Field of Battle 2 Napoleonic (27/05/12 – Nick) Pt 1

A figure game by gad – and against an opponent to boot – spiffing! I have tried the 1st Edition of Field of Battle for ACW actions, but this is my first game with 2nd edition and also my first game using Napoleonic figures. The action is set somewhere in Spain and, with 37 units on the table, is larger than anything I’ve attempted with Field of Battle. The new edition of the rules has a detailed pre-battle procedure to generate a scenario and inject some uncertainty into the proceedings, so instead of just turning up and fighting, units are delayed or don’t turn up at all; can redeploy if they choose to or when forced to by their opponents; or even set up in forward or enemy zones if they win the reconnaissance event by a big enough margin.

Action early in the game

Though both leaders are skilled, the French general is rolled as LD10 while the British general is rolled as LD12+1. Both leaders managed to roll a “skilled” deck. The French army has 19 units while the British have 18.

French fate

  • 2  Strength  - March to the Guns (up 1) & Strategic Defence (down 1)
  • Tactical Adjustment – Unprepared (up 1)
  • Deployment – Captured Orders (down 1)

British fate

  •  Tactical Adjustment – Outposts (down 1)
  • 2  Deployment – Inactive (down 1) & Seize (up 1)
  • Reconnaissance – manoeuvre (up 1)

Random allocations of what advantages are used in each of the 4 categories give the following dice to roll.

Tactical adjustment French D12 British D8 – result is 9-2 giving a difference of 7 to the French.

The French can reposition all units from 3 command groups in their deployment zone, change facing and formation, but they may not move to another deployment zone.

Strength French D10 British D12+1 –result is 8-4 giving a difference of 4 to the French.

One British unit does not arrive until the 4th move card – random roll to determine who is the Light Cavalry Brigade, leaving the British with no cavalry on the board at the start of the game!

Deployment French D6 British D8 – result is 1-6 giving a difference of 5 to the British.

The French must deploy 2 Command groups down out of sequence at any time when asked to by the British.

Reconnaissance French D6 British D8 result is 6-6 so equal giving no advantage to either side.

Nick rolled and got the British forces, and he then deployed the whole army on the right hand side of the board, refusing their flank – obviously waiting for the cavalry to ride to the rescue. I as the French deployed my 3 infantry brigades line abreast in the centre (mostly in attack column), with my light cavalry brigade facing Nicks’ forces on one flank, and my heavy cavalry brigade facing thin air on the other flank. I assumed the thin air would be where the British cavalry would arrive, so the challenge would be to outflank his line and defeat it before the cavalry arrived on the 4th move card. Army morale was rolled as an appalling 14 for the British and a more respectable 19 for the French.

I got off to a perfect start – I won the leadership roll with a difference of 8 cards, so I would get to turn 8 cards before the British got to turn one over. First up was artillery reload, so I softened up the lines a bit, than a move card came up. All the infantry brigades leapt forward but only rolled enough for 1 move, however the heavy cavalry brigade rolled 2 moves and ended up facing the exposed flank of a Portuguese battalion in march column.

The French Heavy cavalry move to the flank

I rolled for my light cavalry brigade and they got 3 moves on an even die – this would allow them to both contact the Highlanders to their front and then engage them in immediate melee before they could form square – they only had to survive fire from the Highlanders and the artillery battery on the way in.

Hussars charge Highlanders

Luckily the battery missed completely, but the Highlander’s first volley drove off one of the Hussar regiments. The second regiment charged home however, caused 2 UI losses and rode the Highlanders down. I then drew another move card, but through inept rolling I couldn’t get the heavy cavalry into the British flank, nor get my infantry brigades too far forward. There followed a succession of pretty useless French card draws and it was then the British card draw.

An early move card with an even command roll allowed the Portuguese on the flank to reform facing the heavy cavalry, but to my surprise they didn’t form square. Another unit of Portuguese infantry formed attack column in front of my Hussars, then charged them on a melee card – I was shocked, but luckily rolled high, caused 2 UI and the regiment ceased to exist. Things were going well for the French, especially given our army morale advantage.

The British flank is shored up

Part 2 of the battle report and some thoughts soon – to be continued…

No Peace Without Spain 20/05/2012 (Nick)

Spain at the end of the game

Another chance to play my game of choice at the moment face-to-face. Thinking I’d picked up some strategies to try out from my game with Gary, I was raring to go, but I should have known better – I have yet to see this game play out the same way twice, and after turn 1 it looked like it was going to be the shortest game yet! On the opening turn Cadiz and Liege fell easily, then the fortified lines at Namur were skilfully bypassed by Marlborough and the French fell back again, thinking he’d never take Namur in one turn – wrong!  In an attempt to distract the allies, the French attacked Eugene in Italy but he pushed them back and they spent the rest of the turn re-organising. So by the end of turn 1 the French were on the ropes, and the 2 event draws didn’t help either – “Camisard Rebellion” lost the best French leader, and “Savoy switches sides left the French army in Italy out of supply.

Low countries at the end of the game

Turn 2 was a bit of a blur to be honest. I just about held them at the French border, but the allies made good progress in Spain and managed to trigger the Spanish revolt at the end of the turn. Then the allies won the contest for the Med even with 2 French RPs spent on the roll and the “Political Intrigue” event card removed another of the decent French leaders – arghhh. The only positive note was that I drew the “Command conflict” card to hold until I chose to play it.

France at the end of the game

On turn 3 I drew a good hand of cards and decided that I had to cripple Marlborough for the turn early on then go all out for Vienna – a risky strategy, but France looked doomed otherwise. Marlborough confidently attacked the French army at Bouchain, but in the ensuing dice-fest I managed to win helped by playing the “Command conflict” card. The only downside was that Vendome was  killed in the battle, but Marlborough had been given a bloody nose and went back to Namur to lick his wounds. My march to Vienna commenced with a successful siege at Salzburg and was helped by the Allies having a hand full of 1′s. I moved on to Vienna and it fell to the Elector on the first turn of siege by rolling a 6, but instant victory wasn’t achieved as the French didn’t have a LOC to Paris (Freiburg still in Alliance hands) – damn, missed that in my rush to take Vienna.

Vienna at the end of the game

The Bourbons had a 3 card to play for initiative which the Alliance couldn’t match, so they were able to lay siege to Frieburg.  Marlborough moved to break the siege and the Bourbons gambled and stayed put – the Alliance lost the ensuing battle rolling 12 dice to 9 and only scoring 1 hit against 3. Eugene than attacked the same French army, but lost as well – the French luck was holding. A roll of 6 for the siege at Freiburg saw the LOC from Vienna to Paris complete. There then followed phase after phase of battles with armies under Marlborough and Eugene taking turns to attack the French army around Freiburg and Ulm. After they had both lost the first battle they were demoralised  but they had to keep coming to try and cut the LOC to Paris. In the end they ran out of troops and the line held.

What a game! Even though it ended after 4 turns, there were probably more battles in this game than in any game I’ve played. In the first 2 turns the Allies seemed to be unable to roll anything except 6′s, while in turns 3 and 4, the same applied to the French – amazingly, given the number of battles, only 1 leader was killed. Now, back to my Vassal game with Gary, which isn’t quite going so well…

No Peace Without Spain (PBEM on Vassal – Gary)

My first attempt at this game PBEM on Vassal and I must say it works very well, though we haven’t had to handle a card interrupt yet.

Gary has done all the hard work and posted a turn-by-turn report on his blog – the screen shots are all hand-crafted by Gary as the Vassal module doesn’t have the normal screen-capture button for some reason.

I’ll add links to the new turns as they’re played.

1702 part 1 - 

http://sgtsteiner.blogspot.co.uk/2012/04/no-peace-without-spain-vassal-game.html

1702 part 2 -

http://sgtsteiner.blogspot.co.uk/2012/04/no-peace-without-spain-vassal-game-end.html

1703 - 

http://sgtsteiner.blogspot.co.uk/2012/04/no-peace-without-spain-1703-completed.html

1704 - 

http://sgtsteiner.blogspot.co.uk/2012/05/npws-vassal-game-1704-turn-completed.html

1705 -

http://sgtsteiner.blogspot.co.uk/2012/05/npws-vassal-game-1705-turn-over.html

1706 -

http://sgtsteiner.blogspot.co.uk/2012/05/npws-vassal-game-1706-turn-complete.html

1707 -

http://sgtsteiner.blogspot.co.uk/2012/05/no-peace-without-spain-vassal-end-of.html

Salute 21/04/2012

A grand day out at Salute in London yesterday, made even better by gamer friends from my schooldays in Northern Ireland making it along as well. Purchases were mostly rulesets due to an embargo on adding to the lead mountain and using the figures I have rather than getting in to new periods (but see below…)

However, if I had managed to pick up a set of the new “Muskets & Tomahawks” ruleset from Gripping Beast, I’m sure I would be buying some Hurons and Mohicans on-line this morning – luckily Gripping Beast were sold out by the time I got to their stand, so panic over….til I can get a copy. I just can’t resist anything that says card driven on the tin at the moment, and coupled with the fact that Last of the Mohicans was one of the first books I ever read (and I love the film), this was a sure buy for me.

On Location

The 7TV participation game “On Her Majesty’s Crooked Service” looked absolutely splendid, though very busy, so no chance of picking up a game. I did however pick up my Crooked Dice 7TV “On Location” supplement and some bits and pieces from their stand. Also on the list were the Saga “Northern Fury” supplement, Normandy Firefight, Operation Squad Moderns and Hostile Realms (sold to me by Gonsalvo’s excellent recent run-down on his “Blunders on the Danube” blog http://blundersonthedanube.blogspot.co.uk/p/hostile-realms.html and the fact that I am heartily sick of GW tinkering with Warhammer Fantasy)

For us the stand-out game was Corunna. I didn’t see that many of the display games being gamed as it were, and this one was no exception. Maidstone Wargames club president gave us a great run-down on their 6mm Pegasus Bridge game (of special interest to my son and me as we have visited the site in Normandy). They were using a cut down Flames of War as their rules just for the show, though it seems they wouldn’t touch them with a bargepole otherwise! Given that I bought the last edition not so long ago and now there’s another edition out in short order, I can relate to that.

So some new reading material and new rules to try out, but nothing to really kick-start the current lack of painting progress malaise. Still, a day out with old friends is hard to come by these days, so thanks to David, Ian and his son, and my son Tom for being there and putting up with me.

Fast Action Battles: The Bulge 11/04/2012 (Solo)

I had planned to run an Easter game of Dystopian Wars between my gaming buddy and my son today, but the real world intervened (for them) so I ended up playing a solo game of FAB:Bulge instead. The reasons were twofold – I really like FAB: Bulge a lot, but I have not played it since I had a game with Nick last May, and I needed a refresher on the rules to play the newly acquired FAB: Sicily.

St Vith holds out

The Germans got off to a really good start, punching a hole in the Allied line all the way through to Bastogne, Marche and Malmedy by the end of turn 3, though St Vith refused to fall (see left) thanks to the 106th Infantry division.

Things went from bad to worse when the 101st Airborne were duped by a Grief team’s dirty tricks and didn’t make it to the front line on the turn they entered. They were meant to plug the gap in the line at Ciney and block the road to Namur to Panzer Lehr, but their failure left this road open, so on turn 4 the Germans managed to cross the Meuse and get to Namur (worth 3 VP) and destroy another large unit (worth 1 VP) while protecting their supply lines from the Allied counter attacks – this gave them the auto-victory.

The road to Namur is open (turn 3)

I find it hard to remember where the mutual victory point areas are on the map, so I need mark them with some grey and blue wooden cones I have in future. I also need to remind myself that contested areas still counted as VP for the last owning side (usually the Allies) – this is important in the case of Kesternach in the north which gives 1VP to the Allies (and takes 1 from the Germans) while they contest the area.

Next up will Sicily, but also coming up in the the future is FAB: Golan – a definite pre-order when it goes on the P500 based on the play test map posted on ConSimWorld - http://talk.consimworld.com/WebX?233@@.1dd03706/3620!enclosure=.1dd6d551 - simply brilliant.