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 Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Ready for my CoC v2 Debut

Before embarking on our next Chain of Command campaign, John and I need a few familiarisation games with the new, improved, second edition of the rules, or CoC2 for short.  

Today I set out my table based on the 'Probe' game scenario from the TooFatLardies' Kampfgruppe von Luck 'Pint-Sized' Campaign (pdf) - see the map below.  



My best attempt to replicate this is shown below, viewed from the German's side of the table.

In the campaign description the road from the Y-junction up to the farm is a sunken road.  As I couldn't easily recreate that I opted for high banked bocage hedge either side of the road which will both provide good cover and obstruct movement (especially vehicle movement).

As could probably be inferred from the map, the scenario sees a German Panzergrenadier platoon, from 21st Panzer, attacking a British Airborne platoon just after D-Day (D+1).  As I don't have any airborne troops I'm using a regular British platoon in its place, and giving them an extra 2 support points to compensate for their lower platoon force rating.  This gives the British 6 support points against the German's rather scary 13 points given they only need to get a team to the British baseline to win the game.  However, if the game is over pretty quick it will give us a chance to re-set and play again, as after all the name of the game is practise.

The game is in a couple of days' time but the AAR will be along eventually.

Conington Contraband

[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.   


Oberst Schmidt’s brigade (organised for CHARGE!) can deploy anywhere within the area marked ‘A’ on the map (8x5 ft) and takes the first move and consists of:

  • 4 Coy.s Arberg Inf. Regt. (80 fig.s)
  • 4 Coy.s Diesbach Inf. Regt. (80 fig.s)
  • 2 Sqn.s Hohenzollern Dragoons (20 fig.s)
  • 1 Artillery btty, (2 x 6 pdrs; 1 x 5” howitzer)


The rebel force, under Chevalier Pierre Réverie, may deploy anywhere in or north of the southernmost woods and consists of:

  • 2 Coy.s of Rebel Militia (33 fig.s)
  • 2 Coy.s of French Militia (33 fig.s)
  • 2 Coy.s Grassins Light Inf. (33 fig.s)
  • ½ Sqn. Fischer Chasseurs Cav. (5 fig.s)
  • 1 Foreign Cannon (6 pdr)

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).


The Chevalier's deployment was bold, but risky, as the Grassins in the wood by Prescott House (2) were only a decoy leaving the approach through woods to west of the Conington road unguarded.  However, the gamble paid off as the Electoral forces massed their forces along the road and against the militia in and around Dawes Lot (see photo, NB: house shell has been placed alongside the internal ruins to show the garrison within).  


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.  



PS: I never took any photos of the round shot bounce stick during the game, but it can be seen in the final photo of an earlier post entitled 'Tool Time'.  It is the stick at the top of the photo and alongside it can be seen the die with faces coloured to match the white, yellow and green bounce zones that determines where casualties will be inflicted.


CHARGE the Rearguard

[Pre-Cabinette Archives c.2009!  Hence the poor photos.]


Following my last, bang up-to-fate, post based on a classic Table-top Teaser by CS Grant I thought I'd post a rather dated one of mine own.

This was my first attempt at a Table-top Teaser for my ‘toy soldier’ armies using Brigadier Young’s CHARGE rules.  Not being blessed with a 9x7 foot table like Charles Grant I needed something that would draw out the action or it would all be over in few turns.  To achieve this, I went a bit overboard, with the ‘armies’, separated by a river and entering over several turns; all in a rearguard scenario where one side would be seeking flight rather than fight.  This was crammed on to my 8x5 foot table as shown below with the game in progress a few turns in.



The Scenario: revolves around an Austrian force seeking to evade a much larger, off-table, French force which is attempting to pin them against the river while a smaller Bavarian force tries to block their escape.  The Austrians enter the table at point A (see map) and must exit at point D by move 15; anything failing to do so is deemed captured by the pursuing French.  The Austrians start with a light infantry regiment of 2 coy.s of Pandours holding the house and wood on the northern side of the western bridge and a company of Croats on the road 12” from point A.  


The rest of the Austrians enter one unit per turn along the road at point A; which unit arrives being determined by a D6 as follows:

               1 = Hussar sqn.
               2 = Cuirassier regt.
               3 = Hungarian Inf. regt.
               4 = Austrian Inf. regt.
               5 = Artillery battery #1
               6 = Artillery battery #2

Unit arrival is diced for at the start of the turn, after order writing, and the unit will march on in column along the road.  If the entry roll indicates a unit that is already on the table, the unit with the lowest arrival score that has yet to arrive is substituted.  This mechanism should ensure that the lower numbered units arrive sooner.

The Bavarians mostly enter at Point B with some appearing at C or D; they dice for order of arrival in the same way (entry point in parentheses) as follows:

               1 = Hussar sqn. (C)
               2 = Militia regt. (D)
               3 = Dragoon regt. (B)
               4 = Bavarian Inf. regt. (B)
               5 = Swiss Inf. regt. (B)
               6 = Artillery battery #1 (B)

Before the game begins the Bavarian player rolls a D6 for each river section to determine which are fordable (4-6 on a D6).  A sketch is drawn to record the results but is not shown to his opponent; the ticks and crosses on the map indicate which sections were fordable in the game as played and described below.


The Game: opened with few surprises; the Austrian hussars being the first to arrive to lead the army to safety while the Pandours pushed forward in skirmish order towards point B to delay the approaching Bavarian infantry.  


The action developed rapidly over the next few moves as, spotting Bavarian militia approaching from the east (point D), ...


... the Austrians sent their hussars and Croats to seize the eastern bridge while still clear.  The hussars overthrew the first militia company (see photo) their success underlining the value of cavalry and the frustrating absence of the Austrian cuirassiers.  


While the hussars crashed into the militia across the bridge the arrival of the Bavarian hussars (at point C) convinced the Pandours that discretion was the better part of valour and they fell back to more defensible terrain covering the western bridge.  


As more troops poured onto the table the Pandours effectively shielded their army’s flank as it marched at best speed to the eastern bridge.  


The Pandours were reinforced by a company of Hungarian infantry to prevent any attempt to rush the bridge by the growing number of Bavarian units marshalled against them, while in the backround the rest of the Austrians can be seen making haste to reach the other bridge and safety.  


The Bavarian superior numbers were brought to bear and the Pandours, and to a greater extent the more exposed Hungarians, started to take heavy losses from both musketry and artillery.

Finally, the much-anticipated Austrian cuirassiers arrived bringing up the rear of the column!  The lackadaisical attitude of this unit of dawdlers continued as they marched along the road unconcerned by the sight of two squadrons of Bavarian dragoons eyeing them from the ridge across the river (north of point A).  The cuirassiers’ composure was rudely shattered as the dragoons declared a charge on them – the possibility that the river might be fordable had been overlooked!  


Somewhat unfairly these haughty cavaliers did not pay the price for their hubris, a scandalous sequence of lucky die rolls seeing them win the resulting melee.  It now dawned on the Austrians that the river was not the reliable barrier they had assumed it to be and henceforth more caution was exercised.

As the casualties mounted in the firefight at the western bridge, the Austrian column reached the eastern bridge, now cleared of the militia by the hussars and Croats.  On crossing, the Austrian infantry wheeled to their left to form a defensive line to shield the following units (see photo).  This line was soon put under pressure as the Bavarians shifted their weight of effort from the western bridge to the eastern crossing.  




Initially the infantry firefight was fairly ineffective and all seemed to be going well for the Austrians but then the Bavarian artillery evened things up with several turns of devastating fire.  No doubt this was Lady Luck offsetting the outrageous luck enjoyed by the Austrian cuirassiers in their earlier fracas with the dragoons.  With the Austrian artillery mostly staying limbered to keep pace with the Austrian column were unable to reply effectively.  As a result, the balance of the game started to shift until in the twelfth move both armies reached their break points!  The Bavarians claimed a draw with honours even, while the Austrian argued for a technical victory, as with the Bavarians withdrawing the Austrian line of retreat was left open…   With such an unsatisfactory outcome, further conflict is inevitable, perhaps you can achieve a more decisive result?

C.S. Grant's Teaser No.3

Advance Guard Action from Battle June'78.

All set for tomorrow's game, a repeat of the Advance Guard Table Top Teaser, with the Austrians playing 'Red' to the right and the Bavarians as 'Blue' on left.


The Bavarians objective is the bridge in the distance (think I've made a bit further away than it should be) and the Austrian's is the town, and both can get extra victory points for taking both objectives.  So, it's possible they could ignore each other and just secure their own objectives - I very much doubt it will play out like that.

For a better idea of the evenly matched forces, here's the Austrians...


...and now the Bavarians.


Finally with the troops all ready and waiting the respective commanders take their place at the head of their men, first for Austria, Ludwig Andreas Khevenhüller Graf von Aichelberg-Frankenburg (1683–1744), and...


...for Bavaria, Friedrich Heinrich Reichsgraf von Seckendorff (1673 – 1763).


Both sides have two cavalry regiments (dragoons and hussars), three infantry regiments, a battery of two guns and detachment of light troops.  At the beginning of Turn 5 each player draws one of eight envelopes containing a slip detailing what reinforcements he will receive on that turn, as shown below:




I played this as the Bavarians last year, and it didn't go well.  I got the 'draw again after 3 turns' and then drew the hussar squadron plus a howitzer.  My opponent got 'two infantry regiments now' and caught me, backed up against the river as I tried to escape over the bridge - it all got a bit messy as you can see.


Fingers crossed it will go a little better this time.


Battle of Blasthof Heath Refought 40 Years On

[Pre-Cabinette Archives c.2007]

Recruiting the Armies

Some years ago, I picked up a second-hand copy of “CHARGE! or How to Play Wargames” by Brig P Young and Lt Col J P Lawford, published in 1967, some 40 years ago at the time of writing.  For me the rules encapsulate a ‘golden age’[1] of wargaming where the focus was on fun, and historical accuracy came a very poor second.  


Suitably inspired I cast around for old-fashioned wargame figures to match the ‘toy-solder’ style.  I wanted to do the War of Austrian Succession (1740-48); ideally suited to the games described in 'CHARGE!'.  It is also a period when the British, more often than not, lost to the French so results either way 'feel right', which may be why this war is less favoured than other 18th century conflicts. 

I started with Spencer Smith Miniatures (SSMs), who also marketed the Willie and Tradition ranges, all of which feature in 'CHARGE!'.  The Willie figures are beautiful, being (IMO) better proportioned than many of the ‘chunkier’ ranges of figures that dominate the market today.  



While lovely, the Willie range was too limited to build a representative force and, more importantly, the detail on the figures demands a better paint job than I could manage.  Tradition figures didn't suit me, seeming too wooden, and the SSM figures, now cast in metal as opposed to the original plastic, while appealing didn’t capture the voluminous appearance of the cuffs and coattails that I associate with the period. 

Seeking more options, I bought some 42mm figures from Irregular Miniatures, both Seven Years War and Marlburian, but again found them not to my taste.  I toyed with switching period and bought some of the Deutsche-Homage' 42mm Franco-Prussian War (FPW) figures just because they captured a delightful old-fashioned tin soldier look (and were easy to paint).  


Unfortunately, the bigger scale, together with the improved FPW weapons, made the firing ranges in the rules look very wrong; and the limited size of my wargames table wouldn’t accommodate an increase in firing ranges.  Frustrated I returned to the Spencer Smith figures, and tried some Green-Stuff to bulk out their hats and coats, which seemed to match the 'toy' look I was after.


Clearly, modifying every figure in this way was impractical, so I asked Peter Johnstone of SSM if he would cast figures using these as masters.  Peter was more than helpful and the initial results gave me the confidence to press on with what became the SSM WAS range. 

Now, having started a project, comes, for me, the difficult bit, painting the figures.  For once I avoided the usual pitfall of buying a mass of castings that never seems to shrink no matter how many are painted and only bought enough figures to replay the first example game in 'CHARGE!', namely the Battle of Blasthof Heath.

Having got the 'armies', the next step was to build some simple terrain.  I wanted the terrain to match the look of the original but without going so far as to use a Tradition catalogue to represent a hill!  The buildings and bridge were free to download paper models from the Internet printed out and pasted onto foamboard.  The hill was a slab of polystyrene coated with newspaper and PVA glue, while the river was cut from old cereal packets with the banks carved from self-adhesive cork tiles.  With all now in place, I invited my friend Steve to come round and put the project to the acid test of battle.

The Battle

The Battle of Blasthof Heath is used to illustrate the mechanisms in the basic rules which I used in the game (the book also includes an advanced set of rules with another larger game to illustrate their workings, but that's another story).  The basic rules are a genuine “back of a postcard” set, with players taking alternate turns to freely move and fire their figures without any command and control restraints, the game being won as soon as one side loses more than half its figures.  Figures are moved individually, infantry and guns up to 6” and cavalry 12”, and firing and combat is decided by fairly simple dice throwing mechanisms. 

The scenario is a fictional contest between the ‘Elector’ and the ‘Emperor’, in which the forces of the former having been defeated are seeking to prevent the advancing Imperial army from seizing a bridge over the River Blast.  The Electoral rearguard under General Soubise has to either destroy the bridge[2] or, hold it until nightfall[3] against the advance guard of the Imperial forces under Count von Kornberg.  The forces available to the two commanders (and their 50% defeat thresholds) are listed below (I/D/CR = infantry/dragoon/cuirassier regiment):

Electoral Rearguard
Soubise & ADC
Hohenzollern DR    1 officer & 12 troopers
Max Josef IR          3 officers & 40 soldiers
Field Artillery         2 guns, 1 officer & 10 gunners
TOTAL                69 figures (50% = 35 figures)

Imperial Advance Guard
von Kornberg & ADC
Birkenfeld CR                            2 officers & 16 troopers
Hoch und Deutschmeister IR      2 officers & 32 soldiers
Field Artillery                            2 guns, 1 officer & 10 gunners
TOTAL                                    65 figures (50% = 33 figures)

The armies were deployed as per the original game as shown in the map and photo of the armies in their starting positions below:


The Imperial forces starting 24” from the nearest point of the bridge.


The Electoral forces starting a little closer; 24” would take them to the far end of the bridge. 


From here on everything was left up to chance or the skill of the opposing commanders.  Soubise won the toss, as per the original encounter in the book which he had then gone on to win, an ominous omen for von Kornberg.

Turn 1

Soubise elected to move first, and the Electoral troops stepped out smartly towards the bridge appearing to reject any subtle manoeuvring in favour of the direct approach, with half of their infantry moving as if to cross the river.

In reply von Kornberg led all his cuirassiers across the river, determined not repeat the error from the published encounter where he divided his cavalry either side of the river and squandering his superiority in that arm.  Simultaneously the Imperial infantry and guns advanced towards the bridge, an impressive, and impassive, wall of white.


Turn 2

Soubise’s infantry left wing, reinforced from the right, pressed on to ford the river, a volunteer being sent ahead to confirm the feasibility of the ford[4]. 


The infantry right wing and the cannons continued their advance to the bridge but the Hohenzollern dragoons to their left slowed their pace, only inching forward; as if unwilling to go it alone without infantry support.

As Electoral right wing hesitated von Kornberg sent his cavalry out on a sweep designed to pass around the hill and seek out the enemy flank as the Imperial infantry and guns continued their inexorable advance.


Turn 3

The Electoral infantry forded the river, its slippery banks causing them to fall into some disorder as they did so[5].  The remaining infantry and artillery continued to close on the bridge.  The dragoons however, faltered at the sight of the Imperial cuirassiers and did not budge an inch.  ‘Aha’ cried von Kornberg, ‘I see your fellows have lost their appetite for a fight!’  ‘Oh no’, retorted Soubise, ‘I’d just forgotten to move them, thanks for reminding me.’  As von Kornberg cursed under his breath the Hohenzollern dragoons, somewhat unconvincingly, edged forward.

As the Imperial cavalry continued their sweep von Kornberg noticed his artillery had halted while his infantry marched on. 


Leaving his ADC to ensure the cavalry stuck to the plan, von Kornberg galloped back to determine why the artillery had deviated from it.  As he splashed across the river his artillery opened fire on the Electoral infantry but at long range achieved nothing[6]. 

Turn 4

On the Electoral right flank, the dragoons continued to dither as Soubise diverted the right wing of the Max Josef regiment to bolster his increasingly nervous cavalry.  On the left flank the remainder of the Max Josef regiment managed to regain some order on emerging from the river, albeit in an unconventional 3-deep formation.


In the centre the Electoral guns opened fire on the Imperial guns but missed, prompting von Kornberg to claim he had deliberately opened fire too early last turn in order to lure Soubise into doing likewise.

The Imperial cavalry continued their wide sweep around the Electoral flank finally bringing themselves within charging distance while, as intended, avoiding the Electoral infantry. 


The Imperial guns, now under von Kornberg’s direct supervision, limbered up and moved forward to catch up with the Deutschmeister regiment as it wheeled left to align its line of advance with the bridge.

Turn 5

The Electoral advance seemed to falter with the infantry on their left halting, while their dragoons edged backwards away from the Imperial cuirassiers.  This left only the right wing of the Max Josef regiment going forward as moved to support the Hohenzollern dragoons.  Despite this timidness, the fates smiled kindly on the Electoral forces; their guns managing two hits on the Imperial battery which killed a crewman and destroyed a cannon giving them the upper hand in the ongoing artillery duel.  (Losses, Empire:Electorate = 1:0)

Eager to press on, von Kornberg’s ADC, while swinging wide to avoid the enemy infantry, brought the cuirassiers, once more, into charge reach of the Electoral dragoons.


The remaining Imperial artillery piece returned fire against the Electoral guns but missed, much to von Kornberg’s annoyance, who, undaunted, continued to advance his infantry to bring the bridge within musket range.

Turn 6

Feeling confident that his cavalry flanking force would soon start to press its advantage, von Kornberg offered Soubise a chance to surrender, but was ignored.  Soubise inched forward the left wing of the Max Josef regiment seeking to avoid leaving their flanks uncovered, even when the Imperial cavalry was nowhere in sight. 


Similarly, the dragoons on the Electoral right fell back once again to line up alongside their advancing infantry who had formed line in anticipation of an Imperial attack.


In the centre the Electoral battery now confident in its numerical superiority switched targets to engage the Imperial infantry inflicting 2 casualties.  (3:0)

Seeing his infantry fired on by artillery and unable to reply, von Kornberg felt compelled to press his infantry forward to engage their opposite numbers before too many were lost to artillery fire.  The miserable performance of his remaining cannon, firing at and missing the enemy’s battery, only confirmed his decision to limit his troops exposure to the enemy guns.  Meanwhile, the ADC leading the cuirassiers, aware that pressure was building in the centre, gave up trying to engineer an engagement against the enemy’s cavalry while avoiding his infantry and charged in (to fight a mêlée in the opponent's bound next turn).   

Turn 7

As the advancing Imperial infantry advanced, the Electoral infantry at the bridge now added their fire to that of their artillery, both infantry and guns each killing three reducing the front rank of the Deutschmeister regiment to a bloody ruin.


On their right flank the Electoral infantry was equally successful shooting down two of the charging cuirassiers and holding the other three that charged home to a draw.  However, the dragoons, who managed to kill two cuirassiers, lost three of their own number.  (13:3)


The Imperial rejoinder saw the cuirassiers rebuffed by the infantry returning to the fray with their more successful comrades who had bested the dragoons.  Then the Imperial artillery succeeded in finding the range of the Electoral guns and killed two crewmen.


Finally, the Imperial infantry stationed between Blasthof farm and the river fired back killing four infantrymen while sending a detachment around the farm to flank the enemy.  (13:9)


Turn 8

The Electoral infantry wheeled a section to counter the Imperial flanking move while the reminder continued the fire fight against the infantry to their front inflicting three and half casualties.  These losses, added to another two and half casualties from the artillery, gave a total of six dead, which saw the remains of the Deutschmeister front rank swept away.


On the Electoral right flank things were going less well as the dragoons were once again engaged with the cuirassiers.  In contrast, the Max Josef infantry continued to shine, shooting down another two enemy cavalry, killing one in close combat, and holding off another for no loss.


The decision by the Imperial ADC to risk engaging both the infantry and the cavalry was beginning to look like a serious error.  Despite this, the cuirassiers maintained their ascendancy over the dragoons killing three, including their officer, while only losing one in return.  (23:12)

The Imperial cuirassiers sensing victory over the enemy dragoons charged in for the third time against the dragoons while seeking to avoid contact with the somewhat more lethal enemy infantry; only one being contacted.  Away from the cavalry combat the Imperial artillery reverted to its old habits and failed to register a hit, while the musketry from both elements of the Imperial infantry inflicted a total of five casualties on their Electoral opponents.  These successes, however, were starting to look like too little too late.  Von Kornberg sensed that his force could take many more casualties without breaking.  (23:17)

Turn 9

The cavalry combat was beginning to draw to a close as the dragoons clearly had enough with some of their unengaged figures not rejoining the fight.  The supporting infantry also disengaged and reformed to bring its muskets to bear on the cuirassiers, although in doing so they left behind the lone musketeer caught up in the cavalry mêlée.  This musketeer, a veteran of two rounds of combat with two cuirassiers already to his credit, was undaunted; when his shot failed bring down his opponent, he simply applied the bayonet to notch up his third kill[7].


The dragoons failed to follow his example losing three men to the cuirassiers for no return.


Meanwhile the Electoral artillery and infantry continued to take their toll on the Imperial infantry killing a further three each. (30:20)


The writing on the wall was now clear for all to see as the remains of the main body of the Imperial infantry were forced to seek cover behind Blasthof farm.  They were compelled to do this as, with their front rank annihilated, they had found their rear rank out of range and to advance further would have seen them gunned down whilst unable to reply[8].


Meanwhile, the flanking detachment, left to continue the fire fight alone, only managed to kill two while the remaining cannon, still firing at the enemy artillery, killed another crewman.  The cuirassiers, despite finally breaking through to threaten the Electoral artillery, also appeared to be running out of steam only eliminating a single dragon, albeit for no loss.  (30:23)


Turn 10

With no infantry left to engage, the Electoral guns were swung round to face the cuirassiers to their rear.  This proved an unnecessary precaution as this menace was swiftly eliminated by a crisp volley from the Max Josef regiment; sweeping two more cuirassiers into oblivion and bringing the regiments total for the action to eight cuirassiers without loss!


With the Imperial forces clearly having shot their bolt even the surviving dragoons showed some enterprise with one attempting to capture von Kornberg’s ADC.


As the Imperial flanking assault collapsed in disarray, the Max Josef infantry by the farm applied the coup de grâce killing another three Imperial infantry.


The Imperial losses now totalled 35 and exceeded the half the original force, at which point they broke and fled from the field.


Soubise congratulated himself on his win and turned to destroy the bridge before the main Imperial army arrived.  (35:23)

As a postscript to the action there was still an ongoing mêlée in progress between a solitary dragoon and von Kornberg’s ADC.  This action was rapidly resolved in the ADC’s favour and he galloped off as the dragon toppled to the ground, but the ADC may have escaped the frying pan only to fall into the fire, as the scapegoat for von Kornberg’s failure.  (35:24)

Post Mortem

With drinks in hand the outcome of the game was dissected, the primary cause of the Electoral victory being the astounding performance of the right wing of the Max Josef Infantry Regiment who repeatedly saw off all their opponents without losing so much as a single figure.  While it was agreed that von Kornberg had been unlucky, the vagaries of the dice simply added to the enjoyment and both parties agreed it had been great fun.  The true worth of the game is that it inspired me to keep painting with a view to trying out the advanced rules and possibly even setting up a simple campaign. 

I hope anyone who has read this far will have enjoyed the account as much as I enjoy reading those in 'CHARGE!' and is perhaps inspired to indulge in some 'Old-School' gaming. 

Endnotes:

[1] In reality I suspect that the games of my youth weren’t any better, but being young was!

[2] Requiring both ends to be held for 6 uninterrupted moves.

[3] Nightfall would arrive at the end of move 15.

[4] Actually, the figure was a marker for the front rank who refused to stand up on the edge of the riverbank.

[5] Again, caused by the tendency of individually based figures to topple on terrain features.

[6] It has been rumoured by some that the real reason the artillery opened fire was that von Kornberg had forgotten that artillery range in the basic rules is half that in the advanced rules but sought to save face by blaming his unfortunate artillery commander for opening fire too soon.

[7] This particular musketeer (figure) has been recognised for his outstanding combat performance (the final combat victory requiring a 6:1 score on the dice), with a field promotion to NCO.  As a result, his hat lace will be upgraded (re-painted) to silver lace. 

[8] In the basic rules infantry either move or fire, not both.