 team and wounding III section's obergefreiter, the junior leader, which caused German Force Morale to drop from 10 to 8!

6GE(2,3,5,6,6): our first double phase, which Colin used to tactically advance III section along the hedge while deploying a Medic to attend the wounded obergefreiter.


7GE(1,2,5,5,5): for three CoC points leaving Colin only wanting one more for his first full CoC die.  I, as the attacker, had started with 2 CoC points but was now left trailing on only 4 CoC points.  

Colin used the '2' for the Medic who treated the obergefreiter, restoring him to full fitness for the following phase.  And, with the '1' he deployed a forward observer (FO) with a battery of 8cm mortars on call - the aiming point was placed to embrace both my section in the orchard and some of those in Home Farm.  Luckily for me the dice came to my rescue and the first aiming round from the mortar battery landed unobserved, who knows where.

8BR(1,1,2,3,4): if I was rattled before, I was definitely panicking now, and No.2 section's corporal rallied off the point of shock and moved his men as far from the aiming point as possible, albeit still within the orchard[2].  Also in a funk, No.1 section promptly dashed for cover into the Tractor Shed.  The 2" mortar team was just outside the threatened area so were left in place while the Sherman again fired at III section behind the roadside hedge - to no effect.

9GE(1,3,3,3,5): and Colin got his first CoC die.  The '1' was taken by the FO, who moved the aiming point to take in the entire Home Farm complex and the M4 Sherman.  This time the aiming round was spotted, but fell 13" short in North Wood!  Phew, that wasn't even close.  Elsewhere, things were moving quickly, as the PzIV advanced flat out ...


... and III section doubled along roadside hedge.


10BR(1,2,3,5,6): finally realising the mortar bombardment could come down anywhere, the 2" mortar team was moved into Home Farm, while the Sherman again engaged III section with the bow MG and high explosive.  The MG was completely ineffective but the h.e. killed two and inflicted a point of shock, all on the MG42 team - now down to just one man.   

11GE(1,2,3,5,5): and at the third time of asking the mortar bombardment came down on target and with immediate effect.  But with everyone taking cover in buildings only two points of shock were inflicted on No.1 section's Bren team.  


III section rallied off a point of shock and moved to cross the road, but didn't get very far, and the Medic doubled across to the Derelict Farmhouse.


Frustratingly this tempting target was unavailable to my Sherman which was within the mortar bombardment area.

12BR(1,2,2,3,4): and my platoon sergeant deployed in the Tractor Shed, to rally off shock[3].   Overlooking No.2 section in the orchard, I thought everything, except the Sherman, was pinned by the bombardment.  So, all I attempted was to move the Sherman out from the bombardment to fire at III section crossing the road.  But with only a 2" move from the dice it failed to get clear of the bombardment zone.


13GE(1,1,2,2,4): and the second bombardment phase proved more deadly, killing two riflemen in the Tractor shed and inflicting a point of shock on both the rifle and Bren teams there.  The 2" mortar team in Home Farm also lost one man killed and one point of shock.  Ouch!

III section now completed their movement across the road, advancing out of danger and reaching the edge of the North Wood.  I section started to leave the Derelict Farmhouse, the rifle team on the ground floor moving outside while the MG42 team came down the stairs.  They were joined outside by the platoon's commanding senior officer, the oberfeldwebel, as he deployed from JOP inside the building.  Alll this can be seen in the photo below.


14BR(1,3,4,5,6): the Sherman escaped the bombardment zone[4] this time and engaged III section in the edge of the North Wood, killing one rifleman and inflicting a point of shock on the rifle team.  Meanwhile the platoon sergeant rallied off more shock and I deployed a PIAT team in the orchard to deter the PzIV from advancing on that flank.

15GE(1,1,4,4,6): and the final round of the mortar bombardment killed a Bren gunner and inflicted a point of shock on the rifle team of No.1 section in the Tractor Shed.  The oberfeldwebel ordered I section's MG42 team out of the Derelict Farmhouse and their rifle team to advance to the North Wood.  He went with the rifle team, and on arriving at the wood, rallied a point shock off III section.  The feldwebel, the support senior leader, also deployed outside the Derelict Farmhouse at this point.  Finally, the PzIV driver put the tank in gear and moved off towards the road.


16BR(2,2,4,4,6): time for another of my MISTAKES - I forgot the effects of a bombardment last until the end of the phase following the end of the bombardment so, my platoon sergeant rallied off some shock and moved No.1 section out into the yard.  He also ordered the 2" mortar team out into the yard, but as they were not pinned this was permitted.

Now being fixated by the approaching PzIV I passed on doing anything else.  I really was below par in this game.

17GE(2,3,5,6,6): and now as if to punish both my mistakes and poor play, the Germans have a double phase just as the tanks are about to meet.  And yes, the PzIV did advance out onto the road so I spent my only CoC die to interrupt and fire at it with my Sherman.  So the question now was where do I interrupt and fire?  While it's presenting its flank, or after its fully emerged from behind the building but is facing me?  I opted for the former.  What an idiot!  I should know by now that if there's one dice roll I always seem to have trouble with, it's hitting AFVs, and yes I missed!

As this was going on, the German III section moved deeper into the North Wood.

18GE(1,4,5,6,6): a triple phase!  Surely my Sherman was a goner now.  The PzIV fired and hit the Sherman and rolled five armour penetration hits.  Luckily I saved all but one and only took a single point of shock.

In the North Wood the oberfeldwebel removed three points of shock from III section.

19GE(3,4,5,5,6): and the seemingly inevitable destruction of my Sherman by the PzIV (it didn't blow up) saw British Force Morale fall from 10 to 8.  


At the same time the oberfeldwebel now advanced the restored III section up to the hedge at the edge of the North Wood and fired at No.1 section in the Home Farm yard.  


Cue another of my MISTAKES as I forgot to halve the number of fire dice for moving and firing.  Fortunately, I had spent my last three CoC points to Hit the Dirt so I only suffered two points of shock from nine hits.    


20BR(1,2,3,3,6): and Colin had to leave shortly, so we agreed we'd each play just one more phase.  First, I deployed my Vickers MMG to fire at close range against his III section in the North Wood.  Ten fire dice at close range against a target only in soft cover; but to no effect!  Colin used some of his rather plentiful CoC points to React Fire causing one kill and one point of shock.  The 'kill' wounded my Platoon Sergeant and British Force Morale dropped from 8 to 7.

Then as it was a learning game and about to end, I decided to show Colin how Close Combat works and deployed my last section (No.3) directly into a close combat against his III section in the wood.  This proved an excellent lesson on how not to do it, as the benefit of cover offset my numerical advantage.  This, combined with some lop-sided dice rolls saw me inflict one kill and one point of shock while taking three kills and three points of shock.  In this exchange of fire, Colin lost his oberfeldwebel who was killed (German Force Morale fell from 8 to 5), and my No.3 section's corporal was wounded (British Force Morale fell from 7 to 6).  Then, as the British had BADLY lost the combat, the resulting Force Morale tests for losing and then breaking saw British Force Morale sink from 6 to 5, and then from 5 to 4!  The Brits were now only on four command dice - on the bright side this was their last phase in the game.  The routing section, with all their accrued shock, can be seen in the photo below (although by my count they are one shock short).


21GE(2,2,3,6,6): and just to rub it in, the Germans got another double phase, albeit we'd agreed to end the game after Phase 21.  There really wasn't much of interest here, just some desultory firing and units moving up, before the end of game was called.


Just out of curiosity, Colin threw his command dice for Phase 22 and got: 1, 5, 5, 6 & 6, for what would've been another treble phase - it clearly wasn't my day.  He did roll for Phase 23 but only rolled: 1, 1, 3, 4, 5.

Post Mortem

Colin enjoyed the game and despite some concerns about how JOPs work in the rules is keen to play again - so key objective met.

Otherwise, the story's a bit less positive.  I'm still making silly mistakes, and I played poorly, being almost entirely reactive and letting Colin seize and keep the initiative for the whole game.  Colin deserves the credit for this as he did decide to go on the attack and throw everything at me; I was just so shocked by that I never really got going.  

In retrospect, I think applying the 'game set-up' from CoC v2 except where the campaign scenario explicitly stated something different was why I found my JOPs hemmed in by the defending Germans.  The campaign scenario starts the defender patrol markers 18" in from their edge, instead of 12", and the attacker's in one spot as opposed to spaced out along their table edge.  But, in CoC v1 (for which the scenario was developed) the defender has four patrol markers, not three and the attackers get 1D6 free patrol moves before the start of the patrol phase.  All of which would likely improve the attacker's JOP options.

It seems the pint-sized campaigns really need to be adjusted to allow for some of the changes in CoC v2.


Better luck next time?  We'll see ...



Notes:

[1.]  Each phase description is labelled with the phase number, active side and the scores of the command dice.  1BR(3,4,4,5,6): is the first phase, the British are the active side and their command dice rolled 3, 4, 4, 5 & 6.

[2.]  This was foolish as at the next attempt the FO could place the aiming point where desired so could easily follow my section if that was what was wanted.

[3.]  I could find no mention of whether deployment into a mortar bombardment was allowed, so as it was not listed as an effect, we allowed it.  PLEASE, if anyone knows different point out where it is in the rules.

[4.]  Again, I could find nothing that about AFVs in the 'Danger Close' zone around a bombardment, so we compromised and applied half the effect of being in the bombardment i.e., one d6 which was ineffective.  AGAIN, PLEASE, if you know the correct rule let me know in the comments.

Saruman Takes Command

Taking on board comments from my last game of Dragon Rampant (DR) / Lord of the Rings (LotR), I trimmed down the wasted points on some of the Isengard troop types and freed up enough points to add an Elite Foot Spellcaster; Saruman (accompanied by Wormtongue).

Would Saruman's presence balance the sides and enable him to overcome the forces of Rohan and Gondor?  To help me find out, Phil kindly volunteered to come over and play the 'bad guys'.

The two sides were same as last time with the exception of adding Saruman and tweaking the bonus attributes on some units to balance the sides at 61 points each - a big game for Dragon Rampant which usually fields 24 points a side.

The Goodies (Rohan & Gondor): Me
  • 1 x Elite Riders - Prince Theodred
  • 2 x Heavy Rider - Riders of Rohan
  • 1 x Heavy Foot - Rohan Warriors
  • 2 x Elite Foot - Rangers of Ithilien
  • 1 x Greater Warbeasts - Giant Eagles 
  • 1 x Lesser Warbeasts - Eagles

The Baddies (Isengard): Phil

  • 1 x Elite Foot / Spellcaster - Saruman
  • 2 x Bellicose Foot - Uruk Hai
  • 4 x Light Foot - Orcs / Goblins
  • 1 x Scouts - Orc / Goblin Scouts
  • 1 x Light Riders - Warg Riders
  • 1 x Lesser Warbeasts - Wargs
  • 1 x Greater Warbeast - Cave Troll 

We opted to keep things simple and used Scenario A, 'Gory Bloodbath on the Plains of Doom' a line 'em up and fight to the death.  We rolled dice to determine who was the 'attacker' and who the 'defender' - I lost so deployed first.

On my left, I put a unit of Ithilien Rangers in the wood and the Giant Eagles way out on my left flank ready to fly in as required.


In the centre the I lined up the Rohirrim.


And on my right, the other ranger unit and the (non-giant) Eagles providing a similar flank threat to their larger cousins on the other flank.


Phil forces deployed with a fairly continuous line of Orc units, with the Troll and one Uruk band to the right (his right) of the wood in the centre of his deployment area (the Orc Scouts in that wood are just out of shot).


And the other Uruk band out on his left flank with the Wargs.


As the attacker Phil took the first move but apart from advancing the Orc Scouts in the wood, passed on any further moves to see what I would do.

I advanced both Ranger units, eager to get the forward edge of their respective woods from where they could start shooting.  The Rohan infantry moved up to keep level with the rangers and the mounted troops kept station just back from the foot.  In his next turn Phil also pressed forward with most of his troops.  This brought them into range and my left-flank Rangers opened the ball with a volley of arrows against the Troll removing 1 strength point (SP) as indicated by the red marker. 


Undeterred, Phil pushed forward.  In my turn the Rangers on the right reached the edge of the wood to see quite a lot of bad guys coming their way.


Now the armies are a bit closer to each other, overview photos became more practical, and the photo below should make all the above a bit easier to follow.


And for more detail, some closer photos of my left wing ...


... my centre ...


... and my right wing.


My Eagles, who passed their Wild Charge test, now activated to swoop down on the Uruk band in the first combat of the game, and drove them back (unbattered).


Nearby, some excellent shooting by the Rohan infantry and the Rangers, and poor Courage dice rolls by the Wargs and an Orc band saw both targets battered (yellow marker)!


On the other flank the Giant Eagles, not be outdone fell upon the Troll and sent it packing (retreating, but not battered).  


This was beginning to look too easy.  In the next turn the Uruks charged the Giant Eagles and defeated them, inflicting a loss of 2SPs, and when they threw their Courage test dice ... they got Snake-Eyes and promptly routed off-table.


That, and Saruman healing (restoring an SP) the Troll, wiped the smile off my face, but in my turn the Eagles, making up for their larger brethren, fell upon the Wargs and reduced them to a single figure, albeit the Warg leader's Courage held.


I also felt the time was now right to release the Rohirrim and finish off the Troll - Forth Éolingas!


This sent the Troll packing, but only managed to take off the SP Saruman had just restored.  Trolls are tough.


Another overview shows the situation at this stage (I'm sure I've missed out quite a bit of the action up to this point but no notes were taken during this game).


And a couple more shots, one of my left wing ...


... and one from the other end of the table.


In Phil's turn the Uruk band near the Troll failed their Wild Charge and attacked the Rohirrim unit that had driven it off.


Hold on there a minute Muskie!  I can try to counter-charge!  That's better.


Or at least so I thought.  The Uruks rolled some devastating dice, and I made a devastating cock-up.  I got confused with my Elite Rohirrim unit and thought each figure was 2SPs, so instead of the unit dropping to half-strength they lost one figure and took a red marker.  And then when working out the winner I went by number of figures lost!  Screw-up piled on top of cock-up!  So, Phill's Uruks retreated instead of my men - Oh the shame of it!

Saruman, no doubt annoyed by what looked to him like a most egregious case of cheating unleashed a Power Bolt.


This should've all but annihilated the unit, but with red markers in play the confusion over the Rohirrim SPs continued and they only lost one more figure.  In reality they should've been cut down to one figure at this point!!!

Then, when Lady Luck should've kicked me into the gutter, a little bit of shooting against the Uruks on the other side of the table saw them Snake-Eye their Courage test and flee the field.

With the Uruks gone the other Rohirrim unit seized the opportunity to ride down the last Warg. 


Leaving the table looking like this.


Now, as if to completely disprove the adage that 'cheats never prosper', Phil had a run of dreadful luck with his rallying of battered units and activations that, combined with a fairly bloody Rohirrim charge on one of his Orc bands, saw his army drastically reduced.  With his army down to Saruman, one Orc band and the Orc Scouts, Phil conceded the field - which looked like this.


As can be seen above, my regular Rohirrim unit had 1SP left, the Elite Rohirrim 4SPs and the two Ranger units with 4 and 5 SPs respectively.  BTW the reduced Elite Rohirrim at the bottom left was the result of another Power Bolt from Saruman (he cast several during the game but several had turned out to be damp squibs).  

Post Mortem

Half-way through it was looking like another easy win for the good guys, but the baddies staged a bit of comeback that had me worried.  But were the sides better balanced?  Maybe, but as a traditional wargamer I'm used to tables with less terrain than the typical DR game and I think this is making missile troops more effective, and I had a definite advantage in shooting.  That is until Saruman started unleashing Power Bolts.

BUT, the ghastly error over the mounted Rohan units certainly kept them in the game longer than they should have, and their earlier demise could easily have tipped the battle to the Dark-Side.  

So, yes, I do think the sides are now better balanced if I can only stop cocking up the rules!


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.