Showing posts with label French and Indian Wars. Show all posts
Showing posts with label French and Indian Wars. Show all posts

Saturday, 9 March 2019

Walk in the woods..


With our penchant for ‘Rampanty” rules, the new “Rebels and Patriots” was exciting so JimF brought over his French and Indian Wars figures for a go.  I played the French while Peter took the ‘Injuns’ while Clayton commanded most of the British with Jim handling the single cannon (as he suggested he would be doing enough to consult the rules)

Now as with all Rampant rules, a poor die roll will most likely change things immensely.  Clayton found that out as his Provincials ran off very early in the game (and later, Jim’s cannoneers would but sit around failing many successive activations  (no more ammunition perhaps??) .
The French on the left, British Highlanders in the distance facing the natives (right)

Peter’s natives flittered about in the wood edge targeting the aggressive highlanders which Clayton could not seem to get into contact.  Meanwhile my French “marines” (regulars of the New France) performed light infantry duties against the Highlanders also while my Coureur de Bois (skirmishers) harassed the British light gun.
"the eagle's view"

The big units of natives did well, and the Highlanders finally gave way but not until one unit was totally eliminated!  The new way of testing for morale certainly can result in lots of loss before breaking….as long as you roll well, of course……

Saturday, 8 April 2017

Hosted games at Trumpeter Salute 2017


Chided into hosting 4 games during the convention, I decided on three completely different eras so that I may organize the transport into separate “shipments”  thus without much need to remember to move items from one pile into another each bleary-eyed morning…

With that in mind, I hosted a semi-skirmish Japanese samurai game on Friday, two distinct sessions of grand-tactical Napoleonic battle on Saturday, and a low key French and Indian War game on Sunday.  Surprisingly it all went well.

Trumpeter Salute Convention My games: Friday afternoon

Sengoku Era Japan - Samurai Game using “Katana Rampant” (Lion Rampant rules with addition for handguns)
Okudaira tempo ready to fire upon the walls 

The scenario has a surprise attack by the Takeda upon the Okudaira besiegers of their castle.  To keep it a surprise, I told all the players of the procedures to take the wall of the castle.  This included activation to climb the walls, and defensive fire from them.  While I kept the defensive fire rules for the game, the intent was not to have a siege game but a straight up fight with a surprise flank attack.  To that, I was successful.

 (besides…. the walls were built only to give a backdrop for photos!)

I gave the flank attack player the option of either using his normal troops to lead the attack but through the muddy fields (rough ground) or if he leads with the peasants they know a drier faster way.  But of course, then,  you are leading your attack with peasants who are not the exactly the best choice as a military unit to lead any attack!
The Takeda (with black back-flags) emerge in the muddy fields for their flank attack!

In any event, he lead with his samurai who while fighting well in the muck (‘ferocious’ rule) still are slow to get through it and impossible with his poor activation rolls! The (were) attacking the walls (now) defending from the flank attack players managed to recover from the surprise and a good game was the result.
the Okudaira reinforcements rush into the fight


 Game Two!

With a small game and fast action we had the time to have a second action. The scenario was a simple one with the Takeda having captured the personal standard of Okudaira Sadamasa who wants it back.




Trumpeter Salute Convention My games: Saturday afternoon

I would do two games of the historical Napoleonic Battle of Vyazma, each in a separate session.
a view from the east showing the French and Allies strung out along the road, with the town of Vyazma, represented by the church in the distance their goal to survival.  The villages of Gorontka (near centre) and Fedorskoie (near right) are represented with the French rearguard under Davout holding Fedorskoie.  The Russians of Ostermann-Tolstoy and Eugene of Wurttemburg (left) under Miloradovich are attacking from the south to cut off the retreat.

  This first one had six players participating with three French and three Russian players.
The Battle of Vyazma occurred during Napoleon’s retreat from Moscow and only days before the snows began.  Miloradovich, the Russian commander, pressed his attacks on the French rearguard of Davout’s corps centred around the villages of Fedorskoie and Gorontka, with Eugene’s (with some Italians), Poniatowski’s Poles , and Ney’s corps strung out along the road of retreat towards the town of Vyazma.
Wurttemburg's Russian Corp attacking the French and take Gorontka

For the French, their objective was to get as many units, including supply wagons, safely off the table and continue the retreat through Vyazma.  If they did so with more than those destroyed or captured (any left on the table should the Russians take that town), they win the game.  Thus, the French had the task of moving AND fighting to survive.
Davout must simultaneously transfer troops along the road and support the defence against the Russian attack. He does a good job

The Russian objective was simpler.  They were to destroy the French.  Casualties were not a concern.
The height of the Russian attack. The near marsh deemed impassible, as indeed it was historically, restricted direct Russian moves against Vyazma (off camera to the left) and served to constrict the Russian reserves.
We can see Platov's cossacks and Paskevich's small infantry division in the far distance trying to move against the French in a flanking move.

For this task, I placed the Russian commands in their historical locations allowing each player to deploy as they wished.  From east to west, Platov’s cossacks, combined with the small infantry division of Paskevich,  attacked from the end of the long table against Davout’s rearguard.  Wurttemburg’s corps with Korff’s cavalry came from the south, while Tolstoy’s corps with Siever’s cavalry moved toward Vyazma itself to potentially cut of the French/Allies retreat.
The Russians were historically estimated at 22,000 to 24,000 in strength.  The French total is unknown but would be at comparable numbers.
With a very large strength ratio and using 28mm figures, a village can only be represented by one building.   

The French players had the unenviable task of choosing when to run and when to fight all the while moving toward their goal of the exit point.  To be honest, seeing the deployments in full, I did not think the French had much of a chance, but to their credit, they managed to get more than 50% off the table successfully for the victory.  Notably on the French side was the decision by “Ney” who was closest to Vyazma, to quickly file his units off the table leaving only his artillery to hold off the Russians and keep the road open for the others;  and the unfortunate die roll by “Tolstoy” failing his corps morale roll and having to fall back thus losing the opportunity to close the door on the French.  It turned out to be a good scenario.

The Russian advance continues!

Trumpeter Salute Convention My games: Saturday evening

In this second game of the Battle of Vyazma, I reset the scenario to the original starting points.  I did move the road on which the French moved from the centre of the table slightly further away from the Russian southern attack which gave everyone a bit more maneuver space and the French a tad more time to have units retreat toward the town.
Deployment of the French (centre) along the road.  The Russians (left bottom) attacking from the south. 

In this game, we only had one player commanding each side.  It had the usual effect of having a much more ‘ordered’ game in action and in the even look of the elements on the table!
With only one player per side controlling all elements, the game tends to have a more "ordered" appearance!

Surprisingly the result again was a French “victory” with very slightly more elements having got off the table than were destroyed or captured.


Uvarov's Cuirassiers, historically sent into action very late in the day,  finally make an appearance. But as in the first battle, make little impact as they are late and too far in the rear to make an effect.  They are pretty however!




Trumpeter Salute Convention My games: Sunday

French and Indian Wars action - 'Manage-a-troi'

A good group of wargamers who are there to gleefully move around pieces on the table in good humour certainly make for delightfully entertaining game and none more so than the group who signed up for my French and Indian War game on Sunday.
Without knowledge of how many players I would have ( Sunday gaming is always less populous but numbers can be unpredictable) I needed to very much come up with a scenario on the fly.  In this case, the whiskey wagon (it would seem ALL my FIW games involve the whiskey wagon as everyone, natives included, would love to capture it!) .  The British were tasked to escorting it to the fort.  They could take the longer, but more open route, or the shorter but forest choked shorter route.  They chose the latter after the French and Native players had deployed.
The respective Native players (both the English and French having native allies) were given blanks but did not know if they were real or mere shadows in the darkness of the woods.  As the terrified Europeans could fire at perceived shadows and the chieftains having no control of the actions of their war bands, the unknown nature of the blanks to all players seemed to work to good effect.  Well, OK, a bit frustrating for the Native player to carefully move his blanks into an excellent firing position only to find not one but three of his elements were false but then again the European player halting only to find himself once again firing at shadows is an equally disappointing yet realistic event.  And it does add to the suspense.  I do assure the players that half of the blanks are real (even numbered are there, odds are not) so as more are revealed more is known of the remaining.  — although I might want to mess with that ratio in a future game! ;)

Again I will let the pictures tell the story but the game ended with most of the French elements eliminated and the wagon free to deliver the fire-water to the fort.
view of the action
the infamous 'Whiskey Wagon"
British regulars in campaign lead the British lights also in campaign dress. The British commander suggested to himself that he should have, in hindsight, reversed that deployment! ;)
Natives cross a stream.  I heavily 'terrain' my bases.  A very inexpensive by simply looking outside and nearby parks for the natural items. 
'the Fort' is designed to fit into a small corner of the table 

Saturday, 27 August 2016

Battle of Hanau edition two

Four years in.....

For our annual Summer game, Seth kindly brought his Austrians and Bavarians to have another go at the historical battle of Hanau of 1813 during the conclusion of Napoleon’s Autumn Campaign.

 We wanted to do this one again as it was an anniversary of a sort;  the first official crack at our rules was done on the 200th year of this battle. Now that we are happy with the rules, we were curious to see if the game would be different from the first going.

We are amazed that it has only been some four years from discussing about the original idea to now Organizing the boxes to find those units required for the game, I laid all I have out on the table. Almost 2200 figures…. eep. Along with Seth and all the others who have painted and based units for these rules, we have almost all the units required to do any of the big Napoleonic affairs!

The Hanau scenario is an interesting one.  You have the French army in retreat, disorganized, strangling home with only a few viable combat units; the Guard being the most potent.  Opposing them is a large but weak Bavarian force, very poorly deployed with supporting Austrians on the wrong side of a river.  Now to be honest, the extremely poor deployment was caused by uncertainty on which road Napoleon would travel but it certainly did not help the A-B effort.  But we like doing historical battles so it is up to the players to make things happen.  As it were, Seth and his Bavarians would almost do the impossible and stop the Guard! Almost.

The following are a few pictures of the game with any notes done in the captions.


The arial view of the battlefield with the French emerging from the forest (left) and the Bavarian infantry in two lines with the Austrians on the far bank of the river.  Seth's Hanau on the table edge (right) Photo by Seth.


The boys in cornflower blue
The French left of Sebastiani's and Hansouty's horse. I went with the historical deployment with both the line and Guard formations mixed up to a large degree rather than the simpler groupings. This, of course, had an adverse effect on command and movement and so took the French much longer to make their force made.
The French Imperial Guard Infantry and Artillery of the 'centre' 
The French left of "Macdonald's " (a combined formation of many smaller French commands. All were very small and, as an indication,  most battalions were well under 100 men in strength!)
The Allied army awaits Napoleon's onslaught.

Seth's Bavarian infantry are 28mm HaT figures.  A bit smaller than others, but look good altogether on the tabletop. You can sense Seth is determined to get a good effort out of them!
The horse about to clash.
The French Grenadiers-A-Cheval on their black horses about to ride down Austrian jaegers as the Austrian horse move to support.  Photo by Seth - as you can tell as it is from HIS side of the table......

The Guard was largely immobile in the early phases of this battle. The need for artillery fire and later poor command rolls. I am a bad General when it comes to dice rolls!
Seth did a good job whittling away at McDonald's French (top) who must maneuver slowly out of the woods
To represent the large line of stragglers and such which constituted much of the French army, we placed down some miscellaneous wagons which could be "captured' which would give the Allies some victory points and which the French needed to protect. As it were the French finally punched through and away to France but the Allies effort was better than the original battle.

Sunday, 31 January 2016

A rare wargame...

Over the holidays, bored during winter power outages and on those rainy grey weekends, my wife liked to enjoy a nice game of Scrabble.  I am to her as the opponents of the Harlem Globetrotters.  You know, the guys they maneuver around without mercy.  I am not particularly good at the game and so am thrilled to play a 12 point word while she routinely places the 'z' on the triple letter.

She surprised me today by saying "You want to play a wargame, instead?"
I hardly needed to fake a heart attack.

I chose my French and Indian Wars game as she might relate to it as she enjoys the "Last of the Mohicans" movie.  She picked the French as she said, "then I can affect a silly French accent!"

The quick scenario was for the New Jersey Regiment of Provincials to escort a wagon of whiskey (yes, my scenarios always seem to involve the wagon of booze...) to the fort defended by a few New York Independent companies while the French allied natives and a few French-Canadien militia try to prevent the delivery and capture the wagon.

The terrain of all forest favoured the Natives as the Provincials feared the deep woods.  While the French commander had little idea of deployment in the forest (her military background that only being married to the General du Maison)  but slowly understood the situation and had her forces finally defeat the provincials and abscond with their prize.



The natives halt the Provincials advance.  The length of stick is a set measure of 6".  All troops types move at either 4, 6 or 9" depending on their location.  Part of the simplicity of the rules, based roughly on the DBA model.
This element of Provincials and Quebec militia continued an uneven shooting duel across the creek for the entire battle.

'Conquest' figures (now 'Warlord') 
the capture of the unguarded wagon.

Saturday, 11 April 2015

"Save the Whiskey" a French and Indian Wars affair

I had a rare opportunity to attend the Trumpeter club night and with TerryS's ( game director) usual frantic calls for games, I decided to bring my FIW collection out as I thought I had the rules set down tight (incorrectly as it turns out) , and in 28mm should look OK.

My submission described the scenario as thus: Dark Woods, Howling Natives, Provincials scared witless.  But the whiskey wagon must get through.  What more do you want?
The large British escort for the important whiskey wagon

My second misperception of the night was that people actually read Terry's club emails as everyone came by to ask what I was putting on.....

Anyway, KevinA and PeterM decided to give it a go with the former taking the French and the latter the British.  Just because I wanted in, and that the table was the largest area I have used for my FIW so wanted to 'fill some space',  I lead the Natives aka Red Indians aka the Savages.  Probably unfair to use them against one or the other I thought; so I diced per turn and see who I would attack! Hopefully both during the battle.
The French in their summer wear red sleeved waistcoats await the British advance

Both players took plenty of regulars with each thinking as the wagon must go down the road and in open ground, the regulars would be best suited than the Provincials, Militia or lights.  Therefore Kevin lined up his French regulars and started blasting away.
The 'cannonball' markers behind many of the elements represent the number of hits.  The result of the firefight across the open wheat field and road
The British lights covering the wagons move up the road.
The French militia in the lower right gang up on the Gage's boys (in brown coats)

  Peter responded by fanning out with his lights on the flanks but his command was slowed (poor pip rolls) and Kevin took out his lights and with continued fire from the front, eventually eliminated most of the British. With few left, Peter had no choice but to turn the wagon around and get out while he could.  The fort's liquor rations would be slim for some time.
"Jeb, where be the wagon? I am thirsty"  The fort awaits the whiskey.  It was constructed from clippings directly from a gentleman while out for a walk visiting my parents a few years ago.  They will make a great fort I told my incredulous mother.


And my Natives?  Well, my leading war band charged and took out the unsuspecting French militia (mon du, are dey no on ouwer side?!) but switching sides the next turn, went up against the Highlanders and were "quick-killed" - basically an all or nothing fighting unit these war bands! With their loss, I would have to roll higher than the number of native elements left which I did not do so the others left for the longhouse.
Images of Bushy Run?

painting of the Battle of Bushy Run by Don Troiani



The longhouse is a resin bought years ago and I think OOP.  Took some effort to paint it to look realistic.

Players view of the battlefield. The stick is actually a stem from my spring clippings.  I thought that they would make great measuring tools rather than rulers as to 'blend' into the terrain somewhat.  I have them in differing lengths.  They can be seen in some of the other photos.  Some of the blank markers might be seen - but blend in quite well!
Kevin and Peter gave good input into the rules and my phase sequencing and so Peter and I with a bit more time in the evening, set up again with the British and once again mostly regulars escorting the whiskey wagon.  I took the Indians placing them randomly around the forest using blank stands (artfully decorated with 'shrubbery' ) not knowing who is real and who is not.  No command control for the savages!
Checking out shadows in the woods.  I have many of these blank stands to create a bit of fear of the unknown wihtin the woods for the player.
However with the blanks, Peter was unsure which way to face as I moved the natives to all sides of his developing 'square formation' but he left a gap uncovered so I had one group move to take the wagon. With all the British still around, the tribesmen decided moving the wagon was unfeasible and so merely smashed in the kegs feverishly drinking the contents! That, we decided would make them go "warband" but next turn the British regulars would shortly dispose of the Indians to their front and next turn and eliminate the last native threat.
Close up of a war band and the 60th line in their campaign dress with dark blue gaiters


We ended the game continuing to examine the rules with the result I will now need to totally revamp the entire set.  Two steps forward, two steps back.

I hope the boys enjoyed themselves and it is good to get the collection photographed under the nice lights.