Thursday, 25 July 2013

2013-07-13 Black Powder Napoleonic Spain

I haven't managed to play a game for a while now, if fact since my last post about the game in May. The joys of modern life keeping either myself or my gaming compadres busy. Since I'd been playing Battle Group Kursk a lot I fancied a break before returning for some Overlord games. Very slowly I have been painting my 25/28mm Crimean War Army and as that isn't finished I thought that a good old Napoleonic game would fit the bill. I've recently read the 100 days campaign supplement for Black Powder and I fancied trying out the rule amendments in this and the Peninsular book. This also gave me an excellent excuse to dust off an army I haven't played with since I inherited it, in fact some of the units were virgins to my bad generalship. Another added bonus was I could blood the French Perry infantry I finished this year!!

Background

Somewhere in Spain in the middle of the war with Napoleon a French force counter attacks the advancing polyglot forces of perfidious Albion. The French need to seize possession of a mountain valley to keep their supply lines safe. The Allies naturally need to secure the valley to cut off this French supply route and secure it for their future advance.

Deployments

The game was played on a 6ft x 8ft board with a stream running roughly diagonally across it. The tops of the hill and the stream were classed as rough ground as per the Black Powder rules.

The French deployed opposite the Allies on the 6ft edge.
Allied battle line

French battle line

View from the French lines

View from the Allied lines

Objectives

Break the other side.

Orders of Battle
Note: These units listed are based on what I have available, and where possible I've used the correct unit name rather than a name of a unit definitely in Spain.

The mid war organisation and stats were taken from the Black Powder Albion Triumphant Peninsular supplement.
I didn't use the points system in the book but went with the rule of thumb  that both sides roughly had the same number of units.
No upgrades were taken for any of the forces.

French

Commanders:
General and 6 Generals De Brigade all Staff Rating 8
No other characteristics were used.

1st Brigade:
1/2nd Leger  (light infantry)
1/2nd Leger
1/70th Line battalion (I can't really see the flag number properly, but I can make out a 7)
2/70th Line battalion
3/70th Line battalion
4/70th Line battalion
Corsican Regt battalion

2nd Brigade:
1/4th Line - large (4th because the previous owner had written 4 top left of the flag)
2/4th Line - large
1/55th Line - large ( I painted these, should be made elite but aren't)

3rd Brigade:
Provisional Croatian Regt battalion
1/76th Line battalion
2/76th Line battalion
3/76th Line battalion
50th Line battalion

Heavy Cavalry Brigade:
Dragoons - small
Dragoons - small
Dragoons - small
Horse artillery battery

Light Cavalry Brigade:
4th Hussars - small
1st Hussars
Polish Lancers
Horse artillery battery

Artillery Brigade
2 Foot battery's

Allies

Commanders:
General and 7 Brigadier Generals all Staff Rating 8
No other characteristics were used.

British 1st Brigade
28th North Gloucestershire
50th West Kent - large
79th Cameron Highlanders - large, using line stats not Highland (identification a guess)
95th Rifles company - tiny
Royal Artillery foot battery

British 2nd Brigade
23rd Royal Welsh Fusiliers
88th Connaught Rangers
87th Prince of Wales Own Irish
95th Rifles company - tiny
Royal Artillery foot battery

British Light Cavalry Brigade
12th Prince of Wales's Own Light Dragoons - small
10th Prince of Wales's Own Hussars - small
15th King's Hussars - small
Royal Horse Artillery battery

Spanish Infantry Brigade
Principe Regt battalion
Cantabria Regt battalion
Saboya Regt battalion
Guadalajara Regt battalion - classed as Grenadiers for the game.  I think unit has incorrect flags.
Militia battalion
Guerrillas - tiny

Spanish Light Cavalry Brigade
7th La Mancha Lancers - Looking these up for this report I've discovered they fought for Jerome. I've played with these chaps with the 2 previous owners and they've always fought against the French!
Rey Regt - actually a heavy cavalry unit in an 1802 uniform, played as light cavalry

Spanish Artillery Brigade
2 x Foot Artillery with A La Meurte special rule
Guerrillas - tiny

Portuguese Brigade
1/18th 2nd Porto
1/23rd 2nd Almeida - may have wrong flags. Scarlet collar piping has hidden the blue underneath.
4th Cazadores
Foot Artillery battery

How it played

Turn 1
The Allies got the first move and advanced on the right and left pushing forward the cavalry brigades. The plan on the Allied right was to brush aside the French Dragoon brigade and allow the British 1st Brigade to take the hill overlooking the stream on the French left forcing a the French to form  a diagonal attack allowing the Allies to defend the hills! The British Cavalry brigade on the left needed to slow down the French main advance and cause casualties before the Cazadores could do them same.
The Royal Horse Artillery opened fire at long range and did no damage.
The French took all these moves in quietly and calmly pushed their Dragoon brigade up taking the hill the British were looking to occupy. Their Light Cavalry brigade support failed a brigade order and watched from the opposite bank of the stream.
The French infantry brigades in attack columns all advanced as far as their command roles plus terrain modifiers allowed. A rough diagonal approach was forming much to the Allied delight.
The French firing began with their horse artillery attached to the Dragoon brigade disordering the treacherous La Mancha lancers. However their 1st Brigade showed that weight of fire counts shaking two of the British cavalry regiments thus breaking the morale of the British Light Cavalry brigade. Not bad for the first shots.
The French advance

The French Dragoons (actually Guard Dragoons) and the disordered La Mancha Lancers in the distance with the white cotton (smoke)

View end of turn 1 from the Allied lines

A look along the Allied lines with the British cavalry in the distance just before their removal.
Turn 2
The Spanish cavalry on the right weighed up it's chances charging the French Dragoons, but decided that 2 small units and closing fire from the artillery was too risky and stayed put shielding the hastily deploying British 1st Brigade battalions as they formed square. The error in the Spanish cavalry's thinking was that the Dragoons would not have stood still but would have counter charged masking the guns. An opportunity missed here.
The 1st Brigades skirmishers clambered on to a rocky knoll and used their Baker rifles to snipe at the French Dragoons horse artillery managing one hit, not enough to shake it. Meanwhile the 1st Brigade Royal Artillery failed their command roll to join and sat still. Worse the Royal Artillery with the 2nd Brigade did the same.
The British Light Cavalry brigade having been broken in the previous turn began to retreat away from the advancing French. This took them in to the Portuguese brigade which forced the cavalry back further exiting the board.
The Portuguese stayed put and awaited the French, The Cazadores began skirmishing with the French Leger but to little effect.
The French Light Cavalry brigade failed it's command dice roll but not until their horse artillery joined the Dragoon brigade firing on the Spanish Rey regiment. A lucky 6 caused the Spaniards to disorder and a failed morale roll forced them back to the Allied base line.
The French 3rd Brigade managed to clamber across the stream while the 1st and 2nd Brigades continued their advance on the Portuguese. The 2nd Leger returned the Cazadores fire causing 2 casualties and disordered them. The 2nd Brigades second Leger battalion began to lag behind has it changed formation and entered rough ground on the central hill overlooking the Allied centre.
The French artillery brigade continued its very slow advance along the ridge of the hills impacted by poor dice rolls reducing them to 1 move plus the ground was rough which halved their movement.
French advance

French 3rd Brigade in the middle crossing the stream

French Horse Artillery

View of the middle of the board before the French main attack closes in

British 1st Brigade hold the right

Portuguese hold the left

Allied battle line

Allied battle line
Turn 3
The Portuguese opened fire on the advancing French and too the Allied horror caused no significant damage. The French were going to close practically fresh with all their force against this little brigade.
The Allied centre couldn't see anything to shoot at leaving the remaining shooting to the British squares which had no affect on the French Dragoon and Horse Artillery.
The British 1st Brigade's artillery once again tried to reach the crest of the hill to dominate either the French left or centre but failed to receive orders. The reserve British 2nd brigade equally failed to receive orders to occupy the what would soon become the central hill of Allied defence.
The French had better luck with their command dice moving up their 3rd Brigade to support the Dragoons and finally getting their Light Cavalry to cross the stream to support both. The Horse Artillery did little damage to the British squares but the 3rd Brigade infantry now in line disordered both a company of the 95th Rifles and some Spanish guerrillas. The 95th were then subsequently shaken.
The remaining 95th Rifles company on the knoll fired at the approaching 2nd Leger who now in skirmish formation covered the hill opposite. Despite their better training and equipment their were not enough riflemen to make a difference to their opposite numbers from France.
The French main attack charged home on the British left. The disordered Cazadores had no choice but to stand their ground in skirmish order and continued their poor shooting despite being one of the best units on the board. They made up for it by holding their ground after their melee, but on top of their disorder they had taken so many casualties that they became shaken.
The closing fire from 1/18th Porto and the Portuguese artillery did nothing to slow the French charge allowing two attack columns, of the Coriscans and one of the 70th Line to hit home. At last they began taking casualties but in turn managed to shake the 1/18th Porto. The Portuguese are doomed with two battalions shaken from the three in the brigade they will be broken at the beginning of the next Allied turn. Since their combat is ongoing the gallant Portuguese Brigadier cannot use command dice to rally any of his units.
On the plus side because the Portuguese battalions both held their ground the combat will continue next turn although 1/23rd 2nd Almeida who were in support will have to retreat, not their best first battle.
The Allies now have lost 2 brigades of 6. 2 more broken brigades and that will be the end of the Allied forces, giving the French a clear victory.
  
Turn 4
The Allies dismayed at the stalemate or by now a holding action on their right, plus imminent collapse of their left begin to shift their axis. The Spanish moved up to the stream and formed a three battalion line to bring the French supporting the battalions attacking the Portuguese under fire. Their fire managed to disorder the 2nd Leger supporting the attack on the Cazadores.
The attached Spanish artillery achieve what the British have not and pull their gun battery up to the central hill of the Allied defence. Next turn it will be able to fire the main French attack.
At the same time the British reserve finally receives orders and moves to cover the exposed left flank while ready to support the Spanish. They achieve this in time to watch the 1/23rd 2nd Almeida retreat in good order across the stream and off the board.
The British 1st Brigade maintains it's position while the supporting Spanish cavalry restore orders in their ranks ready to continue the fight. The Spanish cavalry commander uses his command dice to reduce casualties on the lancers but in his heart it is too little too late. They are only a 2 unit brigade and the massed French could easily break it with shooting before they could get close.
The French Foot Artillery fails to receive orders, and for one reason or another everyone else stays put. The Brigades on the French left continue their firing doing little damage to the British squares or the weakened skirmishers. The 2nd Leger on the hill opposite the knoll shake the Spanish guerrillas with their shooting.
The French 1st Brigade finish off the Portuguese advancing to take their positions and face the new Spanish battle line. The Coriscan regiment sustains a shaken result.
The Portuguese fight on to the last
First the Cazadores go and the French 1/70th take their position



Then the 1/18th 2nd Porto flee with another battalion of the 70th taking their ground.

French position after the disintegration of the Portuguese brigade.

Turn 5
The Spanish infantry fire for the second time in the battle and cause little damage. The Spanish artillery on the hill has similar poor luck. Everyone else stays put either by choice or poor dice.
The French main attack led by their 1st Brigade begins it's turn to attack the Spanish but poor command dice left it with 2 battalions, the 1/70th from 1st Brigade and the 55th from the 2nd Brigade facing them. Their shooting left Principe disordered and the Cantabria one hit from shaken. Worse a battalion from the 70th who had just taken the 1/18th 2nd Porto's position opened fire on the Spanish Militia causing it to take a break test which failed and headed off after the retreating Portuguese.
Sensing victory and fed up from doing little damage from mid range the French Horse Artillery galloped up to the Gloucester's and let them have it at close range. Although damaged the gallant Gloucesters hold. The French 3rd Brigade followed up to support, still in line and opened fire disordering and shaking the West Kent.
The Allies position did not look good. On a positive note at least one British brigade should be able to escape, as could the Spanish cavalry.
There seems to be a Militia battalion missing


The squares weather the storm but for how long

The end
The French were eager for another turn but the heart had gone out of the Allies, that and a headache and, at that point suffering from the heat of the hottest day of the year (since been beaten, with added humidity). I therefore conceded. Note the headache and heat did not contribute to the Allied loss. The French had great dice from the start and a more coherent plan.
Victory to the French.
Review
We both thoroughly enjoyed ourselves and we've decided to play this battle again. I'll add up the points of both sides to ensure they are balanced, and perhaps change the base lines so that play is diagonally across the board so that hills can be used to their full effect e.g. Brits below the crest etc.
We didn't get to try many of the new rules but we found that the attack column rule giving the French an extra dice on command kept them moving and at a greater pace. We only managed two shots where we could apply the grazing fire rule and this worked well, although neither of us caused a lot of casualties.
Since I didn't get the Royal Artillery in to play I didn't get a chance to try out the shrapnel rule which was a pity.
All in all I found the Albion Triumphant Peninsular supplement really useful giving a nice period feel to the game. I'm looking forward to the next game.

Wednesday, 5 June 2013

2013-05-06 Battle Group Kursk - Defence of Stalinskoe State Farm


On bank holiday Monday Guy hosted the 3rd instalment of the Battle Group Kursk games series we'd been playing. We did have a break in between games and played a point’s game which I'll write up at some point but this was a return to the campaign in the rule book.

We used Guy's collection which is 15mm with some variation to suit his figures.

Situation Report

The 25th Tank corps led by Colonel Vorodin attacked towards Stalinskoe a branch of the Oktiabrskii state farm with the 362nd Tank battalion in the lead, supported by the 2446th Self Propelled Artillery regiment. These were further supported by a light tank battalion and the 25th Motorised Rifle battalion.

Stalinskoe was defended by the 1st Panzer Grenadier regiment, helped by the 1st SS Panzerjager battalion.

Historically the Soviets charged straight in to the German guns and were decimated.

Scenario Type

The game was classed as a Platoon game.

The Battle

We used a 6x4 ft board rather than the 6x6 stated in the rules but the shift in figure size from 20mm to 15mm negated any major issues.

The Soviets were to have 3 successive waves. The German reinforcements arrived on move 4.

The Battlefield

The railway line was replaced on our board by a river, and it was not impassable. The majority of the board was open ground. Since fields had been left at home we classed some dips in the board in front of the farm as soft cover, and difficult ground.



The board before deployment.



Objectives

The farm



Forces

The Soviets

1st Wave

3 T-34s

3 T34s

1 Motorised Rifle SMG platoon mounted on tanks

2nd Wave

2 Su122s

2 KV2s (unreliable) and with only 3 ammo - these should have been SU76s

1 Motorised Rifle Platoon in lorries. The scenario had these as tank riders. Guy added lorries because in all our other games we mounted a squad per tank so there wasn't enough tanks for all the infantry.

1 45mm L46 Anti-Tank gun, horse drawn. Not in the scenario but looked nice.

1 Gaz truck with quad Maxim AA MGs. Not in the original scenario

3rd Wave

3 T70s

3 T70s

Artillery support provided by 2 counter battery fire missions

The Germans

Veteran Panzer Grenadier platoon with HMG support and a medic. Foxholes for all

PaK40 battery (3 guns)

Marder battery (3 vehicles)

Forward observer

2 120mm mortars (off table)

2 105mm howitzers (off table)

Timed 105mm barrage

Turn 4

2 Panzer IVs. These should have been Marders, but the Soviets had been plumped up to compensate.

1 resupply truck.

The Game

The Germans played by Karl and Robin set up first and deployed the infantry in the farm buildings with a squad defending the gap between the farm and railway(river) line with part of the PaK battery and one PaK40 and the Marders deployed forward defending the centre and flanks.

The Soviets played by myself deployed the first wave in the centre of their baseline. I decided on no subtlety and just go fort as historically happened. The Germans had more artillery (well had artillery) and the advantage of better kill ranges so the quicker I got in the better.

Turn 1

The Soviets went first and used 'Stal, Stal, Stal' orders to hair 24" up the board and fire a single HE shot at the enemy. I'd armed my tanks with roughly 50:50 HE and AP rounds.

The German reply was to declare that some of their units were on ambush fire orders and interrupted my move resulting in a knocked out T34 and it's tank riders pinned with some casualties.

In return, although still part of my move, my HE shots pinned two Marders.

A Soviet recon shot of the German positions

The Soviet view from the ground

Soviet 1st wave

German first blood

The white cotton wool are the pinned Marders



In the German turn proper their timed barrage landed directly on my line destroying the previously pinned infantry and pinning a T34 and dismounting its infantry. The centre PaK then pinned another T34 and pinned its dismounted tank riders.

Ouch







The Germans then take a Battle Morale token and throw a dice to see how many units they can unpin. They succeeded in unpinning the two Marders. Even better they pulled out a mine field token which they played straight away on one of my hapless T34s. The subsequent good dice rolls resulted in another destroyed T34 and suitable pinned tank riders.

I confess at this point that I'm not sure when the mine token was played, although it fits well with the narrative of turn 1 and the photo evidence. My issue is that come turn 2 the Germans play their plane token successfully. This must have been drawn in turn 1, which would mean they pulled two tokens to guarantee unpinning two units, just in case the rolled snake eyes with the dice. I don't remember a plane and mine token being drawn in the same go. I will put this down to the fog of war.

Turn 2

The Soviet first wave had two unpinned tanks and one unpinned tank rider squad. Luckily the second wave appeared on the Soviet base edge and moved up veering to the German right, moving around the stalled first wave.

The Soviet SMG squad from the first wave who were not hugging the ground sprinted for some cover in front of farm, but not quite making it. The surviving T34s moved behind a hedge to cover the advance of the second wave. The command dice had scored high but with so many Soviet units on the table not everything could move.

Soviet 2nd wave



As a final act the Soviets took the opportunity to take a battle morale token and were able to unpin three units, leaving just an infantry squad assessing its future role in the battle.

The Germans successfully called in an air strike and rolled for a fighter bomber. The Soviet AA failed to drive it off and the ME110 swooped on the Soviet Motor Rifle trucks and dropped it's big bomb which scattered nicely. The explosion destroyed a T34 and infantry squad. A second squad newly unpinned took a casualty from mortars and was pinned again. Further insult was added when the Soviets are forced to take a Battle Morale token for suffering an air attack. Any further air attacks do not have this moral affect as it is assumed the Soviets have got over their initial shock.

The PaKs and Marders pinned the newly arrived SU122s. The shots aimed at the T34s in cover had no effect.

Soviet infantry running for cover and just not making it

The Luftwaffe has arrived...

... and pulled up to come round again

More smoke on  the Soviet side than the Germans'

The farm lousy with German infantry


Turn 3

The third and final wave of the Soviets arrived in the form of six T70s. The command dice were not rolled very well this turn restricting Soviet actions. The light tanks headed for the German right flank, following, and overtaking the second wave .

The first wave T34's successfully suppress and leave pinned the Germans' central Marder and PaK 40, but it took all their shots for this turn leaving one Marder on the German right to menace that flank.

With no further actions the Soviets took a Battle Morale token and rolled to unpin their units. More poor dice saw two SU122s unpinned but the infantry left hugging the ground.

Soviet 3rd wave. White smoke is pinned and black destroyed





Su122's move up in the centre
The Luftwaffe returned for another air strike and was ambushed by Soviet AA and driven off. After the Soviet cheering had died down the Germans decided to wait until they could see the whites of the Soviet eyes and placed what forces they could on ambush orders.

More artillery was called in to no affect.

One Battle Morale token later and Marder and PaK 40 are unpinned, ready to be activated next turn.

Unhappy Luftwaffe

More black smoke than white now
 Turn 4

Poor Soviet command dice (again) thrown meant the hoards couldn't relentlessly move forward. I elect therefore to keep the tanks moving.

The Soviet light tank attack on their left advanced with the T34's providing covering fire. The T34s destroyed a Marder but couldn't stop the light tanks triggering an ambush by the left wing German Marder destroying a tank. In the centre the 2 light tanks and the Su122s also continued their advance but all but one  failed to pin or destroy any of their opposition. The unlucky German to be pinned was the retreating Marder in the centre.

The last T34 from the first wave charged the Germans' left wing PaK 40, and fired a HE round at point blank range and didn't hurt a fly. I used my final action to put the AA truck on ambush fire.
So the Soviet phase ended with my main assault elements in full view of a very unsuppressed German defence. Whoops.


The T34 charges the PaK40

Almost there

Stay on target

Almost there.... and miss!

The Germans attacked with their fighter bomber which once again was seen off by what was turning out to be my best unit of the board.

My charging T34 was duly killed by the Pak 40 on the German left. The PaK's then turned their focus on the Su122's ending their game in flames. The next target was on of the T70s with the Su122s. The hit was not a killing blow and the resulting morale test gave the T70 a heroic action. One move and a point blank HE shot later repeated the success of the earlier charging T34 leaving the T70 right in front of a waiting Pak40. The remaining PaK to fire was positioned at the edge of the farm and pinned a T70 on the Soviet left.
The Marder on the left chose this moment to break cover and high tail it the village to rendezvous with the supply truck that had arrived.
The newly arrived Panzer IV's used their actions to move up and replace the Marder on the German left.
On the whole a very successful German turn.


Boom goes the T34.
 Turn 5

The Soviets were feeling a little battered at this point, but we couldn't let down Uncle Joe so on we went. The KV2's kept crawling up the road. The T34's opened up destroying a Panzer IV. The T70 on the road accelerated towards the last Panzer IV and pinned it. Great result. The next T70 re-tried knocking out the PaK40 it is was currently parked in front of. Ping. Not a good sound. The other T70 tried two shots. Ping, Ping. The Germans at this point began to recover from their rough handling of the Panzer IV's. The last action was once again saved for the AA truck.
Before handing back to the Germans I took a Battle Morale token and unpinned my T70 and infantry.
Definitely more black smoke than white

Panzer IVs on the right sit grumpily with their burning black smoke and white pinned.

The German PaK 40 with a charmed life opened proceedings and paid back it's tormentors with knock out blows. Keeping with this theme the Pak 40 in the farm paid back the feisty T70 on the road with blow that caused it to brew up.
In the many token picked up by the Soviets they gained an option to dice for an aircraft next turn.
The Luftwaffe kept having no joy and was seen off once again. Similarly the German artillery was not having much luck.
The surviving Marders gathered around the supply truck to discover the Germans had run out of action to actually resupply.
Finally the Panzer IV was unpinned by taking a Battle Morale token.


The KV2s are almost ready to move in to action covered by a T70 and 2 T34's. Shame they have 13 AP shots and 14 HE shots between them.



The End

At this point we called it a day, agreeing that since the Soviets failed to take their objective and most of their attacking force was destroyed then the Germans were the victors.
The Soviets had 5 tanks left at the end and Motorised Rifle platoon and 2 SMG infantry squads, an AT  gun plus the splendid AA truck. The Germans had all their infantry 2 Marders and 3 PaK 40s plus off board artillery. In numbers the Soviets looked like they still had a chance but the tanks were almost out of ammo with no chance of re-supply.
If we'd followed the rules for victory then the Soviets had won as they'd lost as a percentage the least battle morale.
A great game which was lots of fun. The rules worked well in 15mm with out any adjustments.