HMGS Next Gen ran a game day at the Gardiner Library in Gardiner, NY, this past Saturday. The venue is lovely, and has a large, very well lit room for events. In addition to my large game there were two more rational sized games run by Jared (Peninsular Napoleonic, I believe), and Greg and Eddie (? North Africa, World War 2?).
We played quite a few turns and ended as the Russian Imperial Guard reserves were arriving to bolster the Allied Right. Most of the guys would happily have continued playing. Overall, I'd give the French the edge in the battle, although they were unlikely to achieve the decisive victory that Napoleon did in the actual battle!
Orders of Battle are based upon the following ratio
1 unit = 1500 Infantry, 1000 Cavalry or 16 Guns.
French Army - Emperor Napoleon I, Leadership +2
*Special - Any French Infantry whose Corps commander is within 6 boxes of Napoleon, and are within command radius of their own Commander, may add 1 box to its move. If Napoleon is lost, the French lose.
3rd Corps, Marshal Davout, Leadership +2
2 Light Infantry
4 Line Infantry (Advancing)
1 Foot Battery
1 Heavy Cavalry (Dragoons)
1 Light Cavalry
1 Horse Artillery
SHAKEN: 5 units lost
Half of Davout’s infantry starts off the table, and enters on the 1st French Move.
4th Corps - Marshal Soult, Leadership +1
2 Light Infantry
7 Line Infantry (Firing, Attacking)
2 Foot Artillery
1 Heavy Cavalry (Dragoons)
SHAKEN: 6 units lost
1 unit of Light Infantry and 2 of Line Infantry start off the table and enter on the 2nd French Move. They will likely need to reinforce Davout.
1st Corps, Marshal Bernadotte, Leadership +0
5 Line Infantry (Marching)
1 Foot Artillery
1 Light Infantry
SHAKEN: 4 units lost
5th Corps - Marshal Lannes, Leadership +1
2 Light Infantry
8 Line Infantry (Bicornes)
2 Foot Artillery
1 Light Cavalry
SHAKEN: 7 units lost
Reserve Cavalry Corps, Marshal Murat, Leadership +1
4 Heavy Cavalry
2 Light Cavalry
1 Horse Artillery
SHAKEN: 4 units lost
Imperial Guard, Marshal Bessieres, Leadership +0
2 Guard Infantry
2 Guard Cavalry
2 Grenadiers
2 Guard Horse Artillery
SHAKEN: 4 units lost
May enter on the 3rd French Move or thereafter at Napoleon’s discretion.
ALLIED ARMY: Tsar Alexander I, General Mikhail Kutusov, Leadership -2
Allies move first, Advanced Guard and 1st Column must move towards and/or attack Tellnitz and Sokolnitzat maximum movement the first 3 turns.
Advance Guard of the Army - Major General Prince Bagration, Leadership +0
1 Light Infantry
3 Line Infantry (Marching)
2 Light Cavalry
2 Heavy Cavalry (Dragoons)
1 Foot Artillery
1 Horse Artillery
SHAKEN: 5 units lost
1st Column - Lieutenant General Buxhowden, Leadership +0
1 Light Infantry
1 Grenadier
4 Line Infantry (Advancing)
1 Foot Artillery
1 Horse Artillery
1 Light Cavalry
SHAKEN: 5 units lost
2nd Column - Lieutenant General Langeron , Leadership -1
1 Light Infantry
1 Grenadier
4 Line Infantry (Overcoats - Old Glory)
1 Heavy Cavalry
1 Foot Artillery
SHAKEN: 4 units lost
3rd Column - Lieutenant General Prebyshevsky, Leadership +0
1 Light Infantry
4 Line Infantry (Assorted Minifigs)
2 Foot Artillery
SHAKEN: 4 units lost
4th Column - Feldzeugmeister Kolwrat, Leadership -1
1 Light Infantry
6 Line Infantry
1 Grenadier
2 Foot Artillery
SHAKEN: 5 units lost
5th Column - Feldmarschal Leutnant Prinz Johann von Liechtenstein, Leadership +1
2 Heavy Cavalry
3 Light cavalry (1 is Lancer)
1 Horse Artillery
SHAKEN: 3 units lost
Russian Imperial Guard - Grand Duke Constantine, Leadership +1
3 Guard Infantry
1 Guard Foot Artillery
2 Guard Cavalry
1 Guard Horse Artillery
SHAKEN: 4 units lost
Imperial Guard and C-in-C may not enter the table until the Pratzen ridge is under attack by French
infantry (close range fire or melee).
Morschauser-style gridded Horse and Musket Rules, Mark 4.4
Organize the Army into commands, each with a Leader. Leaders only affect their Command.
Players alternate turns. Dice for who goes first at the beginning of the game unless otherwise specified by the game scenario. All movement and shooting is +/- 45 degrees from unit’s front.
MOVEMENT
Counts as 1.5 boxes to move, or measure range, on the diagonal
Costs 1/2 box for each turn of 45 degrees
Increase Move by 50% if the entire move is along a road.
Crossing a stream costs 1 box of movement
Units may move directly to their rear or flank at half speed, maintaining facing.
Only Light Infantry may enter woods. Cavalry and Artillery may not enter buildings.
If entering an enemy zone of control [ZOC] (within the 3 boxes to the front) must stop, and
melee will result. Must face into the box of at least one enemy unit whose ZOC you enter.
Infantry units may take ½ move to form into or come out of Square formation
Infantry Units in Square formation have no flanks or rear, but may not move..
MISSILE FIRE (Shooting) Closer Range is half or less of Maximum range
Units may Fire at the beginning or end of their move, but not in between; EXCEPTION - Foot Artillery may not fire at all if it moves, other than to change facing. Field of fire is +/- 45 degrees.
Roll as many D6 as there are hits remaining to the unit. Exception: Squares may fire no more than 1 D6 from any face.
Mark each unit that shoots with a “smoke” marker; remove the smoke as the first action of each player’s turn.
Units that do not have smoke markers on them may shoot back if shot at or at any enemy units that enter their ZOC; they are then marked with smoke as well.
Units in a stream or ford may not shoot. Units on hills may shoot over friends if the distance from the shooter to the friendly unit(s) is less than thet from the friends to the target.
Minus 1 to die roll if shooting into woods, at targets behind walls, or in buildings.
Minus 1 to die roll if their Command is Shaken.
Plus 1 to die roll for Guard Artillery when shooting - a "7" = 2 hits at close range only
Units suffering 2 or more hits due to fire in a single turn roll a D6 for every 2 hits; if the roll is less than their Morale Point, they must Fall Back 2 boxes, facing the enemy. Shaken units subtract 1.
MORALE
Command MoraleWhen ½ of the units in a Command have been removed it becomes Shaken and must immediately retreat 4 boxes. Units which are part of a Shaken Command move at half
speed, except to the rear (retreating), and suffer an additional minus 1 penalty to shooting, morale rolls, and melee.
Army Morale When HALF of the Commands in an army are Shaken the General must concede.
MELEE
All attacking units facing into a box containing an enemy unit fight in melee.
All defending units who are attacked fight in Melee
All defending units which have an enemy in their ZOC may fight in melee.
Resolve multiple unit melees so as to involve the fewest possible units in each.
All units in Melee roll as many dice as they have hits remaining.
Each die that has a score greater than or equal to the Melee rating of that unit is a hit!
Use the “Other” rating for units attacked in the flank or rear, or if Cavalry attacking Infantry in Square.
Minus 1 to die roll when attacking uphill, from stream, into woods, or units in buildings.
Minus 1 to die roll if their Command is Shaken.
Plus 1 to die roll for Lance armed cavalry when fighting infantry only.
Units losing a melee (causing fewer hits than the enemy) Fall Back 2 boxes, facing the enemy.
If both units score the same number of hits, and neither is eliminated, check morale as per fire for every 2 hits suffered
Victorious units MAY move into the box vacated by the enemy.
LEADERS
Must stay w/in 6 boxes of his command; units farther away move ½ speed (round up)
Leaders can’t shoot, but do participate in melees.
If a Leader is in a box that is shot at or engaged in Melee, roll 2D6, on a total score of 2 or 3,
the leader takes a hit. 2 hits eliminates a Leader, all his units then move half speed (round up)
May Rally 1 unit within 6 boxes at the start of their Move:
1.2 = Fail, 3,4,5 = unit regains 1 hit, 6+ unit regains 2 hits!
Subtract 1 for units belonging to a Shaken command
Leader Quality
Assigned Historically, or Roll a D6 for each Leader at the start of the game:
1 = Abysmal (minus 2 to Rally rolls)
2= Poor (minus 1 to Rally rolls)
3,4 = Average (no change)
5 = Good (plus 1 to rally rolls)
,6 = Superior (plus 2 to rally rolls)
Nice to see table thumpers are still fun. The future gamers have an appetite for pizza.....life goes on!
ReplyDeleteThe players seemed to enjoy all three games!
DeleteExcellent to see the young faces with smiles and enjoying the tabletop day!
ReplyDeleteYes, that's the whole idea!
DeleteWhat great fun. I wish my local library had hosted such days when I was young. At least the had a decent collection of wargame books, which is what got me interested.
ReplyDeleteThe library had only one book back circa 1966 when I got started, but that one book, Joe Morschauser's, was how I discovered the hobby. The rest is history. :-)
DeleteGreat to see youth involved and you are a braver man than me letting them handle your figures !
ReplyDeleteThey are pretty respectful in handling them (I've seem some very ham handed adults!), and I can't take them with me. Also, it's kind of like the story of the Velveteen Rabbit... they are warGAME figures, and meant to be on the tabletop, niot just on display. :-)
DeleteLooks great...and glad to see young people playing historical miniatures!
ReplyDeleteThanks, that's the idea of running these events, and HMGS Next Gen specifically.
DeleteAlways, always enjoy the wonderful promotion of the hobby you do with young people Peter. It’s truly fantastic and to see so many laughing faces is great. Well done on the venue for feeding and watering everybody so well.
ReplyDeleteThanks, Carlo. It's a great venue; about 80 minutes drive for me but well worth it.
DeleteImpressive gaming! Not only the figures but the youthful players. Well done!
ReplyDeleteThanks, Dean. I chose these rules (well, developed them, too) to suit this roughly middle school age group.
DeleteSplendid looking game and even more importantly they look like they're having fun!
ReplyDeleteBest Iain
Thank you, Dean. The best indication is that they would have kept playing after time ended!
DeleteGreat stuff Peter...a great looking game and as others have commented, nice to see a few new recruits to the hobby!
ReplyDeleteThanks, Keith! I do enjoy introducing new blood to the hobby!
Delete