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| ... rode the six |
Clearly someone had blundered, or had I just been set up? Never mind, aside from being disappointed by my cavalry's poor showing I remember it as a closely fought action. In fact, I recall it being a fairly bloody draw.
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| ... rode the six |
[Pre-Cabinette Archives c.2017]
I had been hoping to round off this month's posts with a final Chain of Command (CoC) AAR wrapping up the Caesar's Camp campaign. Unfortunately, John, my opponent, has had to postpone the final showdown while he fights off a bout of 'the Lurgy'.
So instead, I've dug out, what I think is the last of the pieces I wrote for the short-lived Wargamer's Notes Quarterly (an e-magazine), and here it is from back in 2017:
The Combat of Dva Mosta
Ignoring parental warnings about the dangers of meeting up with ‘e-friends’ I took the plunge and invited a fellow Spencer Smith Miniatures (SSMs) fancier over for a game with my collection. Iain and I had met up online and corresponded courtesy of Henry Hyde after I spotted Iain’s figures in an issue of Miniature Wargames and asked Henry (the editor) to pass on my compliments.
With a game looming, I cast about for a table-top teaser not wanting to present Iain (of Gateway Alliance and General E Pickled fame) with a ‘fair fight’. Scrabbling through my bookshelves I came across my copy of Bruce Quarrie’s Napoleonic Wargaming.
Like many rules this contains a short description of a game to illustrate the rules ‘in action’, albeit the game is not played to a conclusion. I had always thought that the scenario was unbalanced, which was just what I was looking for. Perhaps I should explain my philosophy: one, war is seldom fair, so why should wargames be any different; and two, imbalanced games can help keep the level of competitiveness in check, not a bad thing with an untried opponent. Surprisingly, Iain, when offered the choice, opted for the challenge of trying to cross the river crossing; an impulsive act of bravado that was later regretted.
| Mal'chik and the 2nd Bavarskiy Inf. Regt. |
The units on the map are labelled as per the orders of battle and the location of the opposing generals is shown by a star. As can be seen from the map (which I think is more squashed toward the right than it was in the game), the French (mostly Austrian figures) under de Grasse heavily favoured their right while General Mal’chik had more evenly spread his Russians between the two bridges. Here's the reality (back in the day before I got my cabin).
The Game: started with the Russians pouring across the bridges and ford as rapidly as possible while the French advanced to deny them space to deploy.
While most of the opening moves were aggressive, an element of caution generated some confusion, and curses, amongst one company of Grassins. Their orders were to advance to the river to bring the enemy artillery under effective fire however, they were also tasked to maintain a safe distance from any enemy cavalry. Like some bizarre form of the game ‘Twister’, these conflicting requirements saw the Grassins squashed like the jam in a Russian cavalry sandwich.
Mal’chik’s amused grin was soon wiped from his face as both sides artillery fired their opening rounds. The Russian fire was largely ineffective but the French dismounted a gun with their first shot.
The inevitable charge declaration by the Grouzinski Hussars against the Grassins saw the Arquebusiers dismayed to find their ‘safe distance’ ineffective against cavalry that can move 30” (having none, the French had overlooked the fact the Russians had Light cavalry)!
Charge declarations were rounded off with the leading squadron of Condé Cuirassiers charging the Rostovski Dragoons as they emerged from the ford. Nearby, the Novvy Rossiya infantry having crossed the western bridge reformed for the inevitable confrontation with the white-coated Los Rios infantry awaiting them on the ridge ahead. With the artillery supporting the Austrian infantry already inflicting losses it was clear the Novvy Rossiya were in for a rough time.
The Condé Cuirassiers attack on the Rostovski Dragoons proved indecisive, a second round of combat being required to determine the victor. The Languedoc Dragoons did better, thrashing the Rostovski squadron that had crossed the eastern bridge. To complete a trio of unexpected results, the Arquebusiers de Grassin rolled a splendid set of dice to hold the Grouzinski Hussars to a draw despite odds of two to one! A further die roll then forced the hussars to rally back and reconsider their options[1]. The end result of all these shenanigans can be seen in the photo below of the table after two moves, with Mal’chik frantically scribbling orders for turn three.
The game continued with the Russian left and French right glowering at each other across the eastern bridge, but neither prepared to risk crossing under fire. On the Russian right, the advancing Novyy Rossiya took heavy losses from artillery fire while the Shveytsarskiyh Regiment crossed to form up behind them in support.
Mal’chik, disinclined to force the eastern bridge, decided to double-down on the western crossing and ordered the 2nd Bavarskiy infantry across to reinforce his right flank (they can be seen in the distance below marching from right to left).
In the centre, the Grassins rallied in place after unfairly escaping the attentions of the Russian hussars and the Languedoc Dragoons rallied back in readiness to charge again. The Condé Cuirassiers and Rostovski Dragoons both rallied back after another drawn mêlée opening the way for their supporting squadrons to get to grips with each other. The resulting combat between these squadrons was overshadowed by the bloodbath resulting from the Russian infantry advancing to exchange volleys with the Los Rios regiment on the ridge.
Mal’chik also managed another bloody draw in the nearby cavalry mêlée thanks to an adroit move allowing the Russian infantry to assist their dragoons with a timely salvo. The 3rd squadron of the Condé cuirassier promptly charged the infantry responsible and wreaked a terrible revenge courtesy of some exceptional combat dice.
As the strengthened Russian right flank prepared for another attack Mal’chik realised that the French had responded in kind. Surveying the field, he realised he was facing odds of two to three in infantry, two to one in artillery, and while nearly at parity in cavalry his surviving dragoons were close to their defeat threshold while the elite French Gendarmerie were as yet untouched.
Against these odds and with his army dangerously close to its break-point (50% losses) Mal’chik conceded and yielded the field to de Grasse.
| The Victorious Comte de Grasse |
Notes:
[1.] This was mistake: cavalry only dice to determine if a second of mêlée is allowed when fighting cavalry.
[2.] The CHARGE rules are exceptionally bloody, and I do now use a modified set which, while still pretty deadly, means units do hang around a bit longer.
[Pre-Cabinette Archives c.2014!]
The shocking age of this article explains the appalling photographs and the rather basic terrain on show with chalk roads and outlines to the woods.
This Table-top Teaser was designed give my new scratch-built houses a baptism of fire under Brig. Young’s CHARGE! rules. It was also an experiment on adding in the roll-of-shot stick and templates for canister and howitzer shells from C S Grant’s ‘The Wargame’.
The Scenario: involves a government force dispatched by the Elector to locate and seize contraband defended by a rebel militia supported by a small expeditionary force from a foreign, ‘francophone’, power. Spies in the service of the Elector have reported that the rebel war-chest and records have been moved to Conington; their capture would deny the rebellion badly needed funds and provide the Electoral forces with an intelligence wind-fall. Scouting patrols indicate the location is not well guarded and a rapid strike by a small force could get in and out before the main rebel army could respond. To this end the Elector commanded Oberst Franz Schmidt to take a brigade of infantry, with attached cavalry and artillery, and seize any, and all, contraband in Conington, but with strict orders to return to camp before nightfall (i.e. a time limit of 15 moves within which to find the contraband – the return march is not played). The contraband is in Conington but its precise location is unknown, therefore each house must be entered and searched. To search a house, after any enemy have been ejected, requires 4 figures and takes a full turn. A D6 is thrown to determine if the contraband is found; a ’6’ is required for success in the first house searched and the score reduces by one for each subsequent house searched (a house can only be searched once). Because there are only five houses in Conington (see map below) there is a small chance that it will never be found; in which case, it was either never there or was conveyed to safety by the rebels.
The rebel force, under Chevalier Pierre Réverie,
may deploy anywhere in or north of the southernmost woods and consists of:
The
rebel force is actually weaker than the Electoral forces believe as one of the
foot companies only exists in their imagination. The rebel player secretly determines which company is
only a decoy by rolling a D6: 1= Rebel Militia; 2-3 = French Militia; 4-6 =
Grassins. The decoy unit is deployed
like any other but is removed once it would be visible to Electoral
troops.
Special
rules: the
rebel militia are allowed to skirmish like light troops but at half effect,
i.e. only every second figure can fire.
Also, on each turn the rebels throw a D6 and if a ‘6’ is rolled any dead
rebel militia figures may enter as a new unit through one of the zones labelled
‘X’ on the map. To re-enter the militia
casualties must include an officer or NCO to lead them.
The Game: started with rebel militia occupying the farmhouse at Dawes Lot and the wood immediately south of it (1 on map) while the wood to the north held a Grassins company (2). The Fischer chasseurs waited further north (3) with the Grassins in the wood behind them (4). The Chevalier posted the French militia companies in the town of Conington (no doubt to show off my new houses)...
...and set up his artillery piece to fire down the road approaching Conington (5).
To cut, what could be, a very long story short, the Electoral forces after taking Dawes Lot realised advancing on such a narrow front would take too long. Instead, orders were issued to advance on a wide front through woods on both sides of the road to exploit their superior numbers and swamp the defenders.
In the preceding photo, the furthest wood on the left can now be seen to be occupied by local militia. The approach on a wide front by Herr Oberst's men meant that they had clocked that the rumour of Grassins in the that wood was just that, a rumour, as the figures were removed. The rebels were then lucky enough to roll a '6' and 'resurrect' the militia lost at Dawes Lot to oppose this line of approach.
The change in approach by the Electoral troops proved the turning point as each line of defence was overwhelmed in turn. Despite this, time was running short when the Electoral troops reached Conington and started storming the houses in search of contraband. As the fifteenth move arrived a fourth house had just been seized but the church remained untaken (again house 'shells' have been placed next to their internal 'ruin' in the photo).
Then, as the recall was sounded, Schmidt heaved a sigh of relief as the last house search ‘located’ the contraband. Success had been snatched from the jaws of failure and the lack of progress in the early turns would go unnoticed in the warm glow of victory.
The game turned out to be a nail-biter and the houses proved functional and looked the part. The artillery experiment was not a success, as we both found the devices too unwieldy despite the entertainment afforded by a randomised howitzer shell landing on friendly troops.