Monday, April 14, 2025

1st Battle of St. Albans, May 22, 1455 at HAVOC

 

After sharing the complimentary breakfast for overnight guests with Chris Parker, I set up the table for my Sunday morning Wars of the Roses game. Left to right, as best I recall are Andrew (plaid coat) as Richard Neville, Earl of Warwick (Yorkist, red dice frames); Eric as Richard, Earl of Salisbury (Yorkist, grey), Steven as Clifford and Percy (Lancastrian, brown and yellow)), Devin as Buckingham, Somerset, and King Henry VI (Lancastrian, Blue and orange), and finally Robin as Richard, Duke of York (Yorkist, white). 

Warwick advances on the Town, and it doesn't take long for Salisbury to advance along he road through then town as well. The rules used were Test of  Resolve, by my friends, Tim Couper and David Knight in the UK. 

Warwick has taken one of the buildings, and Salsbury is making his stake at the entrance to the main square of the town as well; York's men are advancing at the top of the picture. Warwick and York both had longbow units, and made good use of them, while there were none on the Lancastrian side!

Warwick is making good progress clearing out the Lancastrian defenders; he ignored several chances to "find the gap", as it seemed to be of no advantage in the circumstances. 

The Yorkist enter the square, only to se the unfolded Royal Banner of King Henry VI! The first 3 units in a row desert, unwilling to oppose the crowned King of England! (They needed a score of 8+ on a D12 to pass; once the first unit passes, no further checks are requiured).  . 

Longbowmen shoot at Clifford and his men, as well as the King and his bodyguard! 

Tough fighting in the Town Square between Warwick and Clifford. With some lucky D12 rolls, Warwick is defeated and his Battle departs, whereupon the sole remaining Yorkist unit decides to depart as well. The Lancastrians are victorious...barely! Most of the commanders on both sides were injured in battle. 

As usual for Test of Resolve, their fates were determined by some die rolls after the conclusion of the battle (which took 2 hours to play, in typical ToR fashion).


LANCASTRIANS

King Edward VI - survived, remained figurehead King
Somerset - escaped, wounded
Buckingham - escaped, wounded.
Percy - died on the Battlefield
Clifford - survived

 
YORKISTS

Warwick  - died on the Battlefield
Salisbury - escaped
Richard, Duke of York - died on the Battlefield


A few more shots of games at HAVOC gleaned from posting by others:


From Friday night:  Battle of Hobkirks Hill;  AWI with Rebels & Patriots - Chris Parker

Rebels & Patriots 28mm | Shortly after the British defeat at Cowpens and Guilford Courthouse Nathanael Greene engages a small force of British regulars and partisan's including hospital invalids under Lord Rawdon. If Greene can defeat them he could compel the British forces to abandon their outposts across South Carolina and fallback to Charleston leaving the state to the rebels.




Fallschirmjäger descent on Heraklion Airfield

It is May 20th 1941. The German 1st Fallschirmjäger Regiment attempt a parachute assault to capture the Creten Heraklion Airfield. The British 2nd Black Watch Infantry Battalion defense is the only ground force that standing in their way. This is a Skirmish scenario combat game using a combination of Rules from “Skirmish Campaigns” and Bolt Action 28mm miniatures.




Battle of Heraclea 280 BC with To the Strongest!  - Dave Soucy

Pyrrhus of Epirus has arrived in Magna Grecia to assist the Tarentines and other Greek colonies in southern Italy. He sets forth from Tarentum and finds the Roman army under Consul Publius Laevinius along the Sirisin River. The first clash of Legion vs Phalanx is on. Pyrrhus has a surprise for the Romans. Elephants. 


The Warriors (1979) - Maureen Reddington-Wilde

Warriors, come out to playyy-ay! These are the armies of the night: the Furies, the Boppers, the High Hats, the Lizzies, the Turnbull ACs, the Gramercy Riffs, and the Warriors; the Orphans aren't even in the network, but they rumble anyway. The truce is off — tonight the gangs converge at Broadway Junction to settle old scores and bop to the top in the streets of New York. Can you dig it?


Evidently based upon the movie of the same name, released in, well, 1979!

Street gangs and mayhem

This game was clearly a blast for those who played,

 and won "The Dave" award for best game of the convention. 

Cast of characters.

Friday, April 11, 2025

Wellington's Waterloo at HAVOC

Saturday night at HAVOC saw the big game - "Wellington's Waterloo", with the "Square Eagles" rules. These are a 3d6 variant of Neil Thomas' "One Hour Wargames", based upon ideas by Steve over at the  Sound Officer's Call blog, and also Malcom Wright (who's rules I used for my three "Waterloo in Two" games at Historicon last year).  .  

Long view of Waterloo at about the end of Turn 2 - French to the right, Anglo-Allied to the left, (10 mm) Hougomont in the foreground. The risges were custom made my be for this year's game. 

Light Infantry are especially useful combating defensive positions!  French wisely decide NOT to close within 1 box of the British on the ridge, but rather exchange longer range skirmishing fire. 

D'Erlon advances on the French right, with Picton's command in his sights. 

Action around La Haye Sainte and Hougomont. 

Ney (Mark T) and the Imperial Guard Cavalry support d'Erlon's advance, whilst Hill (James S) dispatches his cavalry to Picton's aid. 

Picton's command is being ground down.

Reille keeps Hill honest; he can't afford top strip off too many troops to succor Picton, lest La Haye Sainte and Hougomont fall (results in immediate French victory - never yet accomplished in any of these games). 

Picton was hit at least twice (he died at Waterloo in actual fact); his command is down to the Nassauers holding Pappelotte. In the event, the French ultimately decide to let him keep it!

The cards mean it is turn 9 (of 15), and Wellington has lost 10 units to 7 for the French. Scouts report that the troops advancing on the French right are not in fact Grouchy, but... Blucher!  The French need to step up the pace if they are to eliminate 

Lobau (blue command) has lost some of his infantry, and is awaiting an opportunity to charge with his light cavalry where they won't be shot to pieces on the advance. 

Uxbridge hold La Haye Sainte, but the French Carabiniers have charged onto the ridge!

Turn 10 - 12 losses apiece! Wellington exclaims, "Give me night, or give me Blucher!"

Hill has moved to hold the Anglo Allied right, but finds himself stuck between d'Erlon (green), and the Guard (white). 

The British maintain a hold on Hougomont and La Haye Sainte, but seeing the defeat of the Anglo Allied left unfolding, they now press the attack on both! It is roughly Turn 12 here...


Wellington's Waterloo - the Scenario:
The map - the table is 12 feet long by 5 feet wide, and the tabletop boxes are 6 x 6".


ANGLO-ALLLIED ARMY

Wellington Army C-in-C; 31 units - 60% losses = 19 units

May Rally 1 unit per turn

May Re-roll Firing dice for

one infantry unit per turn



Picton (Orange)

2 Nassau Line Infantry - 6 hits

2 British Line Infantry - 7 hits

1 Medium Foot Artillery - 5 hits

3 Dutch-Belgian cavalry 4 hits



Hill (Red)

1 British Guard Infantry - 8 hits

1 British Light Infantry - 5 hits

2 British Line Infantry - 7 hits

3 British Light Cavalry - 5 hits

1 Medium Foot Artillery – 5 hits



Uxbridge (Yellow)

2 Dutch-Belgian Infantry - 6 hits

1 Hanoverian Line - 6 hits

2 British Line - 7 hits

2 British Heavy Cavalry - 5 hits

1 British Light Cavalry - 5 hits



Prince of Orange-Nassau (Black)

1 British Guard Infantry - 8 hits

2 Hanoverian Line - 6 hits

2 Brunswick Line - 6 hits

1 Brunswick Cavalry 4 hits

1 British Rocket Battery – 5 hits


FRENCH ARMY

Emperor Napoleon I, Army C-in-C: 35 units - 60% losses = 21

May Rally 1 unit per turn

May re-roll Initiative Die for one Command each turn


Ney - Additional Leader, can attach to any French unit,

giving it +1d6 in Assault combat, and may command

up to 3 French units within 2 boxes



Reille (Blue)

1 Light Infantry 5 hits

4 Line Infantry 7 hits

1 Heavy Artillery 5 hits

3 Light Cavalry 5 hits



Lobau (Brown)

1 Light Infantry 5 hits

4 Line Infantry 7 hits

3 Heavy cavalry 5 hits

1 Medium Foot Artillery 5 hits



Drouot (White)

1 Guard Artillery 6 hits +1 die when shooting

2 Old Guard Infantry 9 hits, Veteran released Turn 6

2 Middle Guard Infantry 8 hits, Veteran released Turn 6

2 Guard Light Cavalry 6 hits released Turn 3

1 Guard Heavy Cavalry 7 hits released Turn 3



D'Erlon (Green)

1 Light Infantry - 6 hits

4 Line Infantry - 5 hits

2 Light Cavalry - 5 hits

1 Medium Artillery - 5 hits


French must either take both Hougomont and La Haye Sainte, or reduce the British army by 60% without suffering the same themselves, in 15 turns. Failing that, Blucher arrives, and Napoleon is defeated. 


What's that you say?  Who won???!

    At the end of Turn 13, the Anglo Allied army had lost 19 units to 17 French, although they still held both Hougomont and La Hay Sainte.  With Blucher still aways off, Wellington commands an orderly withdrawal down the road to Brussels. "It was anear run thing", he remarks to his ADC.  Napoleon is happy to get off his horse, having suffered from painful piles (thrombosed hemorrhoids) all day long, which made riding a torture. The game was finished in 3 hours, which was pretty much right on schedule. I may have given a little too much advantage to the French. Next time, I'd eliminate the Napoleon re-roll, and maybe give that ability to Wellington instead. 

Several players and spectators asked about a copy of the rules. I am going to edit them a bit, and then post them to  the blog. When that's done, I'll add a link to this post as well  (now done): 

Square Eagles - Fast Play Napoleonic Rules using a gridded table

Finally, I found out on Sunday afternoon that the game received "The Al" award, for the game with the greatest visual appeal. My sincere thanks to the organizers, who ran a great convention this year. If you live in New England or Eastern NY state, this is a show well worth attending! It has been running for 30 years, and I have been going most years since at least 2007. I really like the new venue of the past several years (The Best Western in Marlborough, MA). Being able to stay overnight on site is a game changer for me, as the drive is about 2.5 hours. It is held in late March or early April  each year, and runs from Friday night until Sunday afternoon. 

Thursday, April 10, 2025

HAVOC Rampant!

For a change, I played in as many games as I ran this year! As it turned out, both used version of Daniel Mersey's Lion Rampant rules from Osprey. That being the case, I actually bought an pdf copy so that I might have a basic familiarity with them!

The first was the Battle of Crecy; I had the archers behind the barriers on the left of the photos, another concealed in the woods on the left, the two mounted units of Knights, and a motley, smelly band of pilgrims, peasants, and camp hangers on to the rear. My fellow "Englishman", Steve, had the remainder of the forces... 2 Archer units (one concealed in the woods to the right), a unit of Handgunners, and a unit of dismounted Knights in the center. 

Opposing us were Roland (great name for a player in a Medieval wargame, standing in black), and Mike (seated). The GM, my freind Mark T, is standing explaining the scenario. I had volunteered to play either side, knowing that Crecy is a tough act for the French!

A view as the French begin their advance. From the front, the position can only be attacked through the gap in the center, or on the flanks, mostly through the woods. My fellow Englishman, Sir Steven, is surveying the field. 

Mike advances on Steve's position on our right, causing the concealed Archers to reveal themselves. 

The French advance; Roland had several early turn terminations, greatly hindering his advance. Sir Steve explains to me that in Lion Rampant, Woods are the great equalizer, and that my motley crew would be pretty much the equal of anyone else when fighting therein. So, Tally Ho, they begin their sylvan trek, planning to protect the flank of Sir Steve's (red) archers. 

The ranks of the advancing French are thinned by the shooting of Sir Steve's archers. His handgunners prove particularly deadly when they manage to get a shot off, ignoring the armor of the French Knights!
Lord Roland carefully stays out of range of my own archers as much as he can. 

A wave of French have broken upon the English center, but did reduce Sir Steve's Foot Knights below 50%, so my mounted Knights move up to fill the gap. Sir Steve's archers have wiped out the Marquis de Mike's crossbowmen and all of his mounted troops, the Marquis has pulled his foot sergeants out of range of the English arrows. 

My first unit of knights suffers losses in a series of mandatory "Wild Charges", 
as the smellies trudge s-l-o-w-l-y through the woods. 

My left flank archers finally decided to show themselves in the woods, as everyone knew they must be there anyway! I think they shot once during the game. Lord Roland readies another assault upon the Gap. on the far fight, he Marquis de Mike has stirred, sending his foot sergeants to attack the flank of Sir Steve's position. In response, the smellies ooze onward through the woods and down the slope of the hill. 

Lord Roland's attack repulsed, the French foot soldiers decide to try to contest the position, while the sergeants and peasants slowly gravitate towards one another. 

Situation in the woods and the English center. 

The bigger picture. The smellies and the sergeants clash, with the smellies prevailing by a hair, repulsing their betters! "Whenny woody winnie!"

Both units in the woods then proceed to fail their courage checks (not shocking for the smellies, but less likely for the Sergeants), exclaiming "Run away!". The French conceded the day, whilst the English drool at the thought of all the ransom money that will be coming their way for the captured French chivalry! 

Mark and I headed out for lunch after the game, and in the process discussed ways to balance the scenario more. Mark decided that probably all of the French will start on the table at the outset, and the handgunners were actually meant to be only 6 figures strong instead of 12. 

Saturday afternoon I played in a second Lion Rampant game, this time the Battle of Tinchebray, September 28, 1106. Continuing on y English theme, I took up the cause of Henry I, King of England, and commanded the center of the army, composed of some archers and many dismounted men at arms. Sir Steve commanded the English Left, composed mostly of mounted knights and men at arms, and I believe it was Jim commanding the English Right, once again comprised mostly of mounted troops. Opposing us, under the banner of Robert of Normandy, Henry's older brother, were Mark T on their right, Eric opposite me, and  I don't think I got the name of the last player. GM Chris Parker is seen presiding at the head of the table. 

I liked Chris' "Large Battle" Lion Rampant variant. The gris is not used, but ALL units roll to activate, and a failure doesn't stop the rest of the command from activating, just the unit it applies to. Chis also changed the hist so that the first hit was permanent, but the second and subsequent hits from any combat could be saved by rolling he target's armor rating (1 - 4) or less on a D6. The saved hist still counted as modifiers for Courage tests, etc., for that round. Finally we each had three cards that could be used to reroll any activation or Courage test. 

The cavalry boys moved out with alacrity, but my foot men were more circumspect!

Overview of the battle;' our knights are pressing forward on the right!

The action to our left was more confused!

Our Knights are gaining the upper hand on the right, my men are slogging forward in the center (whe they aren't hiding in the woods. Eric's crossbowmen behind Pavises prove to be a real pain for my men to deal with, despite their somewaht slower rate of fire. 

The white dice track hits; a green die means that many hits plus 6!

Sir Steve's men start to gain the upper hand over Duke Mark on our left. 

Our right is really mopping up the Normans!

Duke Mark's forces are dwindling as well. My infantry chant "Whenny woodie winnie!". 

The Norman flanks are collapsing; my contribution has mostly just ben to keep the Norman Center under Earl Eric occupied; my attempts to assault the annoying crossbowmen were generally thwarted! 

Situation at the end of the game; the red chips indicate a unit that had failed its Courage test. Overall, a convincing win for King Henry I... much as in the real battle. More ransom money to come!  
Thanks to all the players on both sides, and GM Chris Parker. I had a blast playing!