Tuesday, 20 September 2016

Game 46 : Smolensk take II

Hi All,
A very quick, and short, account of a game played at the end of August. This was new in the sense that it was the Russians attacking the Germans. The Germans had smaller numbers and some were dug in. More Germans would arrive. The game pitched two Russian Infantry Divisions and a Tank Division against a German Panzer Division. Both sides had assets to add, the Russians getting a random selection. It is late 1941, but not late enough to worry about the weather. Both sides also had air support.

Cutting a bank holiday weekend story somewhat short, we played the game twice as we had effectively 3 full days to play. Each side won one game. The first game was one by the Russians and the second by the Germans. In both games there was tactically important village that would decide the outcome on one flank. The villages themselves had light cover, but the approaches blocked visibility.
It was the first game in which Russian artillery played a significant role. Pre-planned fire was allowed onto numbered Geographic targets only. When the randomised Russian assets were added, it so happened it was a lot of Artillery. It became effective because the German counter battery artillery probably did not have the gods on their die rolling side.

This is the village viewed from the opposite side. If you are not careful, you can lose Regiments in fairly small urban areas! There was plenty of manoeuvring space, but it was odd in that both sides did not go "hard" at gaps in the line. Both sides had a plan and they were keeping to them!

Russian tanks, nasty KV2s, breaking into the village. Ideal ground for these tanks, sort of clarifies the defenders options very quickly!

Lastly the team. From the left, Graham, Pete, me, Pete's Nephew Conor and Gordon at the end.  A good time had by all. The remaining games for this year are Napoleonic, with some new untried ground being explored. The first one up will be the Battle of Bailen this weekend. We'll see what happens.
Then it will be larger games again at the year end as a prelude to the January Borodino. all of it!!
Lastly, the next Companion book has gone to Caliver for publishing. This one is called "The Russians". Keep an eye out for it later this year!!

Wednesday, 24 August 2016

Game 45 : Borodino village playtest II

Hi Guys,
This is a second playtest of the Borodino village side of the battlefield at "The Battle of Borodino" if you follow. I decided to do a second playtest because the result of the first playtest resulted in the French being checked at the village of Borodino.
I wanted to play with different players, who dutifully planned slightly differently from the first playtest, to ensure that the French could take the village itself with relative ease.

The single biggest problem with the playtest is that both sides historically did not use all of their forces for the whole time. The French had Divisions from Davout, which then redeployed to the Great Redoubt sector, once the village of Borodino was taken.

The Russians had 2 Infantry Corps in the immediate area. Borodino was not heavily contested and one of these Corps was then sent to reinforce the far left flank.

This game had all these forces available with no requirement that they be redeployed as per history. There will be interesting consequences when the whole game is played if they are not redeployed!!

The pictures are in no particular order, but they do show the main manoeuvrings and combat areas.
The pic above shows Dessaix, supported by Lecchi, attacking the Russian left flank of Borodino village. The idea is to take the village, retire to reserve and then transfer to the main army over the stream. Dessaix duly cleared the Russian left side of Borodino village after a days fighting.

The action previously described can be seen towards the top left of this pic. This is looking at the Russian right flank of Borodino village and the church. Again, the fighting would be stiff as the church was garrisoned by the Russian Guard Jaegers. Guards can fight forever! Eventually, the Guard numbers were worn down by attrition and the church taken.

Grouchy is probing down the far French left flank. The French are trying to goad Uvarov out of position and engage in the open away from supports. The ruse did not work and Uvarov remained within distance of supporting artillery.

One of Eugene's Divisions is advancing in the open to the their left of Borodino village. The aim is to carry the heights to their front. With a Grand battery already deployed within effective range of the feature, success would drive the Russians from this  side of the Kamenka entirely.

The situation in Borodino just before it falls to the French or more accurately Franc-Italians.
The game satisfied me that both sides can be victors on this sector of the battlefield. Both sides, at the main event, will have to make critical decisions that will impact profoundly on the tactical situation not only in this sector but across the whole battlefield.
This game will be played at the end of January/early February and will be the subject, itself, of a dedicated Companion series book.

The gamers gallery. Steve, top right, is from Treefellas and goes to a couple of shows a year. Useful to have a terrain maker in the next village!
The next game is back to WWII. The Russians are attacking the Germans in latish 1941. It will be interesting as it is the first time we've done the Germans defending with the favourable terrain. After this game will be more Napoleonics until the end of the year. Something new but I haven't worked out what yet.

Friday, 1 July 2016

Game 44 : Prelude to Smolensk II

This will be a short report. It is a WWII game, early 1941 Eastern front. Initially, this was played as a Panzer Div against a Russian Inf Div supported by a Tank Div. This game was essentially the same, but doubled in size. A Panzer Corps against a Russian Inf Corps supported by two tank Divs.

Needless to say, it did not go to expected plan. The Russians, defending two major roads elected to start with an infantry Div off table and a loaded flank. What we perceive normally happens on these occasions, did!

In the foreground is part of one Russian tank Div that deployed on table. The Russians had outdone me, the game constructor, by ignoring over the half of the deployment depth they were allowed to start with. The argument used was that there reserves would arrive more quickly. So the Germans started within spitting distance of one main objective, the bridge.

German motorcycle troops have taken the bridge as a coup de main and are deploying in anticipation of their own reinforcements.

On the far flank, German armour advance against dug in Russian infantry. The Russians have precious few AT weapons in this sector, the infantry will eventually be shot out of position, unless the Russian can support them with his own armour.

Russia infantry, reinforcements, running across the ground to try and advance as quickly as possible. Not really a good tactical choice. The Russian infantry Div arriving as a reinforce would play little part in the engagement.

Russian armour tried to cut off the German bridgehead by continuing the advance behind the bridge. This counter attack was beaten off by German artillery and the timely arrival of Stukas!

At the far end of the battle, Russian armour has driven to the rescue of the compatriots in the wood. This battle would eventually become a slow battle of attrition, neither side strong enough to erupt with a major counter stroke. The armour, cancelling each other out, left the battle decided by the infantry where the Germans, not unexpectedly, had the better of it.

This game lasted a good three days. The game was quite fluid and even though the German forces were built around two Panzer Divs, it was the infantry component that determined the outcome to the tactical engagements and overall result.

Next stop is Napoleonics. Back to Borodino, north of the Kolotcha and around Borodino itself for a second play test. The first play test resulted in the Russians holding the French, but this was achieved by deploying Baggovut who historically redeployed to reinforce Utitsa at the other end of the battlefield. We'll see what happens this time.

Finally, any typos are due to my cold and the fact I did this without my glasses!!

Friday, 27 May 2016

Game 43 : Borodino, Utitsa & Borodino sections

Hi Guys,
This was the playtest for next year's game. Playtesting the Utitsa section and the Borodino village section. The picky below is of the Borodino sector, looking towards the church at Bordino from the north. The redoubt has to be imagined to be behind this and a bit to the left, facing the right hand side of the picky. The forces deployed to playtest this were fairly historical.
The French had Eugene's IV Corps, a Division from Davout (I used the smallest one Compans which is in fact ahistoric) and Grouchy's IIIC Corps.
The reason for Compans is that if you play this as a stand alone game and use the historical Davout Division, then Davout's troops would probably never recross the Kolotcha as players are very prone to keeping good troops where they can see them.

This is Borodino village from the Russian side. The redoubt would be to the left over the stream and the French lines are near the window. The Russian forces available, were
Baggovut's II Corps, Tolstoi's IV Corps, Uvarovs IC Corps and Platov's Cossacks. In addition is a brigade of Guards, the Lifeguard Jaegers.

Below is the view of Borodino from the French side. The trees in the field represent orchard type ground on the approach to Borodino.

To the rear of Borodino, but on the other side of the Kolotcha, is Gorki. If this area becomes contested, it either means that the Russians have been severely beaten in this sector or that the sector has actually become uncontested with a historic result where the French have taken Borodino and then stopped and the Russians have sent Baggovut to reinforce their left flank.

The next pic is the view of Utitsa from the French lines to the north west. If you panned left you would expect to see the Fleches. The area between the Fleches and Utitsa was heavily wooded. Whether all wood or dense scrub with some marshy areas seems to be still under debate. I chose to represent the area by woods. The woods are also quite wide across the front, so Utitsa is really a battle to itself. It is difficult to get a clear cut result so that any victor can exploit an exposed flank of the enemy on the remainder of the main line. The forces deployed in the Utitsa area were;
French : Poniatowski's Poles and Ochs Westphalian division form Junot in the woods.

Russian: Tuchkov's III Corps, Markov's Militia and Karpov's Cossacks

The pic shows one of Eugene's Line divisions advancing on the far left flank of the front. It has the probable benefit of fixing a Russian infantry Corps in position rather than redeploying elsewhere, but it has the drawback of being continuously slowed down by Cossacks and other Russian cavalry, some of it Guard! It also virtually mandates that the French cavalry must act aggressively in this area.

This is in Borodino itself. Baggovut is defending the village with a Corps, one division to the left of the village and the other you see between the village and church. Eugene is attacking with Compans, from Davout, on their right and Lecchi is advancing on Borodino through the orchard. A French grand battery has been set up opposite the church to try and dominate the open ground and a Line division of Eugene's is in reserve.

Compans main assault on Borodino. The fight would be quite bloody with neither side breaking. The consequences of this are the checking of the first French assault, but long term losses will be an issue.

The advance on Utitsa as seen from the Russian side. Westphalian Light infantry are contesting the woods to the right top of the pic with Russian Jaegers. The Polish infantry are preparing to both  assault the village itself and a Russian division from Tuchkov

The Poles are now attacking both sides of Utitsa and have secured the front of the village.

The expected clash of cavalry on the far left transpires with no surprise. The Russians hold their ground as it is easier for them to bring their artillery to bear with support fire. Also having Russian Guard cavalry in this area is no bad thing!

A stand off at Borodino between the church and the village itself. It would be dangerous to advance whilst the outcome of the cavalry combat above is unknown!!

This is the area between Borodino and the Kolotcha. Both sides are drawing breadth. Across the front of both cameo battles, the Russians had held the first assaults without too much consternation. The problem now comes, after a full day of intense fighting when one side has reserves and the other does not. Eugen would pull out Compans and feed in his reserve division. Baggovut would have to hold ground and try and tough it out. Granted, in our game, Tolstoi was moving up in support to allow Baggovut to withdraw, but timing can be everything in these games.

So, there we have it. A good battle over a weekend that would have played longer. The guys really saw how reserves were important and also that not all is lost if the first attack does not work.
The intrepid gamers. What a rogue's gallery!! Next up will be another WWII, early eastern front. My spell checker thingy won't work, so if there are any word blips, blame the blog software!!

Sunday, 24 April 2016

Game 42 : Sands of Sudan : Relief of Jandu

This is a first for the Situation room. A battle in 28mm!!! This is the Relief of Jandu, organised by Dave Docherty who has his blog "One Man and his Brushes". The rules are the "Sands of Sudan" by Carlo Pagano. Carlo has his own blog called "With Pyjamas through the Desert". We also had Stephen Scott in our ranks who is a long wargaming friend of Dave's going back many many, many years. I met both guys at the "Wargames Holiday Centre" in about 1988.
Dave had organised a game where an Egyptian forces has to be rescued form the dastardly bad guys. Steve commanded the garrison, I commanded the relief force and Dave controlled the nasty pasties. Like any set of rules, this was the first foray and we got some things correct, some things wrong, learnt a lot and still came up with ideas for mods/tweaks we would like to try.

Dave pondering the rules. This is my relief column. Guns in the centre, flanked by 2 btns infantry and then in turn flanked by 4 squadrons of cavalry. The camel corps are in front and would soon dismount to act as the initial skirmish screen.

The Egyptian garrison of Junda. They were facing all four sides as an attack could appear from anywhere.

The Egyptians had a single artillery piece. The relief column had 1 machine gun and 3 screw guns.

Steve is surveying my wonderful relief column and the poise with which it advances!

Spearmen erupt from behind a hill. The right flank cavalry, Hussars, deploy. They would charge and drive these heathens back. 

The garrison came under attack from the hordes led by an Emir. The Egyptian company defending that quarter of the village succumbed to the man. The defences were breached. Would relief arrive in time?

The relief force is half way there. The infantry are still in columns in an attempt to move quickly. Skirmishers have been deployed by both Btns to act as their eyes and spring any hidden ambushes.

This is approaching the climactic part of the battle for the relief force. A sizeable spear armed force are advancing on the main British line. This force would be led by an Emir

The enemy highpoint at Junda. As the enemy regrouped after wiping out the Egyptian company, the Egyptian nerve held and controlled volleys and change of circumstance (a ruley thing) saw the attack falter. The defence would stand!! The surviving spearmen would rally with the Emir and attack the relief force.

This was immediately prior to the main attack. Some smaller Arab formations were thrown back and then the main line deployed.
Now, everyone should buy the rules. The machine gun mechanics are really quirky. It can fire between 1 and 20 rounds. There are mechanics for it jamming. If you fire say 10 rounds, roll a single d20. If the roll is above the number of rounds you are firing, say it was 11, then the machine gun has fired all 10 rounds safely. If the d20 roll is lower, say you rolled 6, the machine gun gets to fire the 6 rounds and then jams. Jammed machine guns need to be cleared and this is not guaranteed!!!! You can see the risk in firing a large number of rounds!!

The climactic attack. The Emir would lead an assault. The previous round had already seen withering fire poured into the mass, killing 350 men.
This turn would be brutal!! The machine gun would fire and this glory was given to Steve (with an appropriate smirk on his face). He would fire 19 rounds!!!!!!!!!!! Having averted my eyes away for the d20 die roll, Steve proceeded to roll 20. After a few jigs on the spot and some giggling (not sure Officers did this, but he  was supposedly the Egyptian commander), hoards of spearmen were moan down as the machine gun fired its 19 rounds, didn't get jammed and then the supporting fire from 2 Btns and a battery of screw guns added to the slaughter!! that's just 525 dead!!!!
Just to add insult, the spearmen were charged in the rear by the Bengal Lancers.
Well, there you have it. Great fun. Some questions did arise and Dave will try to write all these down. My obvious queries are:.
the turn sequence needs a bit more explanation, especially charge declarations and when/how these are done in the sequence
Who pursues? What are the mechanics? When/how does this happen?
I think the cavalry v infantry engagements need "understanding" better from us. From how we played it, if cavalry attack infantry and get a big win, if the defender stands (not too difficult with an Emir) then the cavalry are minced. I'm not too bothered about the frontal charges, but am about charging the rear. I think we are going to try some mechanics where the cavalry, for large victories (whatever they become) get the chance to break off. It is just a musing at present.
We are also going to look at a morale system for both sides that expands what is already there. No doubt Carlo will be involved in all of this.
But in a nutshell, it we have been captured and enthused by our first experience. Onwards to wherever the desert goes!! 

Sunday, 17 April 2016

Game 41 : Borodino Centre : playtest for 2017 game

This was Borodino again. In 2017 it is planned to have a larger game on about 800 square feet of table. This was part of the playtest I wanted to do. The game needs to last 3 days at a minimum. I chose to do the central section, from the Kolotcha stream down to the start of the woods after the Fleches and before Utitsa. These areas are subject to a separate playtest.
The forces involved were substantial, in the area of 20,000+ figures fielded.
Main combatants were for the French
Davout, Ney, Junot (1 Division) and 3 Reserve Cavalry Corps. The Guard were in reserve. For the actual game, certain conditions will need to be met to allow the Guard to be released.
The Russians were based on Raevski, Dokhturov and Borodzin plus the equivalent of 3 Cavalry Corps. A large battle! Everyone should know the battle, so below are a series of pics with a simple caption/legend

Looking out from the Great Redoubt to the woods to the west

Looking from the southern Fleches. The woods from the previous pic can be seen in the far distance

This is an assault by Ney and a Division of Davout on Semonovka village which is just to the left of the pic

This is the same attack but now viewed with Semonovka just to the right of the pic. This was a major attack supported by all arms.

 A screening/containing attack on the Fleches. This would get wrecked and was reinforced to keep the battle going.

French light troops are trying to scree/skirmish the redoubt. The French would lose a lot of men against the Redoubt without success. It was clear, in the playtest, that the Redoubt is indeed a pivotal feature upon which the Russian defensive line is hinged. 

French Reserve cavalry pouring through between the Redoubt and the left flank of the attack on Semonovka.

Prelude to a storm. The attack on Semonovka about to go in.

The Reserve cavalry from both sides clash between Semonovka and the Redoubt. In all, over 16 regiments, mostly heavies, would get involved.

More of the above

The initial attack on the Fleches is repulsed by Russian Grenadiers. More assaults would follow and the Russians would become exposed eventually.

The next French assault on the Fleches succeeds in suppressing the guns and forcing the Russians to defend from the rear.

A French Division attempting to outflank the Great Redoubt which is to the left of the pic.

The attack on Semonovka viewed from the French side.

The cavalry clash between Semonovka and the Great Redoubt viewed from the French side.

More of the above

The Russian view from the Great Redoubt. It would remain in Russian hands with only light casualties.

More cavalry join the fray. Anyone see a spare horse?

A different view of the French division trying to flank the Great Redoubt. Russian infantry from behind the Redoubt would thwart this attempt with horse artillery support.

And finally, more cavalry charging backwards and forwards to glory!
To conclude, the playtest worked well and the game easily lasted 3 days. The action was non stop and results were unpredictable which bodes well. The Russians held the line but were hard pressed. Final reserves available would have been the French Guard and the Russian Guard, less the Cuirassier division.
It wouldn't be normal without the rogue's gallery again or the lucky general gathering!

The guys are all regulars, I still think Iain, on the right, appears to be smiling about something that none of the rest of us can quite see!?!?
Next stop is one for Carlo down in Aussie: "Sands of Sudan" 28mm figures, strewth, the relief of Jandu!!!!