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

Austrian Advance Guard Wins Again...

...but this time I was Austrian.   :o)

Simon arrived this morning, and given the choice, opted for the Bavarians, so this time I would be Austrian.  The rules were a modified / simplified version of Brigadier Peter Young's 'Charge!'.

The first thing we did was to number our units as we would want them from left to right before rearranging them that way.  This pre-game tweak was to allow us to shuffle our units around, within the same constrained deployment area, if we weren't happy with how I had plonked them down when setting up the table.

We both made some changes, first my Austrians, from [their] left to right: the Hungarian Andrássy Infantry Regiment (IR); the Batthyányi Dragoon Regiment (DR); the Los Rios IR; a Field Artillery battery; the Arberg IR; the Baranyáy Hussar Regiment (HR); and, the Karlstadt Pandurs (Croats).  Out in front is Khevenhüller and his staff.

 

Now, the Bavarians from [their] right to leftthe Frangipani HR (yes that's a real regiment); a Field Artillery battery; The Pfalz Zweibrücken IR; the Max Josef IR; the Swiss Diesbach von Signau IR; the Hohenzollern DR; and, the von der Kurz Frei Korps.  And, these were all being led into the field by von Seckendorff and his coterie of staff officers.



Turn 1: and we got down to the serious business of writing orders for all our units.  Every unit starts the game with an order but in future turns the commanders can only write as many new orders per turn as they have ADCs.  Therefore, orders should be specific about whether it's just for the current move, or to be followed until a new order arrives.  Both sides' move, shoot and mêlée simultaneously.

My plan was to occupy my objective, the town of Ytterberg, and stand on the defensive until it was clear what reinforcements would arrive in Turn 5.  This got underway with the Andrássy IR stepping off into column to wend its way into Ytterberg to occupy the buildings along the far side; this was why I had repositioned them to be on the left of my line.  My guns moved forward to form a battery behind the hedge with my infantry ordered to form line either side of them. Both cavalry units were ordered to make a half a move to echelon out towards either flank and stop, and the Croats made a beeline for the woods.



The Bavarians formed the infantry in their infantry into line, and advanced their battery to the edge of the high ground with the hussars doing the same, only further out to their right.  Their left wing, the Diesbach IR, Hohenzollern DR and the Frei Korps, was thrust forward towards the wood and their objective, the bridge.

This ended the turn as with the artillery having moved there was no firing.

Turn 2: after writing new orders, kicked off with charge declarations, and both my cavalry units were ordered to charge the cavalry to their front.  My Baranyáy hussars were counter-charged by the Hohenzollern dragoons and, as light cavalry, would be facing an uphill struggle against their heavier opponents.  On the other wing, my dragoons got nowhere near the Bavarian hussars, which I had assumed would be advancing, but the rotters stayed put on the hill leaving my charge to come up short in front of their artillery battery!  Luckily, Simon's dice let him down and he only inflicted one hit.



While this was going on, my infantry were still moving into position and the first of my guns managed to get a shot off to negligible effect (guns can move up to 6" and fire but have only an even's chance of doing so).  On the other side, the Bavarian infantry had finally shaken themselves out into line and continued to advance.  


As can be seen from the photo above the mêlée between the Baranyáy HR and Hohenzollern DR has been resolved; so let's zoom in on that...


...and to my delight the hussars have managed to overcome the odds to hold the dragoons to 4-4 draw.  Drawn cavalry mêlées have a 50:50 chance of continuing for a second turn so, a d6 was rolled, and the combat was destined to continue next turn.  Would I be lucky again?

Turn 3: I ordered my dragoons to charge again, and this time the yellow Frangipani hussars, not wanting to receive the charge at the halt, counter-charged.  On the far side of the battlefield, the von Der Kurtz Frei Korps were picking their way through the battlefield detritus and approaching their objective, the bridge (also in this turn my Andrassy IR had taken occupied the buildings in the Ytterberg).


In the centre the Bavarian's Pfalz infantry continued to advance and started to take some casualties from my artillery (I forget how many).



You might've noticed in the background of the previous photo, the cavalry mêlée continued from last turn has taken a vicious turn; as can be seen below:


This time the Bavarian dragoons got their act together to trounce the lighter hussars 7-1!  And, to rub it in took two prisoners (the figures placed behind the dragoons).  This was the end of the gallant (foolhardy?) hussars as they would have to rally-back for three turns, one for each turn of combat 
plus one more turn for being beaten.  This would, in a few moves time, see them moving off the table edge never to return.  First blood to the Bavarians.

This ill-advised matching of light cavalry against their heavier brethren was always likely to end badly, as was so ably demonstrated in the other mêlée in this turn by the Batthyányi dragoons who rolled over the Frangipani hussars; winning 6-1 and also taking two prisoners.



This time, after only one round of combat, the hussars would just manage to avoid leaving the table before completing their rallying-back in two moves time.

Turn 4: with the cavalry on both sides rallying after their combats, was largely an infantry and artillery affair.  This saw the Croats sneak out from the woods to snipe at the victorious Bavarian dragoons as they rallied forward (in place).  Nearby, the Bavarian advance, in the shape of the Pfalz Zweibrücken IR, finally came within close range of my artillery.


So, uttering that classic wargaming phrase, "anything but a one" to hit, I rolled the dice, and...



In contrast, the Bavarian artillery, despite the longer range, did much better ranging in on my dragoons as they rallied-back[1].


Turn 5: and it was time for both sides to draw one of the eight envelopes detailing what reinforcements would arrive on the table during normal movement in this turn.  Again, Simon's luck deserted him (sadly a consistent theme in this game) and while he drew a dragoon regiment (the Saxon Prinz Karl DR) ...



... I drew a cavalry brigade comprising the Birkenfeld Kürassier Regiment (KR) and a composite regiment of Batthyányi and (Hessian) Lillenbracht dragoons.  In the background the remnants of the Baranyáy HR can be seen just about to leave the table as the reinforcements arrived.


After that, things just went from bad to worse for the Bavarians as my battery made up for its previous failings and started to wreak havoc upon the Zweibrücken IR.

Then, the Max Josef IR panicked when charged, by the now rallied Batthyányi DR, and fired too soon (at long range) so only managed to shoot down two dragoons as they charged in.  At this stage all was not lost as a 2-deep line is on an equal footing in mêlée against charging cavalry.  But, with a certain inevitability, my little men beat the odds to win the mêlée 4-2, which, when the shooting casualties were added became 4-4, another draw!   


Cavalry have the option choose whether to fight a second turn of mêlée against infantry, and having reduced part of his line down to just 1-deep (i.e. 'broken in'), I did so.

Turn 6: the mêlée continued from the last turn, saw the Batthyányi dragoons win comfortably, 4-2 with 1 prisoner taken, which effectively knocked the Max Josef IR out of the fight for the next three turns.



In the centre th,e Bavarian gloom deepened as the Austrian artillery, scoring a near maximum, cut the Zweibrücken IR down below half-strength; meaning they were finished as an effective unit and would have to retreat for two full turns, and after that would not be able to advance further.



And, in the background of the above, can be seen the final nail in the Bavarian coffin, a desperate charge by the Bavarian Hohenzollern DR, hoping to repeat the success of the Austrian Batthyányi DR.  However, here, the Austrian Arberg IR held its nerve, and delivered a shattering, point-blank volley into the face of the charging dragoons, scything down eight before they could close.  With the odds in mêlée being equal, there was no way back for the dragoons who went down 9-0 and lost a further two men taken prisoner - this meant they were also now ineffective like the Zweibrücken IR. 

At this point... 

...reduced to one effective infantry regiment against three (two of which were intact); and, one dragoon regiment and a battered hussar regiment against intact kürassier and dragoon regiments plus a battered dragoon regiment, the writing was on the wall and von Seckendorff wisely conceded and withdrew from the field.

On balance, apart from the lucky breaks all going my way, I think the plan to stay on the defensive until the reinforcement situation was clear was the right tactic.  Charge! can be very bloody which makes attacking hard unless you have a clear advantage.  Obviously, I benefitted from having played this scenario before.


Notes:

[1.] Troops that are victorious in mêlée have the option of rallying-forward (in place) or rallying-back up to a full move (full move rally-backs are compulsory for defeated troops).

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.


Stuttering to Victory at Maltot

Firstly, an apology for getting sucked into the game again and not taking enough photos, hence the use of some dodgy ones.

Game 6

So, with the table all set (see last post) we quickly did some die rolling to see if John's Germans recovered any casualties, and how many elite SS panzergrenadiers would rock up as reinforcements.  They answers were: none and the maximum possible - John rolling a '6' for reinforcements so gained 15 panzergrenadiers.  With a replacement drafted in for his senior leader, captured hiding in an outhouse in the last game, John's platoon was now organised as follows:

  • 1 junior leader with panzerfaust and a reinforced LMG team of 5 men (army).
  • 1 junior leader with 2 LMG teams of 4 men and 1 panzerfaust (SS).
  • junior leader with 1 LMG team of 5 men and 1 panzerfaust (SS).

My British platoon was fresh and at full strength (36 leaders and men)

The Force Morale rolls saw the Germans start at '10' and the British at '9' and the following patrol phase resulted in the jump-off points (JOPs) shown below.


The British then diced for support, hoping for a generous amount as received in the two previous games, but...


So, just 2 points of support for the Brits and 1 for the Germans, who respectively opted for a 2" mortar team and a stretch of barbed wire.  The Germans went first but, as defenders, held off deploying until they had a better idea of what the British were up to.  

Over the next few phases, the British deployed one section in the 'Shot-up House' and one in the 'Stone Station' with the two 2" mortars deployed alongside the latter.



The mortars soon enveloped the 'Old Rectory' in smoke.  Then, with all in place, the final section deployed from the Shot-up house into the road[1] and, in the next phase, started to cautiously (tactically) advance towards the Old Rectory.


The Germans decided to let them come closer before reacting.

In my phase, I started to have second thoughts about what he might throw at me and how I would respond.  And, ooh err, on careful reflection, I realised my chaps were pretty much out on a limb as the two 'covering' sections, in hard cover, had poor fields of fire and could offer little support.


Realising my plan was a stinker, I seized the window or opportunity offered by the delayed German response, plus the luxury of three attempts to take the objective to win this scenario, and withdrew my platoon to start over again. 

Net result: no casualties to either side and on to Game 7 with the same forces and the same scenario / table.

Notes.

[1.] This was an error, with a section in the Shot-up House I mistakenly forgot my JOP was behind the house not in it, and thus couldn't deploy this far forward.  Luckily it had no real impact on the game. 


Game 7

This time the British got off to a better start rolling a force morale of 9 to the German's 8.  This allowed the Brits to go first in the patrol phase which helped to offset getting only 2 free moves instead of the four they had in the previous game.  As a result, the JOPs were in almost exactly the same place as before, the only difference being a JOP behind the Stone Cottage instead of in it.  


This time, on rolling for support I got 7 points and John got 3 (half the attacker's support points rounded down).  I selected the Churchill IV tank and, as before, an additional 2" mortar team.  John opted for an entrenchment for a team, another length of barbed wire and a minefield which, added to the barbed wire still in place from the last game created quite an obstruction[1]:


I took the first phase and immediately rolled an 'end of turn' and not much else.


In my next phase, the first of the second turn, I managed to deploy the Churchill and my 2" mortar teams by the Stone Station as in the previous game.


Then John in his first phase of the game, rolled an 'end of turn'!  However, this early in the game he decided to hold fire and wait for the British to advance into a more exposed position.



After this the action settled down along the lines of the previous game with the British saturating the Old Rectory with smoke while the Germans patiently waited for the British infantry to advance out into the open. 



The difference this time was that my two covering sections were in the Stone Cottage (as before), but the other was now in the Stone Station instead of the Shot-up House.  Also, the PIAT team had deployed with the platoon sergeant in the Shot-up House and the platoon commander with the section in the Stone Station.  While this was taking place, my Churchill slowly crept forward, with the gunner on overwatch, not wanting to get too close to all those panzerfausts.  


Now, feeling much happier about the level of fire support available, the section in the Shot-up House once again ventured out into the road and in the next phase went tactical.


In the very next German phase, they rolled another 'end of turn' and the smoke covering the British section in the road promptly vanished, and me, without a CoC die to my name, unable to do anything about it.  In the German's next phase, John, after rolling two '6's(!) on his command dice, used his CoC die to spring an SS LMG team ambush[2] from the far side of the crossroads.  This seemed a heaven-sent opportunity for the Jerries, as all my covering units had lost their overwatch status at the turn-end. 


Lady Luck, obviously felt sorry for me as John only managed 2 kills and one point of shock; one kill was on the Bren team and the other turned out to be a light wound on the section leader (I'm using the red pin marker to remind me the section leader is wounded). 


My luck held as I rolled a '1' on the bad things happen test and avoided any impact on my force morale.  At this point, John decided not to withdraw his ambush team but leave it in place to take advantage of a third turn on the trot.  Just to rub it in, his command dice for his third phase rolled another two '6's!!!  But just as he was feeling he could do no wrong, Lady Luck promptly sucker-punched him in the gut as the LMG team failed to score a single hit (5+ needed at effective range)!    


In his fourth consecutive phase, he finally threw less than two '6's on his command dice (phew!), and the LMG team managed another kill and point of shock on the exposed section.


In retrospect 2 dead, a wounded junior leader, and 2 points of shock seemed a small price to pay for three rounds of MG42 fire in the open.

At last it was my phase, and with a rather spiffing command roll, I could get in plenty of retaliation.  Firstly, the senior leader in the Shot-up House took off both points of shock from the shot-up section and told them to fire back and see if they could roll the '6's necessary to hit the elite SS panzer grenadiers.  And yes, they could!


The section in the road was then promptly screened again by some more smoke before their shooting was added to by the section in the Stone Station and the Churchill firing high explosive (HE).  This left the SS looking a bit subdued with one dead and just one point of shock short of being pinned.


Realising they had bitten off more than they could chew, they tried to fall back out of sight and rally, the German platoon commander (senior leader) even deploying into the church to rally off more shock[3].  However, their movement dice betrayed them and left them open to more fire, which saw them pinned and dropping like flies (photo taken a little later, after the shock had been rallied off and yet another German 'end of turn' had removed the pin marker). 



While this was going on the section in the road had fallen back into the Shot-up House so were unaffected by the disappearance of their protective smokescreen.  However, as the SS LMG team had still not managed to escape the British arcs of fire their fate was all but inevitable...


...and the resulting bad things happen tests for a section wiped out and a junior leader wounded, and then killed, saw the German force morale plummet from 8 to 4!  The Germans were now reduced to just 4 command dice and with only their senior leader on the table deploying any more troops would be problematic. 

Feeling a lot more confident, the British now set about restoring their smoke screen to cover the resumption of the weakened section's tactical advance to the Old Rectory.  This time they were accompanied by the senior leader (platoon sergeant) and the PIAT team.  This elicited no response, so in my next phase the sergeant seized the bull by the horns and ordered his men to double up to the Old Rectory.  A good set of movement dice saw them advance right up to it, close enough to shut down the JOP inside.


With Old Rectory occupied the only exit from the church holding the German senior leader was covered leaving the senior leader trapped inside (again!).  Also, as the JOP in the Old Rectory had been captured the Germans would have to think twice before using their CoC die to end the turn to remove British smokescreens.  The Germans decided not to deploy any more troops at this stage so the Churchill fired HE at the church and in one blow inflicted 3 kills, killing the senior leader inside.  

John spent his CoC die avoiding the resulting morale test, but I then played mine to end the turn which removed his captured JOP bringing the German force morale down to '2'.  this meant I could remove another of his JOPs and he was reduced to just three command dice.  At this point John conceded and the campaign was won.  

And to finish, a quick view of the field of battlefield, as at the end, from German side (the absence of smoke is due to my ending the turn with a CoC die to eliminate the JOP I had captured).  And sitting in the middle, the German's nemesis, the Churchill tank.


So ends our learning campaign, I think this last game has reinforced the imperative to eliminate the other side's armour, if they have any.  John had a few opportunities to try, but they were risky.  On the other hand, the price of leaving the Churchill to do its own thing was catastrophic.

Now, after a short break we'll have to start another campaign.


Notes:

[1.] I was surprised that John opted for more static defences and then didn't place these to impede the approach I had explored in the previous game.  Equally surprising was his decision to, again, not choose an adjutant.

[2.] As an ambush is only a single team, I think we might've made a mistake in deploying the junior leader with it, but as it was a one-section team it doesn't seem unreasonable. 

[3.] With no adjutant, the remaining three, off-table, German sections would now need to roll 4+ to successfully deploy when called upon.