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.

Thursday, March 3, 2016

Honours of War - St. Ulrich Solo Game - Part 6

Turn 6 (click pictures to enlarge)

1. Move commanding generals:
The prussian commanding general, has no game function stays on the bridge.


The Austrian CiC moves to be able to encourage the cavalry as well as his Dithering brigadier
 
The hit status of the troops is as follows:
Prussians:  Dragoons 0, II/IR41 1, Composite Btl. 2, 12pdr 0.
Austrians:  Cuirassiers 0, I/Kaiser 1, II/Kaiser Done For, Salm-Salm 1, 6pdr 1.

2. Movement Initiative:  Prussians win. Roll of 6 +1 = 7 versus Austrians 3 +1 = 4.

3. Movement:
The Prussians decide to move first. They want to move forward, away from the river. The river is classed as impassable and if a unit cannot complete a forced retreat move due to impassable terrain, it is eliminated.

3.1 Prussian Infantry: Dashing, roll of 1 results in 'Steady'. Both infantry batallions march forward and to the left. The 12pdr pivots a bit to the left and forward (counts as moving).

Both prussian infantry batallions march forward

3.2 Austrian Infantry: Dithering upgraded to Dependable due to the CiC nearby, roll of 4 results in 'Steady'. I/Kaiser remains stationary. Salm-Salm moves the full move forward. The gun manhandles forward.

3.3 Prussian Dragoons. Dependable, a roll of 5 results in 'Steady'. They move to protect the flank of the infantry and change formation to single line.

3.4 Austrian Cuirassiers: Dependable, a roll of 2 results in 'Steady'. They change formation to double line and move forward to protect the gun. 


Situation afer Turn 6 movement
 
4. Firing Initiative: Prussian roll of 4 +1 = 5 versus roll of 3. Prussians win.

5 Firing Phase:
5.2 The prussian Brummer, nearest target I/Kaiser. Standard artillery, - 1 moved (it pivoted) , -1 target classed as superior, roll of 3 -2 = 1 results in NO EFFECT.
Prussian composite bataillon, nearest target I/Kaiser, standard, - 1 moved, -1 target classed as superior, -1 long range, roll of 3 -3 = 0 results in NO EFFECT.
Prussian II/IR41, nearest target I/Kaiser BUT Salm-Salm, not being rated superior, is easier to hit and therefore selected as the target. Standard, - 1 moved, - 1 Difficult Target (less than half of the btl. is within the firing zone), -1 long range, roll of 3 -3 = 0 results in NO EFFECT.

Damn! No hits for the prussians this round. Things may start to fall apart ...

The firefight on Turn 6

5.1 Austrian 6pdr fires cannister at II/IR 41, superior, -1 moved, roll of 2 +2-1 = 3, 1 HIT.
Salm-Salm at II/IR41, Standard, - 1 moved, - 1 Difficult Target (less than half of the btl. is within the  firing zone), -1 long range, roll of 5 (maximum!) -3 = 2 results in 1 HIT (II/IR41 now has received a total of 3 hits).
I/Kaiser at Prussian composite batallion, superior, -1 long range, roll of 5 (maximum again!) -1 = 4, 3 HITS !!  The prussian composite batallion goes from 2 hits +3 to 5 hits, DONE FOR !

Command Casualties: Prussian Brigade Commander, roll of 3, no effect. Reactions to Firing: Prussian composite batallion routs towards the bridge.

The situation at the end of turn 6 - the Prussian composite batallion routs towards the bridge

6. Melee: -
7. Rally:  No rallies (the last remaining hit on a unit may never be rallied off).
8. Army Points lost:  Prussians:  1     Austrians:   1

Turn Commentary
The prussian fire was bad, the austrian fire excellent (they rolled a 5 two times).The prussian composite batallion is DONE FOR and II/IR41 now has received a total of 3 hits. Both austrian infantry units have one hit each.
The situation for the prussians looks desperate ...

Tuesday, March 1, 2016

Honours of War - St. Ulrich Solo Game - Part 5

Turn 5 (click pictures to enlarge)

1. Move commanding generals:
The prussian commanding general now represents von Meyernicks replacement, rated as Dithering [who therefore cannot encourage brigadiers and possibly enhance their command performance and who cannot rally of the one additional hit. In addition, command results of 'Amirable' or 'Inspriring' are reduced to 'Steady' on a roll of 1 or 2 (rulebook p.13)].
He is useless, has no game function and moves onto the bridge.

The Austrian CiC moves to his right to continue to encourage his Dithering brigadier.

The hit status of the troops is as follows:
Prussians:  Dragoons 0, II/IR41 2, Composite Btl. 3 (red die, reforming), 12pdr 0.
Austrians:  Cuirassiers 0, I/Kaiser 1, II/Kaiser Done For, Salm-Salm 3, 6pdr 1.

Movement of commanding generals in Turn 5

2. Movement Initiative:  There is a lot at stake now! Who gets it?
Prussians win ! Roll of 2 +1 = 3 versus Austrians 1 +1 = 2.

3. Movement:  The Prussians move first.
3.1 Prussian Infantry: Dashing, roll of 5 results in 'Admirable, a DOUBLE MOVE.

"Wait, my dear friend!", the austrian player intervenes, "Your CiC is a replacement and Dithering. On a 1 or 2 on a d6 'Admirable' or 'Inspiring' is converted to 'Steady'.".

The prussian player rolls ... a 3 ! All is well for him. II/IR 41 is moved back next to the other batallion, which due to 'reforming' has to remain stationary.

 IR 41 is moved back next to the other batallion

3.2 Austrian Infantry: Dithering upgraded to Dependable due to the CiC nearby, roll of 5 results in 'Steady'. Salm-Salm, having 3 hits, is moved back 15 cm to better be able to rally. I/Kaiser moves forward.

I/Kaiser, superior infantry, galantly advances

3.3 Prussian Dragoons. Dependable, a roll of 5 results in 'Steady'. They move to protect the flank of the infantry.

3.4 Austrian Cuirassiers: Dependable, a roll of 1 results in 'Poor'. They are not allowed to move and change facing in place.

Situation after Turn 5 movement

4. Firing Initiative: Prussian roll of 1 +1 = 2 versus roll of 4. Austrians win.

5 Firing Phase:  Only the guns are in range.
5.1 Austrian 6pdr fires cannister at II/IR 41, superior, effective range , -1 moved, roll of 2 -1 = 1, NO EFFECT.
5.2 The prussian Brummer, nearest target I/Kaiser. Standard artillery, - 1 Difficult Target (less half of the btl. are within the guns firing zone), -1 target classed as superior, roll of 3 -2 = 1 results in NO EFFECT.

No hits, no command casualties. There are no Reactions to Firing. 

6. Melee: -
7. Rally
The Prussian composite bataillon at the bridge rallies of 1 hit. With now 2 hits it has comleted reforming and the red die is changed to green. II/IR41 reduced to 1 hit.

Salm-Salm rallies of 1 hit plus 1 additional hit for being within 5 cm of the commanding general and only 1 hit remains.

Turn Commentary
With a double move, the exposed prussian batallion quickly retreated. The austrian Salm-Salm, not as quick, also moved back. Were it not for the prussian double move, I/Kaiser may well have kept the pressure on them could have fired a volley and prevented rallying.
The command rules came into play here, as the prussian player had to "confirm" his double move and wasn't able to rally off one additional hit.
Neither side was willing to to risk or 'blow' the cavalry at this stage. This is especially true for the Austrians as the cuirassiers, albeit rated as superior, might possibly lose the melee and then it would be 'game over' for them, having two units Done For.

Sunday, February 28, 2016

Honours of War - St. Ulrich Solo Game - Part 4

Turn 4 (click pictures to enlarge)

1. Move commanding generals:

Movement of commanding generals in Turn 4

2. Movement Initiative: Austrians win, roll 6 +1 = 7 versus Prussians 3 +1 = 4.

3. Movement
Maquire again does not wish to show his hand at this stage and requires the Prussians to move first because he thinks he can better coordinate his attack that way.

3.1 Meyernick decides to move the dragoons. Dependable, a roll of 1 results in 'Poor'. They are not allowed to move towards the enemy but may move away and can change formation. The dragoons do not move and change formation to double line as the may be required to squeeze through a gap latter on.

3.2 Austrian Cuirassiers: Dependable, a roll of 5 results in 'Steady'. They do not move.

3.3. Prussian Infantry: Dashing, +1 due to CiC proximity roll of 2 +1 results in 'Steady'. Damn! A 50% chance for a double move which had allowed a few interesting options like charging the gun or moving close to the cuirassiers and fire a volley at them. Both batallions move to the left using flank movement (no movement reductions for Prussians here).

Prussian infantry moves to their left
3.4 Austrian Infantry: Dithering upgraded to Dependable due to the CiC nearby, roll of 6 results in 'Admirable' - a DOUBLE MOVE ! The gun double-manhandles to the left. The Salm-Salm infantry moves forward and to the side within 10 cm to be able to fire. II/IR Kaiser charges the Prussians in front of them, "Schlagt Sie! Schlagt Sie!". 

The prussian composite batallion, half Le Noble Frei-Infanterie (in front) and half IR 41 (in the back as "Korsettstange"/corset), fires at he chargers: "Wartet Männer, wartet ... FEUER!" - standard, moved -1, roll of 5 - 1 = 4, a devastating Salvo rips through the air - THREE HITS on II/IR Kaiser.

 II/Kaiser on the right charges - and is hit by a devastating volley

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

5 Firing Phase:
5.1 The prussian Brummer fires at the austrian gun (nearest target, the infantry is too close to friendly troops). Standard artillery, - 1 Difficult Target (deployed guns always count as such), roll of 4 -1 = 3 results in ONE HIT.

II/IR 41 fires at Saln-Salm, standard, -1 moved, roll of 3 -1 = 2, ONE HIT. Salm-Salm now has received a total of 3 hits.

 5.2 Austrian infantry brigade: Gun fires cannister at II/IR 41, superior, Cannister range +2, -1 moved, roll of 3 +2 -1 = 4, ONE HIT.

Salm-Salm returns fire and also fires at II/IR 41, standard, -1 moved, -1 for having 3 hits received, roll of 4 -2 = 0, ONE HIT. II/IR41 now has a total of 2 hits.

Firing Phase Turn 4 - from above

 
 Firing Phase Turn 4 - from the side
(painted by Carl Röchling) 

II/ Kaiser: standard, -1 long range, -1 moved, -1 difficult target (target unit is more than half outside the firing zone), roll of 3 -3 = 0, Miss.

As described in the last post, before you do the 'Reaction to Firing', i.e. retreat or rout moves after all firing of both sides is resolved, you have to check for Command Casualties (rulebook p.13). This can be easily overlooked but has serious game consequences in respect to command performance.

  • Austrian Brigade Commander: Roll of 10. (Another bullethole in wig and tricorne for him!)
  • Austrian Commanding General: Roll of 9. (Unharmed) [Edit: roll was not required a the CiC is more than 5 cm from the unit]
  • Prussian Brigade Commander: Roll of 5. (Unharmed)
  • Prussian Commanding General: Roll of 11. AAARRGGH ! A stray musket ball from Sam-Salm hits von Meyernick! He falls from his horse wounded. Oberst von Schlappstein now takes over.
Von Meyernick has been hit !

Wow, the Prussian CiC as a casualty. As he is an unrated commander his replacement, Oberst von Schlappstein, is rated as Dithering. This is quite a blow as from now on the CiC has no positive impact on his troops anymore. He cannot encourage brigadiers and possibly enhance their command performance and he cannot rally of the one additional hit. In addition, command results of 'Amirable' or 'Inspriring' are reduced to 'Steady' on a roll of 1 or 2 (rulebook p.13).

There are no Reactions to Firing as everyone is below 4 hits. 

6. Melee: II/Kaiser charges the Prussian composite bataillon
II/Kaiser: +1 for support (Salm-Salm to their left), -1 for 3 hits received in total, roll of 3 +1 -1 = 3. TWO HITS. The Prussian composite bataillon now has a total of 4 hits and suffers LOSS OF MORALE.
Prussian composite bataillon: +1 for support (II/IR 41 next to it), roll of 4 +1 = 5. THREE HITS.
II/Kaiser now has a total of 6 hits and is DONE FOR.

Reactions to Melee:
II/Kaiser now has to do a rout move which is equivalent to one normal move to their rear. It is forced to move through I/Kaiser which therefore has to take 1 hit.
Prussian composite bataillon with its Loss of Morale has to conduct a retreat move, i.e. at least one normal move but up to two normal moves. It moves back to the bridge.

Situation at the end of the Melee Phase
II/Kaiser on the right routs, Prussian Btl. retreats

7. Rally
The Prussian composite bataillon at the bridge rallies of 1 hit. With now 3 hits it counts as reforming. All others cannot rally of hits as they are to close to the enemy.
II/Kaiser, which is DONE FOR is now removed from the table. As is suggested on page 35 of the rulebook, I chose to retain them on the table, disordered their bases and faced them away from the enemy.

Situation at the end of Turn 4

 8. Army Points lost:  Prussians:  0     Austrians:   1

 Each side wins the game if the enemy has lost 2 army points. The Austrian are now at a slight disadvantage ... or maybe not?

A FUN game so far. A reckless charge into a devastating volley, the Prussian commander shot from his horse, one Austrian batallion routed from the field, the cavalry ready to charge. Will the horsemen be able to decide the game? Who will press home the attack? Or will both sides regroup?