Wednesday, 7 November 2012

7TV McLabs Mayhem

I planned a 3 game series with my nephews but due to time we only played the finale. The after action report for that game is for another post. The boys wanted to use there own figures which meant a cast of police (Offensive Miniatures) and a cast of, well Rambo's (Citadel metal Catachan jungle fighters). They also wanted to fight each other and Zombies. So with that brief and some further discussions we came up with the following episodes:

Episode 1 - If you go down to the park today ....
Synopsis
There are confused reports of a rabid man or beast attacking picnickers in the park. There is McLabs security team on site already as they believe it is an escapee from the nearby research facility. Both they and the Police must get the picnickers to safety.


Cast

  • Police: 4 Riot Police - those rapid animals can be nasty and 2 agents approx 200 points
  • McLabs Secuirty:  1 Underworld Boss, 3 faithful lackeys and 2 extra
  • Picnikers - to be diced for
  • 'Rabid animals' - to be diced for, normal zombies and a tank (this was a Citadel Chaos spawn) using the 7ombie rules


Location
48" x 48" river and bridge on one side of the board, trees and open space for the park on the larger part of the board

Set Up
  • Police enter on the bridge
  • McLabs security furthest  point from the bridge in the park area
  • Markers placed at random in the park


And...Action
Roll for initiative

Special Rules
  • 7TV rules to be used as life is 'normal'. Zombies use the 7ombieTV rules.
McLab security
  • There are to be no witnesses of the 'rabid animals'
  • Gun shots are to be avoided - use hand to hand to stun the 'animals'. They are then escorted off the opposite board edge to the bridge.
  • Base to base contact with picnickers to be escorted to the nearest police man or bridge which ever is nearest.

Police
  • You only have hand to hand weapons
  • Base to base contact with picnickers to be escorted to over bridge and safety.


'Rabid Animals'
  • Nom Nom Nom anything human once activated. Activation is a result of a score 1,2 or 3 on a D6 rolled by player within 2" of a marker. Zombies use the 7ombieTV rules. 
  • Bio creature uses Zombie Tank rules but does not cause zombie infection.


Picnickers
  • Enjoy your day until activated.  Activation is a result of a score 4,3 or 6 on a D6 rolled by player within 2" of a marker. Once activated follow the nice officer/guard and run for your life!


Victory Points
1 point per rescued 'rabid animal' or picnicker


Episode 2 - What escaped animals?
Synopsis
McLabs are under investigation. How did the animals escape and how dangerous are they to the public? Reports from the park suggest that the animals are bipedal and as tall as a man. That sounds illegal.Time for our intrepid heroes to go take a look.



Cast

  • Police: 4 Riot Police - those rapid animals can be nasty,  11 Armed reponse - those security guards are big and 2 agents approx 275 points
  • McLabs Security: 1 Underworld Boss, 3 faithful lackeys and 6 extras - 280 points
  • McLabs Staff - to be diced for
  • 'Rabid animals' - to be diced for, normal zombies and a tank (this was a Citadel Chaos spawn) using the 7ombie rules


Location
Variable dependent on your terrain. I plan to use my Hougoumont farm. The key terrain are 2 or 3 building and 2 or 3 out houses. In one of the out houses or with in the grounds place a minimum of 2 cargo containers. I downloaded mine for free from http://www.antenocitisworkshop.com/news/category/articles/papercraft/ . In one of the buildings there will be a hatch.

Set Up
  • Police enter at the front gate.
  • McLabs security placed around the lab. These building are a front to the under ground research lab. You need to look like your guarding the buildings but you are there to stop the police finding the hatch and the container full of recovered 'rabid animals' you haven't destroyed yet. There can be no witnesses?
  • McLabs staff random deployment.


And...Action
Police have initiative on first go.

Special Rules
  • 7TV rules to be used as life is 'normal'. Zombies use the 7ombieTV rules.
McLab security
  • There are to be no witnesses of the 'rapid animals'
  • Gun shots are to be avoided - use the 7TV rules for capture. They are then escorted to an empty cargo container to be disposed of later.


Police
  • An agent can take an intelligence test to work out that the hatch is significant.
  • Any Policeman can question anybody, but you can only question somebody once. Once the Police team have scored 10 successful tests they can piece together that there is a hidden research lab. 
  • If the research lab entrance cannot be found within D6 rounds after questioning the staff and passing the 10 intelligence tests arrest everybody by capturing them.


'Rabid Animals'
  • Nom Nom Nom anything human once activated. Activation is a result of a score 1,2 or 3 on a D6 rolled by player within 2" of a marker.


McLabs Staff
  • Stationary until 'rabid animals' are loose then will congregate in to room and barricade themselves in. Use 7ombieTV rules for barricade.



Victory Points
  • Police win if find hatch or arrest everyone.
  • McLabs win if hatch not found. Or if all 'rabid animals' get loose all Police are captured or killed.



Episode 3 - There not animals...
Synopsis
The McLabs secret laboratory has been discovered. The research animals are loose and our boys in blue must clear each floor destroying the animals and rescuing any staff. 

Cast
  • Police: 4 Riot Police - those rapid animals can be nasty,  11 Armed reponse - those security guards are big and 2 agents approx 275 points
  • McLabs Security: 1 Underworld Boss, 3 faithful lackeys and 6 extras - 280 points
  • McLabs Staff - Professor Bunsen locked in a room on the upper level. Other staff to be diced for
  • 'Rabid animals' - to be diced for, normal zombies and a tank (this was a Citadel Chaos spawn) using the 7ombie rules


Location
2 levels of hidden underground research lab. Between 4 and 6 rooms per level. 1 room in the centre of each level which will be the lift location  Access from the lowest floor to the next floor up by lift only. There is only 1 lift. The upper floor has only one entrance to the surface. There must be computer consoles dotted about and an obvious control room on the lower level.

I used Games Workshop Space Hulk corridors and rooms. In the future I want to use http://www.battlesystems.co.uk/ terrain which is very hi-tech and would make a great lab. The plasma containers for an engine room look like tanks to hold nasties or hero's in suspended animation. The Space Hulk corridors gave the game quite a dark feel and a sense that you shouldn't be there, which was good. For a more contemporary fell Crooked Dice's Set Designer pdf is great.

Set Up
  • Police start at the lift on the lowest floor.
  • McLabs security at the lift on the upper floor. 
  • Staff and 'Rabid animals' represented by 8 counters placed at random over both floors. In our game 3 were placed on the lower level and 5 on the upper. This was done by the boys before they were briefed on what they were. The latter is not essential it just happened that way and provided the first surprise of the game.
  • Professor Bunsen to be located in a locked upper level room


And...Action
Dice for initiative.

Special Rules
  • 7TV rules to be used as life is 'normal'. Zombies use the 7ombieTV rules.
  • Each room is locked and needs an intelligence test to open.
McLab security
  • Find Professor Bunsen and escort him to the Control Room to set the auto destruct. This will be in 8 moves (or however many it takes on your layout to get out with 1 move to spare)
  • You can pass an intelligence test at a computer console to find the Professors room
  • On any console Professor Bunsen can on passing 3 intelligence tests can set the auto destruct sequence. 1 test to pass the security, 1 test to work out how to do it, 1 test to set the auto destruct. The count down to destruct will be 1D6.
  • There are to be no witnesses of the 'rabid animals'
  • If you find a member of staff including Professor Bunsen they are under your control and you must escort them to the surface and safety.


Police
  • If you find a member of staff they are under your control and you must escort them to the surface and safety.
  • If in episode 2 shots were fired at Police then treat McLabs security as armed and dangerous. If not  pass an intelligence test when in base to base contact to determine if they should be arrested or allowed to continue there search for trapped staff like you. If they you've been shot at in this episode you know what to do!
  •  Ensure everyone criminal or innocent escapes the zombies and other creatures.


'Rabid Animals'
  • Nom Nom Nom anything human once activated. Activation is a result of a score 1,2 or 3 on a D6 rolled by player within 2" of a marker.
  • Bio creature uses Zombie Tank rules but does not cause zombie infection.



Victory Points
Police gain 1 point for human rescued including them.
McLabs win if they blow the lab and there are no witnesses.



Sunday, 4 November 2012

Hail Caesar Battle of Hastings 1066


My eldest nephew asked to play a battle of Hastings game so in record time we put away the Napoleonic game and set up appropriate terrain and laid out the armies. I put together the troops based on an infantry unit roughly being 800 - 1000 strong as standard, getting my figures from the Osprey Campaign series book. I checked quickly with the Hail Caesar army list 2 to ensure I had it balanced, which it roughly was.

For this game I did not worry about number of figures in a unit because my base sizes vary quite a bit having amassed my collection over time buying from many different sources. I instead focused on ensuring everyone had the right size frontage, a nice mechanism in the Hail Caesar rules.

The forces were as follows.

Normans
Duke William - command rating 8 (2d6 in combat)
1 x Norman Knight cavalry - standard size, ferocious charge
1 x Norman Retainer cavalry - standard size
4 x Norman heavy infantry - standard size
2 x archers - small unit, skirmishers

Eustace of Bolougne and William FitzOzbourne  - Command rating 8 (1d6 in combat)
1 x Franco-Flemish Knight cavalry - small size
1 x Franco-Flemish Heavy infantry - small size
1 x archers - small unit, skirmishers


Alan Rufus  - Command rating 8 (1d6 in combat)
1 x Breton Knight cavalry - standard size
1 x Breton Heavy infantry - large size
1 x archers - small unit, skirmishers


Anglo-Saxons
Harold Godwinsson - Command rating 8 (2d6 in combat)
1 x Huscarl - standard size, elite, stubborn, valiant
1 x Thegn - standard size
2 x Ceorl  - standard size
1 x archers - small size, skirmishers

Gyrth Godwinsson  - Command rating 8 (1d6 in combat)
2 x Thegn  - standard size
2 x Ceorl  - standard size
1 x Javelin men - small size, skirmishers

Leofwine Godwinsson  - Command rating 8 (1d6 in combat)
2 x Thegn  - standard size
2 x Ceorl  - standard size
1 x Javelin men - small size, skirmishers
1 x archers - small size, skirmishers

The Game
Duke William set up as per history with his Normans in the centre, Bretons on the left and the Franco-Flemish  on the right.
The Anglo Saxons

The Normans

The Norman right to left

The Franco Flemish
Harold deployed with his brothers on his flanks, with a front shield wall with the Huscarls taking the centre flanked by Thegns. The Ceorls formed a second line. To keep things simple Harold opted not to merge any Thegn and Ceorl units as allowed in the rules. Due to an umpire error (me) 1 unit of Ceorls fought as Thegns. I put this down to the Ceorls excitement and eagerness to get to grips with the foe. The Anglo Saxon skirmishers covered the flanks and centre.

The Anglo Saxons on Senlac Hill

Gyrth's men bottom, Harold middle, Leofwine top.

Gyrth and hornblower. 2 old Citadel figures, now sold by Foundry.

Harold with his standard. Harold is an old Citadel Boromir from their first Lord of the Rings range before the films. I've no clue about the standard bearer, other than he was 2nd hand and painted pretty.

Leofwine raising his shield. An Citadel figure with axe and Leofwine is a Foundry figure. o

Not surprisingly Harold opted to defend Senlac hill and with rude gestures towards William taunting him to come and have a go if he thought he was hard enough.

Leofwine's flank

Close up of Leofwine's troops

The Bretons led the way failing their command roll and staying still. Next the Franco Flemings advanced skirmishers to the fore, then finally William led the centre forward. His knights charged forward ahead of everyone else masking his skirmishers from shooting at Harold. This didn't stop the other skirmisher units who managed to disorder and cause casualties on the Gyrth's left wing Thegns.


Bretons nearest the furthest board edge. Leofwine's Ceorls turn to extend the flank.
Since the Bretons were being timid, Leofwines skirmishers scampered down the hill to worry Duke Williams right flank. In the mean time the Franco Flemish developed a flanking attack on the Anglo Saxon left, Duke William sorted out his troops in to a sensible 3 lines made up of skirmishers first, them cavalry and finally infantry. Alan's Bretons decided to join the fight and the infantry formed up with Williams and the cavalry copy the Franco Flemish and went wide to threaten the flank.
Scampering skirmishers
Harold's response to this was to order Leofwine to extend his troops to the right bringing his Ceorls in to the front line. Gyrth wasn't so bold his responded by turning his second line Ceorl unit to face the oncoming Franco Flemish. To Harold's horror and Gyrth's the previously hurt Thegn unit anchoring the flank couldn't take the arrows any longer and broke. This now exposed the flank of the Ceorls who had turned to face the Franco Flemish to Williams centre advance. A classic roll up was in the offing.

Harold and Leofwine's troops look towards the distant Bretons and  the oncoming Normans led by William himself.

First blood. Gyrth's Thegns are disordered by William's archers.

The Franco Flemish keep pace with William's troops.

The Norman battle line at the beginning of move 2.

Breton's not keeping pace

Battlefield over view beginning of move 2.

Close up of the Bretons.

Battlefield from the left on move 2.

Breton eye view of Leofwine's skirmishers.

Skirmishers supporting the Norman knights or is it the Norman knights blocking them. I can't remember why  this came about, but William blundered twice and Harold once. I've never seen so many double ones or sixes rolled in a game before.

Duke William in red cloak. Not necessarily historical, well neither are the Anglo Saxon leaders, but he has a mace and can  be easily spotted.

William's troops
Since waiting to be broken by ranged arrow shooting didn't look like fun Harold decided to become more aggressive. The Breton cavalry proved too tempting a target and like history a Ceorl unit charged after them. OK historically the Bretons were retreating, but the Anglo Saxons weren't going to wait for them this time round. The Ceorls thumped in to the astonished Breton knights. They had already taken casualties from the Anglo Saxon skirmishers who know supported the charging Ceorls allowing the Bretons to be shaken, disordered and pushed back.
The battle line just before Leofwine's Ceorls follow up there victory to stay in contact with the Breton knights

Unhappy Breton knights on the right. 

Gyrth has turned a unit to flank to ward off the Franco Flemish, but  now have their flank uncovered by the broken Thegns on the extreme left of the main Anglo Saxon battle line.
On Gyrths flank his javelin men disordered the Franco Flemish knights which stopped a chance of a flank charge on the main battle line. Duke Williams command dice ensured everyone is pretty much stationary preventing him from exploiting the weak Anglo Saxon left flank. He was able to clear his skirmishers from his front ready from a grand charge supported by the infantry. However instead, William risked charging 1 supported unit of retainers in to the flank of Gyrths exposed Ceorls which were defending the flank of the whole battle line. Brilliantly poor dice left the chargers short. The Norman knights decided not to follow suit as they would be forced to engage the main battle line from the front which was uphill and too well supported.
Disordered Franco Flemish knights bottom middle of picture.
Harold showed no hesitation and ordered Gyrth to charge the Norman retainers, which he then supported with his own Thegns and Ceorls. The Huscarls stayed put as they had been disordered and the rest of the line maintained their defensive position. What of Leofwines Ceorls (fighting like lions e.g. Thegns)? Well they followed up the Breton cavalry and broke them turned and trotted towards the Breton infantry who now turned to face them and protect Duke Williams left flank. Alan Rufus had now joined his cavalry to add his dice to the combat and was wounded for his trouble.


The retainers fight on alone

Gyrth's and Harold's joint charge should have rolled over the Norman retainer cavalry but they held. Duke William was still rolling bad command dice leaving the retainers fighting on there own. By now Leofwines Ceorls had over reached them selves, failing to charge home and then were charged by the Bretons. The Ceorls broke. The Anglo Saxon flanks had lost a unit a piece, with 2 routes needed on each flank to secure victory for Duke William. At this point the Bretons had lost their knights and skirmishers leaving only their infantry fighting. I'd decide that since the rule was more than 50% broken and I'd created a division with 2 units in it that this was allowed. The main Norman division and Franco Flemings had yet to engage, with most of the damage being caused by their skirmishers.
Battlefield overview. The Huscarls are disordered as marked by the white cotton wool.

Same view but wider showing the Franco Flemish on the left flank of the Anglo Saxons.

Leofwine's Ceorls fighting as Thegns fail to charge home and are charged in turn by the Bretons.

William's knights supported by 2 infantry units wait for the right time to charge home. Right time  being  dice related.
Joined by Duke William himself the retainers valiantly fought on and became shaken, but there supporting infantry and skirmishers finally came to the rescue. Even better the Norman knights joined the fray with their supports crashing in to Harold's supporting Thegns leaving Gyrth's troops to fight on there own. This was too much for Gyrth's Thegns, all the Norman reinforcements allowed the retainers to cause enough casualties to break them, requiring the Ceorls to test which they failed. Despite Gyrth's appeals to his divison, and Harald's left flank they broke and fled. This allowed the retainers to support the knights in their combat with Harold's Thegns.
The first big melee. Both sides have a shaken unit marked with black cotton wool.

Another view showing how the Anglo Saxons have curled their  line. 
There was a great Hurragh! as the Thegns held shaken, but shaking the knights in turn who held there ground, and forcing the retainers to fall back with there supports disordered. The shaken knights caused their supports to test and one is forced to retire in good order. If Harold can shake one more unit of Duke Williams division it will break. Duke William in turn needed to break 2 of  Leofwine's units and 3 of Harold's. Could history be over turned?
The retainers are pushed back disordered with their supports.
Harold failed his command dice and can't charge his Huscarls and supports in. The fight continued and the Knights broke. William replaced them with previously retired infantry. The Thegns and Ceorls broke. 1 unit to go on Harold's division and game over. Can William keep history on track?
Battlefield over view. You can see the Breton infantry moving the protect against the expected wheel of the Anglo Saxon battle line.


Harold began his move with the Huscarls to charging the Norman battle line but with only one move barely edged off the ridge. Leofwine supported this move with one of his Thegn units joining the new battle line formed by the Huscarls. The rest of Leofwine's troops advanced on the the Breton infantry who held Williams right. The Bretons had till now escaped ranged fire due to poor Anglo Saxon command rolls to move in to range, and both sides taking each others skirmishers out in melee. If they can be broken with Williams division then the day is Harold's.The Bretons charge Leofwine's Thegns.



The Bretons broke. Harold needed to break 1 more Norman unit to winWilliam needed to break 1 more of Harolds division or 2 of Leofwine's for victory. Bad command dice and the rest of the Normans fail to move. The Franco Flemish can now clear Gyrth's shattered troops to again threaten the flank. The boys are fighting this to a knifes edge.

Harold charged in to the Norman infantry with Leofwine supporting with one of his Thegn units and Harold himself moved to the head of his Huscarls to finish this battle once and for all. Leofwines units that had advanced towards the Bretons seeing them flee halt their advance and move along the Senlac hill ridge to cover Harold's rear as he charged in.

The Bretons eventually joined the main Norman battle line and were defeated.  The Norman battle line is now all infantry the cavalry broken or shaken and moved to safety. The Anglo Saxons moving to reform their line.

Leofwine's troops move behind the main melee to cover the rear and flank. The Franco Flemish moving in from the left  to join the action.
The Norman infantry are pushed back but don't break much to everyone's surprise. Harold followed up but Leofwine's Thegns lose contact blocked by retreating Bretons. Duke William saw his chance to hit Harold in flank and failed his command dice. Only managing to move on to threaten rather than charge Harold's flank , another 2 moves were required to charge. However all is not lost, the Franco Flemish under Eustace and FitzOzbourne finally make their flanking march pay. The Franco Flemish knights hit Harold's supporting Ceorls in the rear and the infantry arrest the Leofwine's move to cover Harold's open left flank. The faithful retainers begin to move to support the Franco Flemish.


Harold troops held on to continue the fight. Leofiwine's Ceorls moving to cover Harold's rear are broken. The Franco Flemish infantry move to be in charge range of Leofwine's Thegns who had failed to get in to a position to support there fellows who were now rushing from the battlefield. One of Duke William's infantry is shaken but passes it's test to fight on. If it had broken Harold would have won. Now if either 1 of Harold's units breaks or Leofwine's then William has won. Harold still has 1 of William's units to break.

Harold fails his command dice to move Leofwine's units with just the skirmishers coming to Harold's aid. I confess my memory fails me here as they could have moved up to support as an enemy within 12" rule. So I may be mixing the last moves up together. By now the tension and frustration of both sides failing to break the final unit was creating it's own confusion.




The Franco Flemish strike. Knights charge the Huscarl supports in the rear and  Leofwine's Ceorls are caught unsupported as  they try and cover Harold's rear and flank.

Leofwine's Ceorls are defeated and the Franco Flemish infantry charge the  Thegns. The main fight slugs on.

The battle fought on and Harold won the combat. Could this be it? Before any break tests are made we rolled for leaders. Duke William was safe........ Harold falls at the head of his Huscarls. Was it an arrow? Technically not as you can't shoot in to a melee. Game over. To add insult to injury (death) the Normans passed their break test AGAIN!.


Harold is dead!
Gyrth has left the table to begin organizing further resistance to the invaders, which was an historic plus has he died. Leofwine is left to break contact, no easy task with Normans engaged on combat on 3 sides. Historically he didn't make it. Duke William with a very battered army could now march on London and be crowned King!
The last positions

Conclusion
Great game. As umpire I was utterly gripped by the ebb and flow. I thought the battle won by one side or the other more than once for it to be turned around again. The boys got frustrated trying the get the clear win, but with great dice William won.

I would definitely play the scenario again. I would balance William's flank forces more so that the fit in with the Hail Caesar lists for a 4 unit division. I also didn't give the Normans any light infantry using archers as skirmishers to meet that requirement in a division. If I do this I would give the Anglo Saxons more men. I definitely would still follow the numbers in the Osprey Campaign book but perhaps create more variety of units. For a game that, for me, was set up quickly it worked well.




Friday, 2 November 2012

2012-10-20 Black Powder Retreat from Moscow 1812

Yesterday (by the time I post this it will be 2 weeks ago) I played a great game with Guy. I needed a scenario that lasted 5 hours and we'd voted on the Napoleonic period using Black Powder rules. Since it is the anniversary of the 1812 campaign in Russia and we were playing in October what better way to celebrate it than play a retreat from Moscow game.

I enjoy putting scenarios together to game, trying to get the right balance between play-ability  historical accuracy and fun. Using the Black Powder rules means I wasn't planning a skirmish but a game with brigades. I know I could make battalions in to companies etc and scale it down, but my figures look best played in battalions so that was an easy choice to make.

The time constraint meant I needed to keep the forces on both sides reasonably small so I opted for 4 French brigades against 5 Russian. To give the forces a flavour of the retreat I included lots of Cossacks and cavalry for the Russians plus vengeful peasants and lots of baggage and depleted troops plus stragglers for the French.

I opted to play the board length ways so the retreating French had to travel a long way to safety. Checking the movement allowance for waggons I decided on a 12 x 6 board. This meant with poor dice the game length would be a maximum of 12 moves. I added a small river with a ford so upping the game length to a maximum to 13 turns. If good dice were in play this would reduce to a minimum of 5 turns.

The scenario was loosely based on history and more an amalgam of my knowledge of the retreat. I knew that the French Grande Armee began to loose discipline after leaving Moscow and was in serious trouble by Smolensk. There were gaps between retreating Corps and the Corps at the front stripped the surrounding areas of supplies so the rear Corps were marching through a waste land of their detritus. I also knew there were garrisons along the route of the retreat that had not followed the advance and were there to protect the line of communication and be gathering points for fresh replacements.
  
So armed with a little bit of knowledge I decided that a French garrison had sortied out to keep a bridge open for the remains of a retreating division to reach them and comparative safety. Outside of military structure there would be stragglers making for the same bridge. The French would earn points for units saved.
The Russians goal would be to cut off this retreat. Earning points for units destroyed. Outside of military structure would be vengeful peasants out to rob and kill the dastardly French.
To had irony I made the retreating French Italians from Prince Eugenes' Corps. To keep the game flowing I created some special rules, which were then tweaked in play. I'll explain these in the players briefs.

French Players Brief
Retreating Division:
Safety is in sight for your Italians. You are being pursued by the Russians. There are Cossacks all around you, supported by regular cavalry, and a Russian infantry to your rear. Your command is in a bad way, your fighting force a mere few small battalions. You need to reach the next town with your remaining precious wagons and last gun.

You enter the board on road on the short side opposite end of the bridge.


Brigade Commander 8 (acted as overall commander of retreat)
6 x Battalions - Small size (I used 12 figures)

Brigade Commander 8
1 x Battalion - Small size, Sharp shooter
6 x wagons
1 x Artillery


Garrison:
The remains of Eugene's division are in sight hotly pursued by the Russians trying to cut them off. Your infantry brigade of freshly raised troops bolstered by 2 battalion regiment of experienced troops is supported by a light cavalry brigade. You must keep the road and bridge open to get them through. Once over the bridge you can seek cover under the towns’ guns and should be able to hold out the Russian forces.

You enter the board on road on the short side by the bridge.

Brigade Commander 8  (acted as overall commander of garrison)
2 x Battalions - Standard size (I used 24 figures)
4 x Battalions - Standard size, freshly raised
1 x Artillery

Brigade Commander 8
2 x Hussar Regt - Standard size (I used 12 figures)

Stragglers:
Survival is the only goal, and that means getting to the bridge. A few of you still have arms to defend yourselves, but you'd prefer to avoid the Russian army and particularly the peasant scum who treat stragglers with no mercy. Getting in to the town before division coming down the round would be a good idea. You don't want to share the food! mind you neither will they.
There are 10 pre-placed tiny units of stragglers on the board.
Special rules:
  • The narrow river can only be crossed at the fords of which there are 2. Surrender 6" to cross
  • The fords and bridge are march column width. No crossing in attack column or line.
  • The houses can each fit a battalion in. There are currently full of exhausted stragglers.
  • Stragglers always get 1 move. Through command dice to determine if each tiny unit can get 2 or 3 moves or worse blunder in there panicked state. (originally I'd said these would use the broken brigade rules, but using command created tension as some moved fast, others slow and yes even blundered)
  • Wagons only move once off road on a successful command. Even if the score entitles them to move 2 or 3 moves. Blunder as normal.
No Brigade Commander
10 Tiny units (5 figures each)
Point Scores:
  • Wagon across the bridge - 2 points
  • Retreating Division unit across the bridge - 2 points
  • Stragglers across the bridge - 1 point

Russian Player Brief
Cut off the French retreat and revenge the Motherland!

Move 1 - Only the Cossacks and the peasants are on the board. The Cossacks can enter the board anywhere except on the French side of the bridge. The peasants emerge from the woods.

Move 2 - Roll 1D6 and score a 5 or a 6 for a Jaeger Brigade of 2 battalions. In the game we increased this to 3, and historically there would have been 4. If roll fails reduce the score to 4 or 3 on move 3, then if still unlucky 2 or 1 on move 4.

Move 3 - Roll 1D6 for each cavalry brigade and score 5 or 6 for them to enter the board on the ridge at the retreating French divisions entry point. If either of the brigades fails to come on then as with the Jaegers on move 4 reduce the score to 4 or 3 then if required 2 or 1 in move 5.

Special rules:
  • The narrow river can only be crossed at the fords of which there are 2. Surrender 6" to cross
  • The fords and bridge are march column width. No crossing in attack column or line.
  • The houses can each fit a battalion in. There are currently full of French stragglers.
  • Peasants and Cossacks will always move 1 move towards stragglers if not threatened by formed units. Use command dice to stop this and bring them under control. If successful follow the command rules as normal.
  • Wagons can be captured by base to base contact.
  • 1 move after all the retreating French have entered the board a Russian Infantry brigade will appear on the road deployed how the Russians wish.
Point Scores:
  • Wagon captured - 2 points
  • Retreating French Division unit broken or destroyed - 2 points
  • Stragglers broken (they will surrender) or destroyed - 1 point
Russian forces:

Platov Cossacks - Command rating 8
2 x Cossack cavalry - small size (6 figures), marauder
1 x Cossack cavalry - tiny size (4 figures), maruader
3 x Cossack cavalry - standard size (12 figures), marauder

Jaeger Brigade - Command rating 8
2 x Jaeger battalions - standard size (24 figures), sharpshooters

1x Jaeger battalion added due to early route of Cossacks, with intention of adding another but game ended)

Cavalry Brigade - Command rating 8
1 x Guard Lancers - small size (6 figures), lancer, elite
1 x Hussars - standard size (12 figure)
1 x Horse artillery

Cavalry Brigade - Command rating 8
1 x Guard Cossack - standard size (12 figures), lancer, elite
1 x Hussars - small size (6 figures)

Peasants with guns
2 x Small unit each with a command of 7

Peasants with hand weapons and old guns
2 x small units with a command of 7 and single dice to shoot.

Infantry Brigade - Command rating 8
4 x Battalions
1 x Artillery


After Action Report
So how did it play? In the briefs above I've noted where Guy and I tweaked the scenario as we played. Guy took command of the French/Italian forces and I the Russians.

Move 1

French go first, and only manage to move the stragglers and Hussars more than 2 moves. Not surprisingly everyone retreating ends towards the bridge and the garrison begins marching across it to provide protection.  The Hussars with maximum 3 moves gallop forward and form up on the low hill across the large river. The Russians managed to move the peasants and the small Cossack unit, but failed with the main Cossack force who decided to let the French come closer to them. No one was in range to shoot, and therefore politely didn't.
    
    This photo was taken before deployment was finalised. Top right of picture 2 Russian cavalry brigades waiting to be activated from turn 3, or 4 or 5 depending on the dice. Bottom right on the road the retreating French baggage indicating the retreating divisions start point. On the road and ford and moving around the edge of the middle hill are some of the French stragglers. Just in view on the left in the 2nd ford with a French straggler group poised to cross.
    View from the small river towards the bridge of safety. In view on the left are the Russian peasants and Cossacks issuing forth to seek revenge on the French. Foreground right is another group of stragglers. Middle right you can see a village occupied by stragglers who can go no further.
    A closer view of the Cossacks and peasants. The Cossacks are Wargame Foundry figures from their SYW range and the peasants with pikes are Bicorne.
    Close up of the village. At the top are the rest of the Cossack brigade led by Platov.
    A group of French stragglers hurrying towards the bridge.
    View from one of the fords towards the retreating divisions start point. French straggler groups can be seen on the road.
    View from the bridge towards the retreating divisions entry point top right. The Cossacks can be seen on the middle left.
    Another view of the peasants and Cossacks coming out of the woods.
    The village full of exhausted stragglers.
    From the middle of the board looking towards the retreating divisions entry point top right.
    The garrison force of 2 brigades. 1 brigade for 2 units of French Hussars and 1 brigade of 6 French infantry battalion's. 4 of whom are freshly raised.
    The 2 French brigades from across the bridge. Crossing this bridge is the goal of all the French coming from Moscow.
    Mainly Bicorne Cossacks ready to harass and plunder the French!
    More views of the stragglers.
    And more views of the stragglers.
    The stragglers release they need to get a move on to out run this lot.
    Deployment time Guy decides to bring the infantry on first in march column with the waggons behind and a rearguard of Velites. Poor dice rolling and move 1 results in 1 move.
    The stragglers on the other hand positively sprint away.
    The Poles make for a gap between the on rushing Cossacks and peasants. 2 other groups decide that perhaps scaring the Cossacks off with a few shots will give them the chance they need to make a break for the ford.
    Positions at the end of Move 1.
    Foundry Cossacks fail their command test and look on. This is before we realized that they should get a free move to attack stragglers.


    Move 2
    The stragglers continue their move towards the bridge. 2 groups veered off the road to line the small river to try and see off the unit of small Cossacks before they cross. Their subsequent fire paid dividends disordering the nearest unit.
    The Hussars decide not to stay on their low hill and resist the stationary Platov and his patient Cossacks and charged for huge shout 'Hussagh' and plowed through 2 units scattering them to  the winds. Platov successfully managed to wheel the rest of the brigade and charge home and both brigades held each other to a draw to fight it out till the next turn. 
    The lead stragglers seeing peasants and Cossacks bearing down on them decided to charge and scare them off. They only managed 1 move and failed to charge home, but their tactic worked confusing the Cossacks who stood still. The peasant moving up to support opened fire on these foolhardy French men and caused a casualty. In other wild firing the lead stragglers crossing the open ground also took a casualty from an antique musket.

    At the end of move 1 small unit of Cossacks charged towards  the main road while pike armed peasants bee line for the Poles.
    Close up of the disordered small Cossack unit.

    The second small Cossack unit that had charged from the woods towards the main road in Move 1 had left the stragglers that had made such good progress with little choice. If uncharacteristic bravery they decided running at them and shouting may scare them away.
    Peasants rushing towards stragglers on the road. Not surprisingly the mounted Cossacks are beating them to it. 
    Slow going for the garrison. At the end of move 2 only the cavalry with great elan had galloped forward to take control of a key hill.
    They may be slow but so is a glacier and nothing stands in its way, or so they hope.
    Left hill secured and ready to threaten the Cossacks or should I say obliterate.
    A tiny unit of Cossacks locks on to a group of stragglers
    A view from the Cossack right towards the flanking French brigade.Some good dice will be needed to wheel to face, which did not materialize in move 1 and the Cossacks paid the cost in move 2. 

    The French stragglers take a casualty from the advancing peasants. The stragglers charge having startled the Cossacks into inactivity. This will become the genesis of the automatic move after stragglers.
    The stragglers on the road concentrate their fire on the largest Cossack unit  heading towards them. They cause 1 casualty and disorder the Russian rascals.

    With a command score of 2 moves the Italians march on.
    In move 1 the Cossack brigade failed to react to Platov's orders, too busy focusing on which stragglers to ride down and pillage. This gave the gallant French Hussar brigade the opportunity they  needed and charged the brigades flank. Unable to react 2 Cossack units scattered to safety (in rules terms they couldn't clear the brigade safely in retreat, then when they could they were blocked by the river).
    The next Cossack unit in line eyes the triumphant Hussars nervously.
    Meanwhile at the fords the stragglers stream across. 2 small units of Cossacks are disordered (which occurs on a roll of 6 during firing), leaving a tiny Cossack unit to charge home. This picture was taken before the final straggler moves.

    Move 3

    The Italians continue their march on the bridge taking the first ford. The garrison equally continues to cross the bridge, moving slowly. The Hussars defeat Platov's Cossacks breaking the brigade causing the marauding small units to fall back towards the woods. The only offensive capable Russians left on the table were the peasants, but what's this at last some good dice and the Jaeger brigade arrives on the forest road. The fool hardy Cossack charging stragglers survive a melee with the peasants, and the first stragglers sprinting across the open ground survive a melee shaken and push the peasants back shaken and disordered. At the main road ford the tiny Cossack unit charges home and is destroyed. The last offensive move by the Cossacks ends in ignobly.


    In the Russian move the peasants charge in to melee. Here peasants hit  the stragglers who had started the game between the 2 rivers. In Guy's 2nd move they are now joined by 2 more groups of stragglers, and the retreating division surprises the Russians by taking the 1st ford which they begin to cross.
    End of the French move. Beginning of the Russian. The peasants have charged the stragglers and Cossacks are about to retreat. The pike wielding peasants are about to change direction and head for the village.

    The Jaeger brigade arrives! Phew
    The garrison marches on in the distance, receiving fire from the peasants on the ridge.
    The Cossacks suffer the indignity of receiving a casualty before having to retreat  as their brigade is broken.
    In the background the victorious Hussars move up towards the main road's ford.
    Stragglers bunching up at the ford. If only there were Cossacks to take advantage of it!
    Move 4
    The Cossacks retreat and the peasants finally destroy their first band of stragglers. The French do not blink an eyelid and continue their respective marches to dominate the middle of the board.
    The only offensively moving Russians.
    A nice gap between the peasants where the French stragglers used to be.

    Move 5
    All Russians except the Jaeger are on the retreat or too disordered to move. Not quite the retreat from Moscow I had envisaged. The French not surprisingly continued the respective marched to dominate the middle of the board. The garrison column begins to deploy to face the Jaeger and provide cover from the sniping peasants.
    The French garrison deploying against the Jaeger.
    The Russian position by the woods prior to creating a defensive line on the outskirts. Bad command dice slow this down.
    Move 6
    Good shooting by the French from all sides begin shaking the Russian Jaeger and peasants. At this point it was decided to allow the full historic Jaeger brigade strength to enter the fray. On marched an additional Jaeger battalion with promise of a 4th. All hope of stopping the French was fading fast.
Move 7
While the Jaeger continued to be shot up by the French well trained battalions with little effective return, the retreating Italians closed in. A ray of hope did appear for the Russians and finally their 2 regular cavalry brigades rolled the right dice, which to be fair by now was a cert. and galloped on to the board. The garrison  move towards the second ford on the small river to support the French cavalry blocking the advance of the Russian cavalry brigades.
Unhappy Jaeger

Happy lead Italian battalion bottom right

The full retreating column of Italians now on the board. The newly arrived Russian Hussars and  Lancers can be seen top left. 

2 Russian cavalry brigades at last.

12" till link up for the French.

On the French move good command dice saw the majority of the retreating column across the small river. The French gun deploying to cover the ford.

All Russian hopes are on these boys!
Move 8
The final move. The Italians deploy against the Jaeger. The garrison take the ridge overlooking the hapless Jaeger. In the shooting phase all the Russian Jaeger become disordered. The French cavalry move to the ford used by the Italians to cross, realizing the Russian cavalry has the same problem crossing the main ford. The problem being one of changing in to march column to cross then back in to line on the other side.  This would leave them too vulnerable to the Russian horse artillery and a charge by the Russian cavalry. and move towards the second ford on the small river to support the French cavalry blocking the advance of the Russian cavalry brigades.

On the Russian move the cavalry are ready to sweep down on the retreating French. 1 failed command roll and a double move on another is not enough to stop the French getting away.

Note no white smoke disorder markers on the French. The smoke in the woods denotes unhappy Jaeger.

Although slower movement for wagons off the road the advantage of having the river between them and the Russian cavalry brigades on board and the imminent arrival of the pursuing Russian infantry brigade made up for it. It helps that the French are winning.

The French and Italians move in for the kill

The Russian cavalry poised to make a difference.

The French cavalry move to the furthest ford having realized it will take the Russian cavalry several moves to cross the ford and reform. The larger threat is the Russian infantry brigade that has been following the Italians. 

At the end of the French shooting all Russian Jaeger units are disordered.

The French stragglers long forgotten in the game close in on the bridge and safety. Covering them and the advancing garrison infantry is the garrisons artillery on the ridge on the right.



Conclusion
I'd love to say it was a close fought game, but it wasn't. The Russian Cossacks failing their first command roll allowed the French cavalry who rolled a full 3 moves twice enough opportunity to see them off. This removed the main offensive Russian force. Poor Russian rolls to bring on their reinforcements allowed the French to gain too much ground, even though they were moving mainly 1 or 2 moves.

The stragglers worked as a scenario mechanism and provided some early fun, but became a hindrance once the Russians could not threaten them. In fact by the end they had become an offence force which certainly wasn't the intention.

The poor Russian command rolls led to the use of the automatic move towards the stragglers which livened the game up and gave the atmosphere that the Russian commanders had to control their troops from going after easy pickings and focus on the regulars.

What would I do differently with the scenario? Well in addition to the rule changes mentioned, I would make the Russian Jaeger brigade 4 battalions. I would also have the Russian brigade come on earlier so that the bridge could be threatened. This would give a focus for the garrison to hold the bridge open for the retreating Italians, which is more in keeping with my vision of the original scenario.

Did I enjoy it? Yes, even though I lost. I enjoyed seeing my scenario play out, and the fact the French did everything different to how I'd thought they would.

Would I play it again? Not sure, I think I would go for a different scenario. Keeping with the retreat theme I would go for a rearguard action but that's for another day.