Showing posts with label Rifle and Kepi. Show all posts
Showing posts with label Rifle and Kepi. Show all posts

Saturday, 9 April 2022

1st Bull Run (again) - with people this time

 I'd volunteered to run a game and I wanted to try out my reworked Rifle and Kepi with a human audience. We'd played the old card driven version many times at the club, but I'd hoped by moving to the Belle Epoque dice driven system and with a streamlined combat system, it would work better for remote play. Well, lets see how that turned out.



The battlefield from the south. Regular readers will be familiar with this as I'd used it for solo testing. The Bull Run is the river running E-W towards the top, and the objectives for both sides are the stone bridge and ford nearby which cross it, as well as the two hill hexes right in the middle (Henry Hill and Bald Hill). Newmarket is the small town in the foreground and Sudley Springs up in the top left.


Stone Bridge was held by Evans Brigade, and Balls Ford by Cocke. These were commanded by Mark and Jerry respectively.


Union 1st Division waiting to march on from the North. Sherman and Schencks brigade plus some artillery, all commanded by Diego.


Union 2nd and 3rd Divisions marching down from the northwest. The whole lot was commanded by John (BG McDowell).


The rest of the Armies of the Shenandoah (Johnstone) and Potomac (Beauregard) hurrying westwards from Manassas. Tim C was Johnstone, overall CO, Jerry was Beauregard and Mark commanded individual brigades within those commands.


I thought the CSA might have time to do some digging, and I found these rather neat log based entrenchment markers in  my box of fortifications.


Bartow and Bee (I'd merged their brigades) waiting to come on along the Newmarket turnpike. 


The action opened in the northwest as 2nd and 3rd US divisions came marching on towards Sudley Springs while Johnstone watched from the nearby hill. Evans occupied the hill next to stone bridge (as happened irl). The ZOC seriously impeded the US march columns.


Over in the east, Sherman marched on smartly but only had enough movement points (MP) to deploy into battle formation up on the ridge. Schenk came piling down the hill in fine old style and engaged Cocke, who was waiting to receive them. Sadly for the Union, the woods masked their artillery from firing at the ford.


Bartow and Bee made a  magnificent movement throw (rolled a 6, for 8MP in march column) and marched four hexes along the turnpike, making it as far as the bottom of Henry Hill.


The action didn't open well for the Union. As Cocke had prepared to be attacked, he had the combat advantage, and bad dice rolling by Schenk resulting in him taking losses and routing! He might have been better off waiting for Sherman and making a combined attack.


Over at Sudley Springs the leading Union brigades (Porter and Burnside) deployed into combat formation while Howard was still in Sudley Springs in march column. In the face of superior numbers, Evans fell back, and was joined in line by Bartow who deployed into battle formation.


Back at Balls Ford, Schenk rallied to shaken and Sherman moved up in support. The extra fresh brigade tipped the balance the other way and Cocke became shaken. I made a mistake here, Schenk should have routed to the nearby wood and then rallied, instead I left him in place. It is hard work running a game for half a dozen people and I was distracted.


At this point Jacksons brigade came on, along with some artillery. Jackson immediately deployed and marched into battle, while the guns moved onto the hill to the south but didn't have enough movement to unlimber. Jackson evened the odds and both sides just exchanged fire, suffering some losses.

The white puffs indicate a single hit (not enough to remove a base), and the black puffs are two hits, which removes the base from combat. I left the bases on but marked as inffective with the black puffs. Well, I've painted all those figures so they may as well stay on the table.


Over in the west, Burnside got stuck trying to cross Bull Run, but Howard and Porter piled into Bartow and Evans. The resulting engagement was inconclusive, despite effective Federal artillery support. Both sides suffered some losses but stood.


Now it was a case of hard pounding. Burnside managed to enter the battle from the north, and coupled with support form both Union artillery battalions, Bartow and Evans came off worst and became shaken.  The CSA units are at a serious disadvantage now, the US combat advantage is 5:1, not even accounting for the US artillery support. If the CSA don't rally they will have to withdraw or face being routed.


The CSA artillery was able to open fire at Balls Ford at (almost) point blank range, supervised by Johnstone. This was enough to tip the balance and both Sherman and Schenk took losses and became shaken. The Union units here are now at a big disadvantage, and they are the ones who need to rally or pull back. 

We ran out of time and called it a night there. The mechanisms seemed to be working OK and the players said they enjoyed the decision making around the dice allocation to units. The rules around the leaders were a bit complex, I need to think of a better way to manage them, possibly the BBB mechanism of having a separate leader movement phase?

The biggest problem was that we'd only got through four turns of a ten turn game, so it was playing a bit too slowly. Have to see how we get on tomorrow, evening starting with the critical rally attempts for both sides. Now the forces are all engaged it may move a bit faster.


The action opened on turn five with Sherman managing to rally while Schenk fell back shaken. Cocke retired to the CSA gun line and Jackson took over at Balls Ford.


Evans and Bartow fell back to Henry Hill, but the run of dice draws meant the US was able to follow up closely and engage them. Howard lost contact, so it was only a portion of the Union force which was able to attack.


The battle at the ford went Jacksons way and Sherman took some losses and was disorganised.


On Henry Hill, Evans and Bartow were routed by the superior numbers of Union troops with artillery support. Evans fell back to Newmarket and was joined by Gen Beauregard, while Bartow lurked in some woods to the south. Evans failed to rally despite the presence of the General and his routed troops dispersed (routed units lose one step a turn and they only had one step left).


Sherman was now outnumbered 3:1 in combat dice by Jackson, so retired away from the ford to rally on the ridge along with Schenk. They were safe up there as the Union artillery was deployed and firing away.


In an act of astonishing heroism, Cocke now reoccupied Henry Hill, accompanied by Beauregard (they rolled a 6 on the move dice). This forestalled the Union occupation by a turn. Howard was able to move up to the creek though, ready for a mass attack next turn.


Under artillery fire and heavily outnumbered, Cocke was routed and fell back to Newmarket. The Union had failed to occupy Henry Hill this turn though and now JEB Stuarts cavalry had arrived and Jacksons artillery was deployed north of Newmarket.


Union 1st Div was stuck on the ridge trying to rally as CA reinforcements poured down the road from the east. The Union finally occupied Henry Hill, but Jackson placed his brigade squarely in their path at the base of the hill (which was exactly where he ended up in the real battle).


As the Union occupied the ridge, Kirby-Smith and more guns arrived and rapidly marched to the heights south of Newmarket. Everything now hinged on Jackson, could his brigade hold back the Union for a turn?


In a brutal exchange of fire, Jacksons brigade took heavy losses but held firm at the base of the hill. And that was how he got is nickname, 'Stonewall' Jackson.


The time gained allowed the CSA to slip in another brigade to support Jacksons right, while Stuarts cavalry moved towards the unguarded ford. Schenk had managed to rally up on the ridge though, while Sherman was still disordered. The US artillery massed into a grand battery north of Stone Bridge.


Finally Kirby-Smith and Ewell moved up to support Jackson and attacked the Union troops on Bald Hill, while Stuarts cavalry dismounted in the woods across the Bull Run and were engaged by Schenck. The battle line now extended along 7km of front and all the artillery was in action.


There were an awful lot of combat dice to throw. The CSA had committed some fresh units however, so had a dice advantage (the white ones) over the tired Union forces who had been engaged with Evans, Bartow, Cocke and then Jackson.


In a massive exchange of fire the Union came off much worse, and their units became disordered. They were still hanging on to three of the five objectives.


As dusk fell no-one was in a position to manouvre, it was just a case of blazing away. The Union were now seriously disadvantaged as so many units were disordered, and their heavy losses meant that none of them were able to rally. On the last turn the CSA beat the US again and the entire Union Army disintegrated and routed! They were still in control of the majority of the objectives however, so could claim a win of sorts. 

Hilariously this mirrored the real battle where ostensibly the US had 'won' as the CSA was worn out and wavering, but then their Army just fell apart for no apparent reason. Both sides could reasonably claim a victory, and went away happy. 

In hindsight, the crucial turning point was Cocke's counterattack onto Henry Hill, as it held the Union back just one turn. If they had a chance to consolidate their position on the hill, it would have been enough to turn the tide against the Confederates when they attacked. Ah well, such is war and wargaming.

That all went OK, although it was rather slower than the playtesting. The dice draw mechanism worked really well and I liked the way the draws coupled with the dice roll generated movement points added some friction. There was a reason I did that in Panzergruppe originally and I'd forgotten how well it worked. The leaders were a bit clunky, I need to figure out how best to activate them in a way which is simple.

The main problem is a nagging doubt about the combat system. I much prefer the dice to the old arithmetic heavy combat system, but as one of the players noted, it is very much 'winner takes all' and I'm not convinced ACW combat was like that. The simplest thing would be to inflict some losses on the winner. Some things to think about for next time anyway.













Saturday, 4 February 2017

Munchengratz

I've been working on some revisions to my venerable 'Rifle & Kepi' rules for some time, mainly to streamline the command and combat systems. The activation and movement system from OP14 seemed to fit the bill admirably as it activated each Corps rather than each division and also eliminated the fiddly action point dice roll. That does rather restrict it to multiple Corp sized battles, but hey, I'm a  big battle sort of guy.

I rather liked aspects of the old combat system where you could resolve an entire Corps sized engagement in a single step, but the mechanism of calculating the relative combat power of each division (modified by tactical factors and individual dice rolls) and adding all the scores up, was far too cumbersome. The close combat system in Simplicity in Practice came to the rescue, as a way of generating combat value scores using handfuls of dice instead.

So, with the various revisions at hand, time to try it out on some actual players..... We've done this particular battle before, The Prussian Elbe Army closing in on the Saxons and Austrians near the town of Munchengratz on the Iser in June 1866. It essentially consists of four separate Corps sized commands with no pesky cavalry to mess things up. John took on Crown Prince Friedrich Karl, Tom was von Bittenfeld, Jerry was the Elector of Saxony and Tim landed the plum role of General Clam Gallas, reputedly better at eating than fighting.


The battlefield from the east. The Saxons are over to the left down the Iser, while the Austrians have a cordon out covering their evacuation of Munchengratz, Each hex is around 1000m.



The Crown Prince marches his Corps on and the Saxons move up to cover the left flank of Munchengratz. As it is high summer the Iser is passable to infantry and cavalry.


One Prussian division siezes a bridgehead while the Saxon artillery shells the enemy. Sadly after this point the battlefield became shrouded in smoke and there was no visual record of what happened.


Once the smoke cleared, the remains of the Saxon Army were revealed to be in full retreat, although the Prussians had suffered heavy losses in the process. One Saxon division had routed and the Elector had decided that enough was enough. The Austrian reserve brigade had moved up to fill the gap in the meantime.


Over on the road from Torgau, Von Bittenfelds Corps mounted a frontal assault against the Austrians entrenched behind the river. All very unpleasant. On a diamond, deployed units can't cross obstacles (like steep hills, woods and passable rivers), but the Austrians weren't planning on leaving their comfy trenches.


The fighting was so unpleasant in fact that the Prussian Army became shaken and the troops all went to ground. Having suffered 50% losses, it was understandable.



Corps dither (do nothing except defend themselves) if they draw a spade picture card for activation. If a Corps does dither, the HQ can issue an extra card to one subunit to activate at least a portion of the Corps. The Saxons are clearly unsure of what to do next...


The Austrian brigade south of Munchengratz succumbs to the Crown Princes concentric attack. Meanwhile the Austrians in the town have spent the last six hours (!) digging in (indicated by the little dice). Prussian casualties are around 40% at this point.


Back in the north, one Prussian division rallies and manages to fight its way across the river, supported by artillery. Less than half Von Bittenfelds Corps is left on its feet.


And in the south, the Crown Prince threatens the Austrian lines of communication. Night fell at that point and we called it a day.  The Austrians had managed to keep their communications lines open and inflicted heavy losses on the Prussians, even though the Saxons had scuttled home. So a well earned victory for Clam Gallas, and his Corps can withdraw overnight to meet its destiny at Koeniggratz.

I was pretty pleased with this, it all seemed to go smoothly and although I forgot a couple of things in the heat of the moment, it all hung together OK. Playtesting with people is always useful as it highlighted some ambiguities and inconsistencies to iron out, but the revisions are only minor. The challenge is still to keep the rules to one side of A4, but I seem to have managed it. Once I'm happy with the revisions to the revised version I'll post them as a file download here.


Tuesday, 6 March 2012

Colomby, August 1870

The battle of Colomby, fought using my 'Rifle and Kepi' rules, hexes are around a kilometre, stands are regiments and formations are divisions. The view is from the French side. I played the French and Tim Gow the wicked Prussians.

Historical Situation.


Following the defeat at Spicheren, the Army of the Rhine fell back before two German armies to Metz. Marshal Bazaine planned to pass his five Corps over the Moselle before he could be encircled. The German cavalry detected the French withdrawal and the leading elements of the pursuing VIIth and 1st Corps launched an immediate spoiling attack against the French rearguard.


Historically night fell before the Germans had time to seriously develop their attack and that was the case here. The scenario OBs, maps etc were largely taken from the Bruce Wiegles excellent '1870'.


French position facing east. Imperial Guard are in reserve under control of the Emperor. Dense vineyards clutter the landscape.



The initial Prussian assault wavers attacking the front right of the French position.



The Prussians flee in disorder despite the supporting bombardment.



Prussians attack again, this time from two different directions. French cavalry move up in support.



Prussian artillery hammers the hill as fighting rages.



The French defenders disintegrate leaving the hill empty.




Prussians move on to the next position behind an artillery barrage as the French cavalry counterattack.



The next French divison collpases and the cavalry are blown, but night falls as the Prussians bludeon their way to a phyrric victory.