Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts

April 21, 2019

Having another go at Chain of Command

Intro
After almost a year of unvoluntary hiatus, I’m quite happy to post a game report – this time around L. and I managed to find some time and play some Chain of Command. By now, this ruleset has been reviewed, analyzed and quite justifiably been discussed a lot on the net. I will therefore limit myself to saying that Chain of Command is a WWII skirmish ruleset with small teams and sections as tactical elements. If you want more information about this rulset, all you need to do is make a Google search.

The game L. and I run yesterday was based on first generic scenario in the ruleset, called Patrol – two platoons bump into each other and mayhem ensues.

The game


The game started with me trying to get into the house complex to the left. All I managed to get in was a BAR team, which managed to get a drop on one German squad, but failed to inflict any damage. In firefight that followed, my team was wiped out to the last man. Their sacrifice paid however unexpected divident, as L. decided to send the squad that killed my BAR team on a long walk around the houses in an attempt to flank me. As things turned out, he never got the chance to spend resources on that march and the entire squad remained out of position for rest of the game.



‘Main event’ took place in the center of the board. L. was favoured by the powers that be on that particular day and managed to retain initiative on three different ocassions early in the game. This allowed him to push his two remaining sqads across the road and pin one of my rifle sections on the height to the left. He had an MG42 in perfect position and their fire slowly picked off my guys, one or two at a time.

In broken terrain section there was another stalemate – one squad on each side took potshots at each other without much effect. Somewhere in the middle of the game, I tired of it and closed the distance with one of my rifle sections. It was a close run thing and both sides suffered heavy casualties, but the assault failed.



In sheer desperation, I threw in my last squad from a jump-off point at the edge of the table. They were far away from the ‘action’, but in CoC, rifles have unlimited range so the distance didn’t really matter. I pushed them forward slow and steady while keeping a constant barrage of small arms fire – in the end, I had a bit of luck and managed to inflict serious casualties on opposing Germans.


L. retaliated by assaulting my isolated and seriously depleted section on the height in the center of the board. Close combat that ensued was surprisingly bloody, but decisive – once the dust settled, the high ground was in German hands.

At this time, with both sides seriously weakened, the game was in the balance. But we were at it for over four hours and were quite satisfied with what we achieved so far. Therefore, by mutual agreement we decided to call it a day.

Musings after the battle
The ‘special thing’ with Chain of Command is that the game starts at the moment of first contact. The action is therefore fast, furious and most importantly, pretty much immediate. This seems to be a litte of mixed blessing, because just as in our first game (run almost a year ago) our positions became locked pretty much instantly. As a result, the entire affair became rather static dice-trow festival, with both sides hoping to roll high for ‘shock’ (morale hits) and ‘kills’. In yesterday’s game, L. picked off my lads in rapid succession, but failed to give me any ‘shock’ points. I, on the other hand, seemed to have my weapons filled with blanks, but dished out serious amount of ‘shock’ points, forcing L. to pick them off and thus being unable to act more decisively with his leaders (despite three ocassions where he retained initiative and had two consecutive rounds at his disposal). The stalemate was finally broken by my third squad, which finally managed to kill three Germans and for all practical purposes broke L.’s right flank.

This rather static nature of the game (for second time in a row) is a bit troublesome, but perhaps not surprising. After all, both sides are of equal strength (a platoon each, with some minor support elements). Also, I read some comments on the net that this particular scenario tends to develop into a static firefight, while the other five scenarios included in the ruleset are of more fluid nature. Let’s hope that’s the case!

Until next time and let’s also hope that it will be sooner than in ten months time!

May 27, 2018

Chaplin’s Heights Redux–solo edition

So last Saturday, after the guys left for home, I took the stock of things. I could pack everything in and continue to feel seriously disappointed about the entire affair… or I could give it another try, this time all on my own. The choice wasn’t that hard.

Some decisions to make

My approach in a solo games is always to act more as an observer than a player – decide upon initial plan for both sides and then just ‘sit back’ and see how things will develop. With this mindset, I came to following conclusions:

  • As Confederate commander, I needed to show some patience. Before the real ‘push’, I would let Steward’s brigade get out of the woods. Hopefully, by that time, Field’s brigade (which failed to appear on the field in initial game) would show up on my right flank and put additional pressure on Union line.

    I also made a different judgement of situation on my left flank. Jones’ brigade, consisting of only two regiments and some skirmishers, was a pretty weak force. It seemed overly risky to charge against Harris, it seemed much more sensible to let the Confederates on my right to remain where they were, at least to begin with.

  • From Union perspective, things were what they were. The blue-clad boys were on defensive pretty much everywhere but on their right flank. So the question was – should Harris’ brigade immediately attack rebels on Hill 5 or should they wait? Since both options made equal sense, I let chance decide. A D6 was rolled and Harris’ brigade was issued orders to assault Hill 5.

The game

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Maney’s and Donelson’s brigades advance toward Union positions. Their job is to engage and pin the enemy in place.

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At the same time, Harris gathers together his somewhat spread out regiments and forms up in line for the assault against Hill 5. Jones observes the movemen to his front and sends forward his skirmishers of 34th Mississipi.

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Starkwater reacts to Confederate advance and establishes his line along the stone wall and the road. Rebels will have to work for it now.

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33rd Mississipi gets into contact with Union troops and is promptly sent packing with a well-aimed volley from 38th Indiana.

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Field’s brigade appears on the field without any delay on turn 3 of the game.  Union position on Hill 2 is now in serious peril.

At same time, rebels in Steward’s brigade appear out of the woods and halt at the stonewall, as ordered. The brigade is now ready to proceed with their advance toward enemy.

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33rd Mississipi gets their act together and starts to seriously molest Harris’ right flank with accurate sniping. 38th Indiana is hit especially hard! Still, the Union advance toward rebel line continues steadily.

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Union skirmishers on Hil 7 and Starwater’s regiments along the stone wall are doing pretty good job and casualties in Donelson’s regiments start to pile up at alarming rate.

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Harris’ brigade ready to assault rebels on Hill 5. If only those skirmishers stopped hitting everything they aimed at!

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Field’s brigade charges Hill 2. Union artillery beats hasty retreat as 1st Tennessee flanks their position.  Meanwhile, green 105th Ohio rattles 3rd Tennessee with a well-aimed volley and stops them cold.

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Steward’s brigade gets over the stone wall and into the open field. 4th/5th Tennessee is immediately hammered with accurate artillery fire from battery deployed to the rear of Union line, on Hill 1. The ‘double-six’ throws their assault column into confusion and stops further advance. Steward himself is hit by a shrapnel… which is stopped by the Bible in his chest pocket!

Same ‘double-six’ gives Union CinC ‘Aim low’ chit, allowing him at any time an option to add +2 modifier to a fire or melee roll of a unit up to 15cm from him.

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On Union left, 105th Ohio cooly retreats to the crest of Hill 2. Intensive action along entire line.

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Harris’ gives orders to charge Hill 5 and things go to hell in a handbasket! Skirmishers from 33rd Mississipi take their final revenge against 38th Indiana for that painfull volley couple of rounds ago. They roll a ‘double-six’ at critical moment - Harris is wounded and put out of action for the rest of the round, while 38th Indiana’s casualties reach above 50 percent. Obliged to test their morale, they fail badly and disperse!  10th Wisconsin is blasted by rebel artillery and retreats in confusion. 2nd Ohio does manage to throw their opponents from the hill but it’s too little and too late, as entire brigade breaks and falls back toward their own lines.

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Round later it’s time for Confederates to charge the enemy. Union CinC (McCook) has his heroic moment as he rides forward and holds the fire of 24th Illinois until very last moment (remember that ‘Aim low’ chit?). 31st/33rd Tennessee suffers grevious losses, but led personally by Steward, still reaches the stonewall. Perhaps infuriated by that well-aimed volley, they show no mercy in subsequent melee and rout their opponents. A hole is punched in Union line!

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Aftermath of two charges, at the end of round 6. Harris’ brigade falls back in disarray. 24th Illiois simply runs away. Union right flank is wide open, at least for the moment.

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With pressure mounting on both flanks, Union center slowly gives ground. Last ditch defence will be mounted along the road and the stone wall. Confederates in Donelson’s brigade, having already suffered surprisingly heavy losses, aren’t too keen to follow up and stay put.

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Harris tries to re-establish control over his brigade…

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…and McCook tries to do the same with battered brigades still in reach of his command. Artillery batteries on the left should be able to stop any further rebel advance. 79th Pensylvania pulls back in an attempt to form a defensive line on the right.

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Steward’s brigade tries to sort itself out after the charge, but 3rd/4th Tennessee is yet again raked by acurate artillery fire from Hill 1 and breaks. Remaining two regiments reform (24th Tennessee still in attack column!) and prepare to continue their advance along the stone wall.

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Round 8 – 105th Ohio continues with its obstinate retreat and seems to be living a charmed life. Their casualties mount slowly and their position makes them focus of rebel attention, but they refuse to fold! Field’s Tennesseans try to charge them yet again and yet again are stopped by combined fire of Ohioans and Union artillery deployed along the stone wall.

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Steward’s regiments in the woods are ready to continue their assault and 3rd/4th Tennessee returns into fray.

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Round 10 and final collapse of Union position finally takes place. Steward’s entire brigade rushes 79th Pensylvania from three sides at once. It’s too much, the Union regiments crumbles and runs away. McCook’s right flank is shattered.

2018_Blog_183At the same time, 105th Ohio finally has enough. Just as they reach the road, they’re hit with accurate fire from rebel skirmishers and artillery. Reduced to below half strength, they fail their mandatory morale check and disperse. Their collapse panics the rest of their brigade and it retreats in disorder. Union left is no more.

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Round 11 and it’s all over but the crying! Steward’s rebels slam into flank of 21st Wisconsin by sheer impetus of the charge that begun in previous round. Inexperienced Union unit (raised only month before and hardly even trained) breaks instantly and, unable to run away, simply surrenders.

Musings after the battle

Phew… in simple terms, what cracker of a battle!

Guys, by now I’ve been having American Civil War as special interest for over two decades and have been playing it for almost as long. During that time I have never experienced a game events of which corresponded so closely to the narratives of Shelby, Sears or Cozzens! And the ‘cinematic’ heroics which I imagined in my head as I rolled the dice and moved tin soldiers around… 105th Ohio’s stubborn refusal to break agains overwhealming odds, that disastrous salvo Tennesseans took as soon as they went over the wall, McCook being at exactly right place as the rebels rushed against his line, rebel sniper hitting Harris at worst possible moment… I honestly can’t recall when, or maybe even if ever, I had such great fun with a wargame as I did with this one!

This game did take 12 hours to complete, spread over course of four days. Let me assure you, it was a time well-spent! It was also a great learning experience. Playing slowly and without stress, I was able to check and double-check rules for all those quirky events that always take place in a wargame. This allowed me to really understand how this ruleset works, how different parts are linked together. As it turns out, “Guns at Gettysburg” is a damn clever little ruleset!

Allright, that’s the last post about Chaplin Hills scenario, I promise!

May 26, 2018

Chaplin Heights or what to do when you hope for a bang and get a whimper instead

Last weekend it was finally upon us – a first, long overdue, game of 2018. As you can perhaps judge from the previous posts I was quite chuffed with the terrain, while the scenario looked (on paper at least) as the most interesting of the bunch in “Heartland” booklet… in other words I was really looking forward to it. For the game itself I decided to step back into GM role and let L. and H. duke it out while I took care of the rules and book-keeping.

While Chaplin Heights scenario gives the initial impression of being quite complex, if you study the setup it’s really pretty simple. Whoever controls majority of the seven heighs at the end of the game is the winner. Union side (that would be L.’s command) controls four of them at the start of the game, but the federal troops are pretty green. Their initial deployment is also somewhat disconcerning. Rebels on the other hand are poised for assault and get a reinforcement on Union right flank sometime after turn 3, so they have all the incentive in the world to be the agressive party at least at the outset of the game.

Both L. and H. quickly recognized those facts after inspection of the field and their lines. L. was warned in general terms about possible threat to his left flank and would be initially preoccupied with the challenge of sorting out the somewhat awkward lineup of his troops. Therefore it was hardly surprising that he assumed defensive posture to begin with. H. on the other hand decided to keep things simple – “There is the enemy, now go and kill ‘em!” seemed to be the inderlying spirit of the orders he issued at the start of the game.

Initial positions of the troops are shown in previous post, so I won’t be covering that again.

The game lasted all of three rounds. In that time, the rebels moved against enemy line, all Confederate units that were able to, did try to charge in second round… and all of them failed to get into contact. In third (and as it turned out final) round the Union line tried its damdest to shoot the rebels in front of them into pieces. L. had pretty decent return on his dice rolls, H. didn’t. All things added together, it was pretty clear that the game stalled and it would take time for H. to recover from this sharp rebuff. By that time we’ve been at it for more than three hours and I’ve made an executive decision to call it a day.

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Situation at end of round three. The assault on southern right flank never got any momentum, with all regiments failing to get into contact. 6th Tennessee is in serious trouble – “Falter” status makes it unable to move, while 105th Ohio in front of it pours led into it. 6th Tennessee’s sister regiment, 9th Tennessee is in full retreat. The inexperienced 41st Georgia stands still and exchanges salvos with 123rd Illionis.  On the other side of stone wall, things don’t look much better for Donelson’s brigade. 16th Tennessee, is receiving a sharp lesson about the consequences of getting in effective range of rifled muskets even though you’re deployed in skirmish line.

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Meanwhile, Steward’s brigade is trying to get out of the woods…

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…and Jones’ troops are on their way toward a meeting with destiny (or at least Union brigade under colonel Harris’ command) that will never take place.

Musings after the battle

Perhaps not much of a battle, but a lot of musings nevertheless. First of all – why did I decide to call it quits when I did? After all, nothing was decided by that moment and who knows, maybe the rebels would recover? The answer is simple – time! Three rounds plus a quick and dirty rules walkthrough still required three and a half hours to complete. “Knowing my customers”, I knew that we had maximum of one more hour of playtime before the guys would leave for home and we would not achieve anything in that time. So, chances were that that final hour would be much more enjoyable if we spend it on a chat about the game and the rules… which we did!

In more general terms, let me put it bluntly – “Guns at Gettysburg” is not a quick ruleset to play, especially with players who are unfamiliar with it. And the fact that those 6mm minis can be quite fiddly to handle doesn’t help speeding things up. Those two statements bring me neatly to a conclusion I have arrived to while observing last Saturday’s game – with somewhat heavy heart I think I will have to accept the fact that large set piece battles are, at least under current conditions, not feasable as multi-player games for me. At least not with “Guns at Gettysburg”.

Please note however that I say ‘multi-player games’. So stay tuned, because we are not done with Chaplin Heights and “Guns at Gettysburg” just yet! Smile

November 18, 2017

Battle of Hatchie’s Bridge… or “We don’t need your stinkin’ bridge!”

One of highlights of the year arrived last weekend. Having prepared the latex river and the bridges, I was finally able to run the Hatchie Bridge scenario from Caliver Books’ “Hearthland” scenario book! With actual games becoming a rather rare events these days, it was indeed something to savour… at least to begin with.

Historical background and scenario setup

Allright… so this one is a bit of an ‘odd duck’ even on paper and it became even more so during the game. The historical background is as follows. On October 4th 1862, the Confederate Army of Tennessee under general Van Dorn was badly mauled during its failed attempt to take town of Corinth. The day after this failed assault, Southern army was quickly falling back toward their supply center before Federal forces in the area could concentrate and finish them off.  Unfortunately, the retreat path led across Hatchie river with only a couple of useable bridges across it. As Van Dorn’s vanguard units arrived to the bridge he selected for crossing, they bumped into one of Federal columns sent to reinforce garrison of Corinth, under command of general Ord. The intended crossing of southern troops then turned into a delaying action, as Confederates desperatly attempted to hold off Union troops as bulk of their forces escaped southward, toward another crossing point.

The scenario starting point is after initial contact between rebel vanguard units and Ord’s column. This initial encounter didn’t go well for the Southerners. This is reflected in the scenario by the fact that on turn 1, a Confederate brigade enters the table on wrong side of the river, under Retreat orders. It is followed on turn 2 by another brigade under Rout orders. Only on turn 3 do Union troops start to appear on the table.

Before we start the after action report… just so everyone knows who the geniuses are in this encounter – yours truly accepted the challenge of Confederate command, while L. brought with him his blue kepi and led the Federal troops.

The game

In tradition by now well established on this blog, I will let the pictures tell the story with support of shorthand narrative.

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This is the starting situation – Adam’s brigade retreats toward the bridge after encountering Federal troops. Ross’s brigade, on the right side of the river, marches in opposite direction.

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Round 2 – Adam’s brigade is now across the bridge, Moore’s routed rebels enter the table. On the left, pretty much all of artillery available to Van Dorn rushes toward the bridge in hope of stopping the Union troops from crossing long enough to allow him to escape southward.

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Round 3 and 4 – things are taking a turn from bad to worse for Confederates. Once across the bridge, both regiments in Adam’s brigade fail to rally from their Retreat state, promptly turn into routed mob, which subsequently disperses from the field of battle. Their example is followed their comrades in Moore’s brigade, from which I manage to salvage a single regiment of skirmishers.

With half of my infantry units gone before the first shot was fired, my situation turned from serious to desperate. Since there was no chance to make a stand on the river, I decided to delay Union crossing across the bridge with Ross’s tiny brigade while I deployed the artillery respectable distance from the bridge.

L.’s response was as obvious as it was correct. One of his brigades advanced toward the bridge and engaged southerners skulking on the other side of the river. The other brigade took its time in a flanking march threatening my open left flank. Meanwhile, his cavalry, present on both flanks, scouted for a suitable crossing point.

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First shots were exchanged between Ross’s Texans and Federals approaching the bridge. The rebels, obscured by vegetation, did quite well for a short while. But then the weight of Union line became too much. With casualties mouting rapidly, both regimens broke and routed of the field.

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Battlefield arount turn 5 of the game. All Union troops are now on the table.

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Veatch’s brigade engages the rebels making the stand on the opposite river bank.

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The unfortunate collapse of Ross’s brigade was mainly caused by this little squabble. General Cabell refused to follow orders of his commander and deploy his brigade in support of artillery line. It took two rounds for him to ‘receive the message’ and what I presume, a rather heated face-to-face with Maury. As the two gentlemen discussed finer details of the concept of chain of command, Ross’s brigade was left hanging without orders to retreat and was shot to pieces as result.

I must say that I find the “Guns at Gettysburg” restriction of just one change of brigade order per turn somewhat rudiculous. But I will wait some more before tinkering with this aspect of the ruleset.

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Union cavalry on left flank found a crossing point rather quickly. Their joy was however chilled rather abruptly as salvo after salvo from confederate 12-pounders tore into their column, stopping their advance to a screaching halt. As the game progressed, this regiment was reduced to shambles and dispersed – it was one of the few highlights of the evening for confederates.

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Flanking force progresses toward the river.

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By the time this shot is taken, we’re around round 9 in the game. By then L. has gone home and four days have passed. I am now in sole command of both sides and the rest of the game is just a simple learning experience in mechanics of “Guns at Gettysburg” rules set.

By now both Union columns are across the river. Veatch’s brigade used primarily the bridge, although discovery of a fording point to the right of it did help. Once on the other side, 53rd and 25th Indiana regiments deployed into skirmish order, screening the regiments that followed. They suffered horrificly as result, but did manage to shield their comrades from the worst effects of concentrated Confederate artillery fire.

Lauman’s brigade on the right had much more peaceful time getting across the river. Facing only the tiny remainders of rebel infantry, they could take their time crossing the river at yet another conveniently discovered ford and then deploying in line.

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Round 12 – things are looking bad for the rebels on the left…

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…and they aren’t much better on the right neither! Time to pack up the guns and get back to the main army!

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Final event of the game – Lauman’s brigade charges the ‘thin grey line’ in overwhealming numbers… and fails miserably! Composite 41st/53rd Illionis is met by a thunderous salvo from the rebels and stopped in their tracks. 25th Illinois gets in contact with their opponents, but fail to make an impression.

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Situation at the end of round 15. Confederate artillery, having done its job, retreats toward the position of main army. Cabell’s Arkansasians hurl insults at their opponents before following their artillery and leaving the field of battle.

Musings after the battle

Let’s start with the ruleset itself. This was the second time I’ve used “Guns at Gettysburg” and the experience didn’t give me any cause to change my initial positive reaction toward it. It is what it is – relatively simple, traditional IGOUGO ruleset which provides slow but enjoyable game. One thing I liked in particular was how the ruleset handles skirmishers. Unlike “General de Brigade”, its ACW spinoff allows for much more flexibility and deployment alternatives. But despite added complexity, it’s remains very simple and elegant aspect of the game.

One of other “major” ACW additions to the original Napoleonic ruleset – open order deployment for line units – turned out to be a bit of a disapointment. Beside being able to deploy in longer lines, the major effect of this formation is a –1 when shooting and –1 when checking for casualties. Neither of these modifiers do much to affect the outcome in a firefight.

Apparently, artillery plays major role in this scenario and as it turns out, it is deadly! Veatch’s brigade, which faced the Confederate guns, paid terrific price and was reduced by over 30 percent by the time I decided to quit. Mind you, none of rebel batteries were full strength. If they were, I doubt any of Union regiments would get anywhere near Confederate positions.

So what about the scenario itself? Well, I won’t lie, it was a bit of a letdown. Creator of the scenario apparently attempted to re-create the historical situation, but the game mechanics let him (or at least me) down. Once Adam’s and Moore’s brigade evaporated from the table, the course of the game was set and there really isn’t that much any of the players can do to alter it significantly.

Nor does the scenario manage to actually re-create the historical situation! The special rules say that a crossing point can be found at any point of Hatchie when a 6 is rolled. And just to clarify things, the dice can be rolled by any and all units standing by the river. With this allowance in his head, the Union commander doesn’t have to regard the bridge as main crossing point and can allow himself to re-direct any and all units toward any point along the river – after all, a 6 will be rolled sooner or later! In real battle, Ord didn’t have this luxury and tried stubbornly to force the crossing across the bridge. Confederate artillery was apparently set up at a point where it enfiladed the road on the other side of the river and caused severe casualties among Federal units trying to cross the bridge. In real battle, none of them succeeded! Perhaps the biggest “mystery” of this scenario is that such enfilading position is nowhere to be found on the provided map.

Having said all that, if one accepts the “excercise” nature of the engagement, it does present an intellectual challenge to the players. Depending on success rallying the retreating brigades, Confederate commander will have different options for his defensive plans. On the other hand, Union commander may actually have less luck than L. and I did when rolling for fords across the river. I’m pretty sure that, depending on these factors, this particular scenario can play out very differently every time one runs it.

June 24, 2017

Proving the theory

And so, finally, the day of the first outing for my newly painted Saxons have arrived.

With H.’s offensive on kingdom of Rhegis having slowed down to snail pace, L. decided to see if his tribe wouldn’t have better luck a bit further south, in kingdom of Caer Gynntguic. With his bunch being freshly painted and this being his outing with Dux Britaniarum rules, I decided to keep things simple and let him lead a basic raid on a village. The Saxon goal in this scenario is quite simple – run into individual the village, search the houses, find the loot on a roll of a six, grab the loot, run back home. Oh yes… try not to get killed in the process, but that’s optional. For Britons the objective is also pretty straightforward – kill’em all.

The plans

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L.’s entry point in this scenario was from the far edge of the table. He was lucky enough to get three rounds of movement before my troops arrived on the table, unlucky to find out once I got there, I had all of my troops with me. This fact must have influenced his thinking, as only one group of warriors and a leader was sent into the village in search of the ‘treasure’, potentially slowing down his ‘search for treasure’ rate. Remainder of his raiding party – two units of hearthguard, two units of warriors and the bowmen – set course straight for my guys.

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Just a couple of rounds into the game, the lines were drawn in the sand, traditional greetings in form of insults about relatives and personal hygene were exchanged… and a bit of a crisis materialized for my Britons. As can be seen in the picture, I was a bit too eager to get into contact with L.s hearthguard and exposed my flank to his other group of warriors. L. didn’t fail to notice my predicament and did actually try to smash into my exposed flank, but his dice roll for movement turned out to be inadequate for the task. His failure with the movement dice roll allowed me to bring up my peasant levies, grouped in a single large formation. By pure luck, I managed to avoid a potential disaster.

A quick clarification is necessary at this point – as it turns out, I had a truely crappy ‘photo day’ during this game and vast majority of pictures taken during the game have turned out to be unuseable. Because of that fact, the most vital part of this game has to be narrated without any visual aids.

Basically, what happened was this – L., tempted by a good set of Fate cards, smashed his hearthguard into the shieldwall in front of them. He ignored my commanipulares on the left flank and focused his effort on my warriors in center and the right. It was a pretty even and prolonged fight in which L. managed to break my warrior group on the right flank. In the end though, the Shock points mounted up for him and his front rank broke rank and fled. Remainder of his hearthguard gave it one more try, but it wasn’t enough. Once his chief was wounded, they followed the example of their comrades and withdrew in orderly fashion.

His two units of warriors engaged my other shieldwall, consisting entirely of peasant levies. Surprisingly, here the fight was rather onesided – both sides suffered some casualties, but the Shock caused the Saxons to break contact almost instantly after first clash of arms.

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The picture above shows the situation after these dramatic events. L., unwilling to give up, charged the British warrior group that broke rank in fight with his hearthguard with what remained of his own warriors and actually managed to put them to flight. This success exposed them however to an assault by my peasants, who managed to maul them rather badly.

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Meanwhile, L’s raiders in the village searched freneticaly for anything worth bringing back home. House after house was ransacked, but nothing even remotely shiney could be found.

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With his hearthguard catching a breath at safe distance from what remained of my ‘main’ shieldwall and his search in the village turning up nothing of value, L. made a rather surprising decision to make one final attempt to break my levies. With just four warriors, he smashed in the middle of their shieldwall and actually managed to split it in two. This was however the high watermark of his effort – what remained of my peasants turned onto his warriors like mad dogs, or, at least they did so in my imagination. To be truthfull though, they didn’t manage to do much damage. They did however manage to convince L. about general unhealthiness of his current situation. His Saxons came to sensible conclusion it was best to break contact.

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At this time the game was at a rather peculiar stage. Both L. and I did loose a formation of warriors. L’s hearthguard had a shedload of Shock points to deal with, but was otherwise still combat-worthy (one of his groups lost three men, the other was untouched). L. also had one completely fresh Warrior group in the village. From my perspective, the situation wasn’t that rosy neither. My peasant levy was still alive, but pretty much in shambles. My commanipulares didn’t suffer any casualties, but they were now supported only by a single group of four warriors; these guys would not stand for long if L. decided to attack. In other words, this fight was far from over!

But… as so often is the case in our hobby, real life clock and exhaustion took over. We’ve been at it for almost five hours and L. made the sensible decision to call it a day despite the fact that he didn’t manage to find anything of value in the village.

Musings after the battle

Let’s start with the obvious – the Saxons, newly painted as they were, never really had a chance in this game. The old wargaming truism has been proven yet again! Smile

If I am to be serious though, this game of ours was quite fascinating for me for two reasons. First of all, it was rather entertaining to see how different playing styles of H. and L. shaped the course of the game in very different ways. With H., I can usually assume that the Saxons will act cautiously and, for the lack of better word, rationally. L. explained to me later that he wanted to explore the ruleset and therefore acted consciously much more aggresively, seaching for a fight wherever it could be found. Thus, he took risks I’ve never experienced in my games with H. It has to be said that these risks did pay dividents, most important of them being the fact that he managed to split my levy shield wall with just four warriors accompanied by a leader.

Which brings me to the second reason this game was also a valuable learning experience. In Dux Britaniarum, a formation can be created by groups of warriors being formed either side by side or in two ranks, one behind the other. If a formation consists of two groups, they can be formed like this:

XXXOOO or XXXXXX
XXXOOO    OOOOOO

The difference between these two setups is that side by side groups always take equal shares of potential hits, while in ‘one rank behind the other’ setup the front rank absorbs all hits until their number dwindles to less than half of their comrades in rear rank. Then they shift place.

In our game, I played with groups side by side, L. set up his formations in two ranks. This was new experience, because H. usually preferred same setup as I did.

Why do I mention this? Well, for the first time, I had the opportunity to see the real differences in these two formation variants and they do add some surprising complexity to the ruleset. The advantage of the ‘side by side’ formations is that all involved groups support each other by division of possible hits. But this also means that all groups accumulate the Shock points, not necessarily at equal rate. It seems that one of the groups will always be ‘unlucky’ and accumulate more shock points than everybody else. In the end this will result in their rout, which in turn will split the formation into smaller components.

‘Two ranks’ formation seems to have their own set of pros and cons. As only the front rank absorbs all the hits, their comrades at the back are ‘protected’, at least at the beginning of an engagement. But the almost ‘manipular’ possibility to switch positions once casualties start to mount up seems to me rather unlikely – rather, the front rank wil suffer casualties and shock points and at critical point they just as likely break instantly, leaving their buddies to face the opponent all on their own. This is what happened in case of L’s hearthguard’s attack – his front rank took all shock points and by the time they lost half of their numbers, it was too much for them and they run away.

My point with this rather too long ‘analysis’ is that there are hidden depths in this deceptively simple set of alternatives for formation setup and I’m not sure how to deal with them. Further games seem to be necessary to explore this topic further! Smile