Had a great playtest session with Disgruntled Fusilier, the mad genius behind "Sound Officer's Call!". If not actually Disgruntled in real life, I'd say he is at least almost "gruntled".
:)
In addition to accessing a good-sized table, this session has the benefit of a veteran grognard who has never played the rules but knows and likes Neil Thomas' "4-Base Games" e.g. those in "Wargaming: An Introduction" and the spin-offs. As a 1-1 session, I will be able to focus on introducing the rules and taking pics, which I completely forgot at last week's large group playtest [and it is therefore not posted].
Best of all, this will be a double-reported game, with posting on both of our blogs!
The forces are the strong divisions I borrowed from the original customer for the rules. Each side has a brigade of 2 regiments / 2 battalions plus a smaller skirmish unit of a few chasseur / jager companies, and some batteries. The main difference is that the Prussians have cavalry integral to their infantry brigades. The French cavalry is together in a separate brigade. The Prussians also have an independent cavalry brigade with no batteries.
The Prussians are all elite except for average Cavalry. The French are all average but have the special Veterans rule which allows them to rally as Elite but the Generals do not aid in rallying - the Soldiers know them too well!
French guns drop half as many dice as Prussian Krupp guns, 2 v. 4, and have a 24" range v. 30" for the Prussians. The French Chassepot has a 9" range v. 6" for the Dreyse gun.
So the forces have different strengths and weaknesses [actually, do the Prussians have any weaknesses...??] and it should be an interesting fight.
TABLE SETUP AND START
Looking down the table we have the Prussians to left and French to right. Fairly obvious are the terrain objectives, which are the 2nd-level hill in the table center [dominates surroundings given the 24-30" range of batteries], two towns on the left side and one on the French.
While the Prussians have two objectives on their side, they are widely spread - the French town is fairly close to the large center hill objective, making their immediate goals pretty clear. The winner needs 3 of the 4 for a decisive win, or to at least contest 1 for a 2.5 - 1.5 marginal win.
Table Left. French [me] looking at the left - a town dominates the area, and a Prussian brigade is close but not right upon it. Will it go left to the town or right against the large hill? opposing it I have a French Brigade that is to help secure the near hill and hopefully contest the town on the left. We'll see...
Prussian View. The hill to right is an easy grab, and the high hill will provide an excellent base of fire against the center hill objective. Putting both batteries atop it would make French defense difficult and provide excellent support for an infantry attack. As there's nothing else nearby, as long as the town is secured everything else can go after the center hill.
Table center. Prussians have another strong brigade in the center. With batteries, squadrons and plenty of infantry, they can drive on the main hill supporting the other Brigade, support their cavalry or try for my town. What will they do??
I've the Imperial Guard [who are a shadow of Nap I's Guard...in fact, they are rated average for this game] brigade in the center. It has an extra battery and will hold the near town - which guards our route of advance, supply and the generals HQ [convenient to the cafe and cat house].
They are also to secure the hill to front which dominates the entire area - this is mission critical for the French since their batteries will be able to equal the Krupp range from the hill top. If they are able to contest the Prussian town, great, but most likely the Guard will provide some critical support to my outnumbered cavalry.
Prussian View. The center hill looks ripe to be overrun by cavalry, but they can't hold it without support or - even better - relief. The town is good as held, and the road leads straight to the French HQ, cafe and cat house...what are we waiting for??
Table Right. Four Prussian cavalry squadrons face three French, who are supported by two batteries of horse artillery. As French artillery is inferior to Prussian, only outstanding skill with the batteries will enable my squadrons to keep the Prussians from collapsing the French right flank and take their town! Hopefully the Guard will prevent such a catastrophe... supplies are scarce in this area, as are cafes and...cats.
Same side from Prussian view. They will take the hill immediately, a key to their side as the hill provides a bonus in melee if you are uphill. Yet, the squadron can charge off it, so an advance on my part is highly unlikely without support from the nearby Guard infantry.
THE BATTLE BEGINS!
Table Left. The Prussians send a battery and battalion against the town, perhaps a skirmisher is headed there also. Looks like the rest is headed into the valley while cavalry squadrons keep the brigades in contact. The right brigade takes the crossroads with three units.
The French race to the hilltop objective getting a lone battery atop the hill immediately. They send a skirmisher to harass the Prussian movement against the town and one ligne battalion to work in the valley and slow any flanking attempt.
Table right.A strong Prussian force heads into the valley along the road, and is set to seize the woods. The cavalry advances cautiously, suddenly under the barrels of four batteries.
French guard send their batteries and a battalion to support the cavalry. The other three battalions head into the valley figuring to hold the center hill's flank and slow any drive on the French HQ. The entire French right moves up aggressively, placing a battery on a small knoll and all cavalry squadrons up front with...no reserve?
Alors, nous sommes Francais - en avant!
Turn 2, table right. The Prussians form quickly, with a rock-solid center on the hill and hussars / cuirassiers flanking it. The fourth squadron of hussars dashes forward to challenge their counter-part but loses a base in the process. The other French squadrons form deep, hoping to challenge and hold the cuirassiers with fancy hoof-work.
Turn 2 Table Center. This quickly develops into a very interesting fight for both position and firepower. The French got a lone battery on the hill which is hazarded by a lone squadron, but the French have the Infantry support. The hill is split between the commands, with two Guard battalions on the right and ligne battalions to the left.
Doesn't look like the Prussians are making a serious attempt at the hill objective, however. Perhaps a double-envelopment is in the works? Supporting fire from the left-flank Prussian battery dings a battalion.
Table left. The Prussians have the force, but the French like to dance. French Chasseurs are on the lower hill level, while a Prussian battalion takes the town. Lost that race! Prussians are making strong effort down the valley...hmmmm.
Turn 3, left flank. Fighting heats up as battalions deploy into line and red markers pop up everywhere denoting a base loss. Base losses are measure of combat effectiveness, not actual casualties [per NT's design philosophy] and can be rallied off in part. Sustained pressure that leads to all four bases lost removes the Unit, so at 3 of 4 bases lost one should definitely retreat and rally up the unit, if possible. If not...ah well, c'est la guerre.
Prussian battalions have managed to not be outranged, mostly through maneuvering but partly through French aggression, and/or sloppy staff work. Prussian cavalry [far right] did get hammered by infantry fire. Vive la Chasspot!
The chasseurs made a mad dash and occupied the town just as the Prussians were about to march in! Exciting as this was, their firepower was not enough to keep them from charging and evicting them immediately, and they lost several hits in the process - I think only the town's 5+ save prevented them from evaporating. This Unit will be the left-flank here for doing their job as an auxiliary so well!
Turn 3, Table Right. Squadrons jockey for position. French left pull back and let the guns do the work, but the Prussian squadrons do not evaporate. Wisely, both sides have a battalion advancing to support the cavalry.
Turn 3, table Center. The Prussians are rapidly advancing via...the woods? I just realized how important they are, as they are going to outflank my batteries and my cavalry. I have the hill secure, but it is clear I will have to pull back at least 6" from the woods and await their advance out of it. Merde!
Turn 4, left flank. Prussians do not sit on their laurels and indulge in fast times at Clairmont High. They advance out of the town with their jagers supporting and drive on the French chasseurs who are now 2 Hits from destruction!
In the valley, the French line battalion just hangs on thanks to some inspiration from the general. Prussian cavalry starts to move left, there not being anything to be gained fighting uphill against the French [except maybe a good poem]. The challenge to the hill has not fully developed yet.
tactical note: a Prussian cavalry charge would likely destroy the line battalion in the valley. Command coordination of the well-supported Prussian Brigades is essential [but hard].
Turn 4, table center. Prussians swarm out of the woods while the jagers retrograde off the hill. Fire from the krupps and battalion takes a stand off the Guard on the hill, and the Guard on the road are almost destroyed by a timely Prussian charge from the woods - time to pull back!
Turn 4 right. The cavalry have shifted farther out, away from pesky shooters and re-aligned. Prussian squadrons have been weakened by artillery fire.
Turn 5 right. Still, it doesn't seem to help, as the Prussians drive off a French hussar squadron and push back their lancers. The hussars fail morale and end up facing away, thankfully covered by their sister squadron. The lancers pass and retrograde just a bit, ready for more action! pay attention, this unit will go on to win laurels in this battle...
Turn 5 Center-right. Prussians boil out of the woods and their cavalry are pushing back the French; they perform an orderly retreat covered by a rallying Guard battalion and their chasseurs. Clearly, the French will need help from the hill.
Turn 5 center. Fire devastates the Guard unit at the top of the hill, while the Prussians advance down the valley, chasing the devastated line unit in its retreat to the woods.
Turn 5 left. The chasseurs dance for one more turn, distracting two Units. The Prussian cavalry continue to shift left, but perhaps down the valley was the better choice? Neither my advice nor Steve's intent saw this possibility.
Turn 6, left.
The jagers see off the chasseurs with a rapid advance and rapid fire that removes them from the table. Another Prussian battalion is now free to advance down the valley.
The French form up in the wood and their general attaches to help them get themselves together. The Prussians develop their attack on the left side of the hill, entering close range. Three French v. five Prussian battalions? I am now thinking that the hilltop objective is going to be turned even as my right is also retrograding!
Turn 5, center-right. The Prussians quickly form up and the Guard hangs on with a combination of rallying and fire. The chasseurs hold the town and the weak French batteries are flanking the advancing Prussians, but - unlike Napoleonics - the Prussian battalions are the most dangerous units around!
So the below pic shows not a cunning French trap against inexperienced Prussians of 1813, but a dangerous drive against weak French elements by Prussian infantry of 1870.
I have to say...it takes awhile to get used to the fact that altho this period LOOKS like Napoleonics, it certainly isn't.
Turn 5 Right. A fascinating situation has developed. The French batteries are distracted by putting fire in support of the town objective. Desperate French charges have paid off and both the lancers and hussars have driven back their opponents while the far hussar unit rallies. This has been an exciting flank! Who says cavalry is no use in this period??
Around this time, Steve and I were both yawning, so we called the game. As designer and host, I declared it a draw that favors the Prussians. With a little more attack power, they would be easily contesting the French town.
The alleviating event on the right was masterful work by the French cavalry brigade commander... well, perhaps more that the French lancers either won every melee or passed and barely retreated when they lost! They are the right flank heroes. The Prussians needed one battery over on this side, which is my fault as the scenario designer. Actually, the Prussians should have had 2-3 more batteries for a more historical accurate TO&E, and we should've borrowed them from his ACW 15mm box.
In the center, Steve chose not to contest the hill but try to envelope the flanks. This was working and both French brigades were under a LOT of pressure, with a unit or two ready to be removed if only there was just a bit more offensive power. I am also learning more about this period and the rules [altho I wrote the rules] and I am seeing more and more how cavalry will play a critical role in the second phase of infantry attacks.
To the left, Steve quickly secured the hill town and only the chasseurs slowed his immediate advance in support of the flanking movement against the large center hill. A Prussian charge against the French in the woods was defeated by poor dice and the French held - for now. I see the French continuing to be pressured and perhaps lose a unit or two on the left, altho that won't deliver the hill into the hands of the Prussians.
One thing that was a touch awkward were units near the edge of the plateau'd hill steps but angled. Didn't quite look / feel right. The fixed, rectangular shape of Units forces Units covering lower elevations to be very closely aligned with the hill edge. At present, you need to be touching the edge with your left / right corners to see / be seen from the higher elevation.
This, combined with the large, gentle circle of the hill itself made for a few awkward moments, to a little rule to make hill contours steep/gentle, and woods heavy/light will need to be added. Perhaps as an optional rule.
This was a great fight, and a great playtest, so a grateful game designer thanks the Prussians for an evening of progress! His take on the actions is posted over at "Sound Officer's Call! here [click].
Enjoyed seeing you nicely set out game table and reading your report - that was a ton of work, thank you. Now following.
ReplyDeleteThanks Norm, always good to have you drop by!
ReplyDeleteIt's a lot of work but I find I get a lot out of the reports if I can swing the time. It is especially useful when I'm developing the rules, but also when I'm just trying to play a game better.
Wow fantastic report, Alex! Brought the excitement and tension of the game right back in my mind. You are too modest though, sir. After the Prussian breakthrough in the woods, you masterfully executed a fall-back and set up a second defensive line with crack troops! I called the game knowing full well I couldn't take the village in the French rear area.
ReplyDeleteA terrific game and I cannot wait to play again. In fact, you've got me looking at the other 4 stand rules from W:AI and Napoleonic Wargaming. Can't wait to play again. Would love to try them with ACW sometime. Cheers.
Winston Churchill said that the French Commander in this battle "was a modest man with a lot to be modest about." Or maybe he said it about someone else.
ReplyDelete:)
Good looking game! From reading your BatRep, it appears to have been quite enjoyable too. I enjoyed your BatRep and doubly enjoyed seeing a mid-19thC battle on your table. More please.
ReplyDelete