Saturday, March 23, 2019

Infanterie-Regiment Nr. 3 and basing variant

Musketeers of IR 3 Anhalt-Dessau

Wargames Foundry miniatures glued to 1/2" x 3/4" metal bases instead of the 3/4" x 3/4" (2cm x 2cm) ones I normally use.

I do like the tighter look. And - of course - I dream of arranging them like this later on:

Charge! Plate XIII. Erbprinz regiment advancing in line.

Sunday, October 28, 2018

Blasthof Bridge: Electoral Infantry painted

Looking at my SYW collection, there is too much work-in-progress lying around and too few finished units. I decided on using the Blasthof Bridge scenario from the Charge! rules to provide me with a short term goal and a guideline to tie together the loose ends.

The electoral Infantry - 40 men and three officers - were the first in line. With an additional thirteen figures done it is now completely painted (click picture to enlarge):

Uniforms are those of IR 41 Wied. The pale yellow flag is one of the regiments nine Kompaniefahnen.

On to the next unit ...

Tuesday, October 3, 2017

Moys 1757 - Die Kriegskunst AAR

This is one of the scenarios from the "Die Kriegskunst" ruleset.
Historically, it is notable for two reasons:
- the Austrians took offensive action and suprised the Prussians
- the Prussian commander, the highly regarded Generalleutnant
   von Winterfeldt, was wounded and died a few days after the combat.

The action began and for the most part concentrated on the area around the Jäckelsberg, who contained a prussian artillery redoubt, guarded by Grenadiers. We happily used a mixture of Malburian and SYW miniatures; "Prussians" defend the hill, "Austrians" attack it.
(Click pictures to enlarge)

The Grenadiers were having breakfast when suddenly a number
of Austrian Grenadier battalions in attack column appeared ...

The guns opened fire! Austrian reinforcements
can be seen in the background.

Light troops appear from the south - Hussars and Grenzers.

The situation looks desperate. The Lights are halting. The attack
order has not come through. All work is left to the attack columns.

The fighting intensifies. The Prussian Grenadiers
fight bravely but have to retreat.

The Austrians capture the Jäckelsberg.
Prussian reinforcemnts appear.

At this point, turn six of the suggested total of ten, the situation on the table looked very akward to us.

The scenario rules require the Austrian Grenadiers to retreat from the Jäckelsberg immediately after they have captured the hill. With the prussian reinforcements right beside them, with minimal losses to themselves, more fellow Austrians marching directly towards them and their own light troops in the vincinity - would they really retreat ?!

Hisorically, according to the kronoskaf website, they did not retreat. They defended the hill, supported by artillery.

We concluded that the chances for the Prussians to recapture the hill were rather slim if we would simply revoke the scenario special rule and allow the Austrian Grenadiers to stay and defend the hill.
The Austrians were too numerous.

We ended the game and used our time to discuss future plans.

Personal insights gained:

a)  Scenario design is an art.

b)  The scenario special rules in conjunction with what might be called a "Heat of Battle Mental Blackout" caused me to unintentionally adopt non-historical tactics.
Look at the last picture above. Prussian infantry in close proximity to the enemy marching happily along in column formation! Good god! Is it 1792 already? What was I thinking?
(Of course, there was a logical reason for this: the Austrians are no threat anymore. The scenario special rule requires them to retreat. They won't fire and won't use their guns.)

Player logic killed historical logic.

Have you experienced something similar or do you not mind at all and say "Imagination" ?

Thursday, September 14, 2017

The History of Fusilier Regiment 41

Recently, I bought this small booklet, published 1767, about Fusilier Regiment 41 von Lossow, during the Seven Years War known as „von Wied“.

Hans Bleckwenn notes in his introduction to this edition, a reprint from 1979:

„The fusilier regiment "Wied" belonged till 1755 to the little respected „Wesel Garrison “; which ranked not only in the lists of the army, but also in their opinion below the field regiments, in dangerous proximity to the disesteemed garrison troops. […]

The amazing thing emerged during the war: in its achievements, regiment No. 41 turned out to be one of the strongest of the fusiliers regiments, maybe the strongest one overall. It fights at Prag, Kolin, Kunersdorf, Liegnitz and Torgau, - pushes itself forward unimpressed from both defeats into the group of regiments which also during the last years of the war were regarded as reliable.“

A good regiment to have in your army!

„Auszug mit klingendem Spiel !“
(Departure with drums beating and flags flying)

Monday, September 11, 2017

Charge! + Stuart Asquith modifications + One Hour Wargames = Fun

Time, space and the number of miniatures – three things I struggled with recently.

One solution: Use the classic Charge! rules, add some neat rules modifications Stuart Asquith used in his games with Keith Flint (Old School Napoleonics, The Action At Annie's Farm) on a 6' x 3' foot dining table and combine them with one of the scenarios from Neil Thomas' book „One Hour Wargames“ which uses a 3' x 3' board and six units per side.

The resulting layout for Scenario 4: Take the High Ground, One Hour Wargames, p. 72, (click pictures to enlarge):

Austrians have set up two units on the hill.
Prussians entered along the southern board edge.

Austrians (Defender)
CiC (1 Figure)
4 x Infantry (10 Figures each)
1 x Light Infantry (8 Figures)
1x Artillery (4 Figures)

Prussians (Attacker)
CiC (1 Figure)
3 x Infantry (10 Figures each)
1 x Light Infantry (8 Figures)
1 x Cavalry (5 Figures)
1x Artillery (4 Figures)

Total number of miniatures: 101

The mission for both sides is two be in possession of the hill at games end (after 15 turns).

Austrian reinforcements arrive

First blood – Frei-Infanterie engages from a distance

Close range artillery fire - More casualties for the Austrians

The Prussian cavalry charges ...

and is repulsed !

The Prussian infantry storms the hill – The Light Infantry
of both sides fight it out in the woods

The big melee on the hill – Prussian Frei-Infanterie has been
dispersed and the croats assault the Prussian gun

The Austrians concede and retreat
(in fact, I used the kitchen table and dinner had to be served)

Conclusion: An entertaining little solo game. I was pleased with „the look of the thing“. The Charge! rules with Stuart Asquith' modifications worked well. I still have to take a deeper look at them and create my own play-sheet.

Gaming with small-sized units, i.e. 10 figures for infantry, 5 for cavalry allows for quicker progress along my work-up schedule to larger battles/units. I´m thinking about playing Honours of War scenarios with 10-figure infantry battalions and 4-trooper cavalry now that I´m comfortable with the look.

Monday, August 7, 2017

Die Kriegskunst - Test Game

An invitation to a game from someone who can set up a 10' x 6' table, owns TWO sizable armies for the War of the Spanish Succession and knows the Die Kriegskunst rules? Yes!

 The Smoke of the first shot of the combat disperses and three Riders
of my opponent were unhorsed by that little 4-pdr. firing cannister!
A failed morale test forces the cavalry to retreat ...

My Center and Right Wing. We both had
an additional Brigade on our other wing.

 Looking gooood ....

Cavalry Action on the right wing. Inconclusive!
Note the riderless horses running around

My impressions of the rules and the game:
-  the rules worked well, no disputes. For me the command system had the right "stiffness" (we treated both sides as Prussians for command. They have a big advantage in this regard).
-  both players operated cautiously, had respect for one another, i.e. the other sides firepower (namely the artillery; 8 guns on the table; Cannister hurts)
-  the game felt veeeery  Seven Years War. Beautifull armies, enough troops (albeit the big infantry clash did not happen), adequate terrain, two lines of infantry, no Grand Batteries, good atmosphere.

A big thank you to my fiend tattergreis for this invitation. I look forward to our next game, a deliberate attack/defence action to get to a decent infantry clash ....

Saturday, March 5, 2016

Honours of War - St. Ulrich Solo Game - Part 7

Turn 7 (click pictures to enlarge)

1. Move commanding generals:  Both remain where they are.

Turn 7: Last Prussian Batallion standing ...

The hit status of the troops is as follows:
Prussians:  Dragoons 0, II/IR41 3, Composite Btl. Done For, 12pdr 0.
Austrians:  Cuirassiers 0, I/Kaiser 1, II/Kaiser Done For, Salm-Salm 1, 6pdr 1.

2. Movement Initiative:  Prussians win. Roll of 5 +1 = 6 versus Austrians 4 +1 = 5.

3. Movement:
The Prussians decide to move first. They want to move back the remaining infantry batallion, but they fear there is not much hope for survival.

3.1 Prussian Infantry: Dashing, roll of 4 results in 'Steady'. II/IR41 moves backwards 20cm.

3.2 Austrian Infantry: Dithering upgraded to Dependable due to the CiC nearby, roll of 3 results in 'Steady'. Both batallions advance. The gun manhandles forward.

The Prussians move backwards, the Austrians advance

3.3 Prussian Dragoons. Dependable, a roll of 5 results in 'Steady'.

Now what do do? The II/IR41 infantry is about to be shot to pieces. If they only retreat, the Austrians will capture the bridge and win.
They decide to CHARGE the enemy gun, meaning they will be countercharged by the cuirasiers. They will fight at a disadvantage (the cuirassiers are rated superior), but if they can rout the cuirassiers, it will result in a drawn game, even if they themself are routed.

3.4 Austrian Cuirassiers: Countercharge.  

4. Firing Initiative: Prussian roll of 3 +1 = 4 versus roll of 3. Prussians win.

5 Firing Phase:
5.1 The prussian Brummer, nearest target I/Kaiser. Standard artillery, -1 target classed as superior, roll of 3 -2 = 1 results in NO EFFECT.
Prussian II/IR41, standard, nearest target I/Kaiser,  -1 target classed as superior, -1 moved, - 1 Difficult Target (less than half of the btl. is within the firing zone), -1 long range, -1 unit has 3 hits, roll of 4 -5 = -1 results in NO EFFECT.

5.2 Austrian 6pdr is unable to fire. It is blocked by the cavalry melee !
I/Kaiser at II/IR41, superior, -1 moved, -1 long range, - 1 Difficult Target, roll of 2 -3 = -1 results in NO EFFECT.

Wow. II/IR41 held its ground! The gun was unable to fire (which made all the difference) and I/Kaiser missed.

6. Melee:
1st Round:
Austrian Cuirassier, superior, +1 for charging, roll of 4 +1 = 5 results in THREE HITS.
Prussian Dragoons, standard, +1 for charging, -1 target classed as superior, roll of 4 +1-1 = 4 results in TWO HITS.
2nd Round:
Austrian cuirassier, superior, roll of 5 (maximum damage!) results in THREE HITS.
Prussian Dragoons, standard, -1 target classed as superior, -1 unit has 3 hits, roll of 5 -2= 3 results in TWO HITS.
Game Over! The Prussian Dragoons are Done For. The Cuirassiers retreat
Army Points lost:  Prussians: 2  Austrians: 1. Austrian Victory

Turn Commentary
A frontal charge against cuirssiers, rated superior, is a BAD idea. Not only are they more difficult to hit (modifier -1 for target being rated superior), the cuirssiers themself also can inflict more damage as they have their own line on the Hit Table.