Tuesday, November 22, 2022

Snappy Nappy Campaign-in-a-Day 2022; Pregame Turn 2

 Results for the Snappy Nappy 2022 Pre-Game Reconnaissance Turns, Part 2 of 4.


This post includes the mechanical results for each Turn 2 movement  point and the corresponding story piece results with the latter being titled in blue for what the French received, in green for what the Russians received, and in red for what both sides received.

Also, their are associated maps, and these have been coded with colored arrows, 2 Blues and Purple for the French with Red for their spy, 2 Greens and Yellow for the Russians with Orange for their spy.  The following is a list of the units with their corresponding colors on the maps.

For the French ... 
Castex's Chasseurs ... Dark Blue
Corbineaux's Chasseurs ... Medium Blue
Doumerc's/Oudinot's Light Cavalry ... Purple
The French Spy ... Red

For the Russians ...
Kulnieff's Hussars ... Medium Green
Balk's Dragoons ... Light Green
Wittgenstein's Light Cavalry ... Yellow
The Russian Spy ... Orange

- - - - - - - - - - - -

PRE-GAME RECON, TURN TWO

Movement Point 1 ...

French ...
1.  Castex's Chasseur Scouts in Golovichitsa move to Sokolitchi, without incident
2.  Corbineau's Chasseur Scouts in Disna attempt to move to Danowiczy except they bounce back to Disna after meeting Russian light cavalry coming from Lozovka.
3.  Dourmerc's/Oudinot's Light Cav in Dvoretz move to Biloe without incident.
4.  The Spy in Baravucha makes it to Lozovka without other incident, although does find the Russian Light Cavalry that got bumped back to that location.

Russian ...
1.  Kulnieff's Hussars from Antonova to Danowiczy arrive without incident.
2.  Balk's Dragoon Scouts from Drissa to Pokajewsky arrive without incident, but Repnin's cavalry offer up a toast to their travels.
3.  Wittgenstein's Light Cav Scouts from Lozovka to Baravucha and after encountering French 20th Chasseurs, they bounce back to Lozovka.
4.  Spy moves from Drissa to Bezdedlovitchi, and arrives without incident.




Story Piece Results ...

Almost a Clash Between Disna & Lozovka ...

Light grey clouds had moved in from the northwest and quickly, a light breeze blowing over the various cavalry forces moving throughout the region.  It seemed to be a relief from the heat that the French and Russian forces had been experiencing as Napoleon's invasion had proceeded through July, yet what the change would forecast was anyone's guess. 

On the North Flank of the offensive, most of the various cavalry scouting units were all moving shortly after they had stopped for a rest, a bite to eat, and a drink.  Most of the forces had encountered nothing of significance during the first half of the afternoon maneuvers, although such was not the case near the crossroads between Disna and Lozovka.

The elements of the two enemy cavalry forces traveling along the roads located there first saw each other from a very long distance off, only the wide wheat fields separating them from one to the other.  Fingers pointed and faces turned, while both the captain of the 20th Chasseurs, and that of the Wittgenstein's Light Cavalry, slowed their trotting troopers well before either group reached the crossing of the two roads that the forces were using to search destinations somewhere beyond.

The Russian light cavalry who were slightly closer to the intersection of the two roads, were ordered into a skirmish line.  Soon swords flashed from their scabbards, and were held at attention.  The Chasseurs received a similar order, and it didn't take the two sides long before they were facing each other at such a distance that either one could respond if the other charged.

And so the Captains both stayed in silence for awhile, neither anxious for a clash, troopers waiting, eyes watching.  And then a very light rain began to fall.

The Russian captain twirled his sword and his horse, while at the same time giving a voice command in leading all his men rapidly back towards Lozovka, although into another skirmish line further back.  The French Captain copied with similar, although not exactly the same, and back in the direction of Disna.

The rain continued to fall, while the two forces stood even further away from each other.  Neither had decided to charge this time, and no advantage seemed to be gained.

- - - - - -

Between Disna & Lozovka ... Part 2 ...

The rain didn't seem to completely let up, drifting back and forth between light to steady, and back and forth again.

Both the 20th Chasseurs and Wittgenstein's Light Cavalry had moved far enough back from the crossroads where they could no longer see each other, while at the same time find shelter in large stands of trees in eye shot of the road, and easy access to it when needed.  And both captains sent messengers to bring to their superiors the current news.

And it wasn't long before the French captain received word to continue with their orders.  With a quick look to the sky and only a slight break in rain's intensity, he managed to get the not so thrilled scouts under his command to get back on the road, and heading towards their next objective.  

Except when the Chasseurs got close to the crossroads again between Disna and Lozovka, the Russians evidently had been sent forwards a second time as well, and they weren't any less soaked than the French.  There was a moment or two taken by each of the forces to slow their horses to a very slow walk, but this time it was the French captain who decide to act first, and order his troopers into a skirmish line that diagonally cut across the south east field to screen both the roads that came up from the southerly corners of the area.

The distance between both groups was too far for immediate contact, if charging were to be chosen, and the Russians decided to again conduct the same action as they had earlier in the afternoon.  And also again they halted far enough back, while showing no interest in engagement, especially since it was an equally contested situation, fraught with the disagreeable weather at the same time.

- - - - - -

A Difficult Situation At Danowiczy ...

The already bad roads near Danowiczy were only getting worse as the rain continued to fall.

The grizzled Captain had seen service with the Grodno Hussars since they had first been raised in 1806.  There'd been the square breaking at Mishinitzy, the rescue of a battalion of Pavlovsk grenadiers at Friedland, and the crossing of a frozen Baltic Sea to take the Aland islands during the Finnish War versus the Swedes.

But now it was 1812, the French army had invaded deeply into Russia, and Napoleon was pushing for Moscow.  With the Grodno Hussars under Wittgenstein's command, the cavalry men had orders to find the enemy, so that the powers that be could then determine how to protect the Russian land north of the Dwina River, and defeat the French.

As the rain continued it's ongoing fall from the gray clouds above, the Captain of the Hussars hoped that if he waited long enough, perhaps his group of scouts could make further progress in searching for the enemy.  However, the rain remained consistent in it's cycling between small and medium amounts, and so he finally got the Hussars and their horses moving across the bridge just southeast of town to comply with their orders.

Just over the river, the line of Hussars began turning to the northeast, and then the Captain saw in the far off distance ahead of him that there were French Chasseurs from the 23rd regiment, Castex's brigade, approaching at what seemed to be a slow pace through the rain.  As he raised his hand for a halt to the column, a shout was then heard from behind him.

As the Captain turned his head to look back over his right shoulder to see what the noise was all about, his head never made it to look at the rear of his column.  Instead, the turn of his head stopped to see that coming up the other road from the southeast was another group of Light cavalrymen.

The Captain moved his head back and forth, and in between quickly wiped the water from his beard on one shoulder of his already wet coat.  Then an order was immediately issued to reverse direction, and move back towards the bridge.  As his men did this, he kept his horse still while he continued to look back and forth between the two enemy units, and saw that the troopers of the 23rd Chasseurs were already changing into a combat formation.

With his next look back to the southeast, the other scouting unit of light cavalry had halted for just a moment, and the Captain sensed an opportunity.  The next order was yelled loudly, and the rush was on to reach the bridge as quickly as possible.

Meanwhile, the French Chasseurs were ordered into motion, lifting the speed of their horses as rapidly as they might get away with while the rain continued to fall.  It wasn't long until the other group of light cavalry scouts were ordered into a trotting, yet controlled pursuit too.

But the Russian Hussars had a good enough jump, and upon reaching the firm footing of the bridge, they had an extra boost to launch themselves across, through the town, and then beyond.  There was a bit of organized chaos as they fled northwest, but the escape was successful.

The French Chasseurs made it to the bridge before the other group of light cavalry scouts, and then into the town accordingly.  The captain of the other scouting unit foresaw the possibility of both groups crowding each other into disorganization if an immediate attempt to cross the bridge occurred, and so he called them up short of an unwanted mixing.

- - - - - -

Movement Point 2 ...

French ...
1.  Castex's Chasseur Scouts in Sokolitchi, and after encountering Grodno Hussars just outside of Danowiczy, succeed in taking the town.
2.  Corbineau's Chasseur Scouts in Disna attempt to move to Danowiczy again, and bounce back to Disna again after meeting Russian Light Cav coming from Lozovka.
3.  Dourmerc's/Oudinot's Light Cav in Biloe, and after encountering Grodno Hussars just outside of Danowiczy, they join Castex's scouts in the town.
4.  The Spy in Lozovka makes it to Phillippovo without incident.

Russian ...
1.  Kulnieff's Hussars from Antonova to Danowiczy, but then encounter 2 French scouting units, and get pushed back out of Danowiczy, and return to Antonova.
2.  Balk's Dragoon Scouts from Drissa to Pokajewsky, and then to Balin without incident.
3.  Woittgenstein's Light Cav Scouts attempt Lozovka to Baravucha againbut after encountering elements of the French 20th Chasseurs again, they return to Lozovka.
4.  Spy moves from Bezdedlovitchi to Bononia without incident.




Monday, November 21, 2022

Snappy Nappy Campaign-in-a-Day 2022; Pregame - Turn 1

 

Introduction to This Years Pre-Game Reconnaissance Results ...

Snappy Nappy Campaign-In-A-Day 2022 featured an element tacked on to the front of the event that was different than in  previous years.  Each year players join the event by choosing commands in advance of the actual day, and when they arrive for the main event, those commands have been delineated out into units, and with each command having starting locations on typically one of anywhere between 10 and 16 tables of 6"x4", the number of tables depending on how the GM has established the strategic area for the game.

This year there were also 4 Pre-Game Reconnaissance Turns run by GM Mark T, that were played out over 4 weeks, each turn being one week long.  Players had the ability to use Monday thru Thursday each week to develop a plan for their 3 cavalry scout units, and 1 spy's 2 movement points each.  Then the GM would determine the results of the first movement point of each turn, then giving the overall commander time to adjust the second movement point if needed, before the GM then resolved the second movement point and completed the turn accordingly.  This continued thru 4 turns before this aspect of the campaign came to it's conclusion. 

Although there was an initial strategic map that we started with, this ended up getting adjusted slightly and before turn one was completed  a new strategical map was then used for the rest of the for the Pre-Game Reconnaissance Turns.  This second map was designed using player feedback and Mark H's cartography adjustments, and the second map is shown here ...

Campaign Map


During the Pre-Game Reconnaissance Turns, the French and the Russians had three separate Cavalry Scouting units (half squadrons of Dragoons, Hussars, or Light cavalry, around 50 to 65 men each) moving on the strategic map to search for and screen the enemy.  Each side also had 1 Spy (an individual or small group of guys) who had the ability to hide and seek while they too searched for information that might be helpful to their respective army commanders.

Each turn was a week long, where the players had Monday thru Friday morning to determine and submit their orders via email, and the GM had Friday noon to Monday morning for finalizing the results for both the movement points that each scouting and spy unit had attempted.  This also included having the overall commanders make adjustments after the first of movement points for each turn, when encounters occurred before getting to the second movement point.

Results were provided in both mechanical and story piece formats.  Below are these items for Turn 1, and this includes the mechanical results for each movement  point and  the corresponding story piece results with the latter being titled in blue for what the French received, in green for what the Russians received, and in red for what both sides received.

Also, there are maps, and these have been coded with color arrows, 2 Blues and Purple for the French with Red for their spy, 2 Greens and Yellow for the Russians with Orange for their spy.  The following is a list of the units with their corresponding colors on the maps.

For the French ... 
Castex's Chasseurs ... Dark Blue
Corbineaux's Chasseurs ... Medium Blue
Doumerc's/Oudinot's Light Cavalry ... Purple
The French Spy ... Red

For the Russians ...
Kulnieff's Hussars ... Medium Green
Balk's Dragoons ... Light Green
Wittgenstein's Light Cavalry ... Yellow
The Russian Spy ... Orange (shows more as bright red)

- - - - - - - - - - - -

PRE-GAME RECON, TURN ONE

Movement Point 1 ...

French ...
1.  Castex's cavalry scouts - arrive at Sokolitchi without incident and can proceed to Golovichitsa.
2.  Corbineau's cavalry scouts -  arrive near the crossroads of the path from Disna to Drissa, and they encounter some of Balk's Dragoons who attempt to skirmish.  However, the experienced Colonel in charge of the 7th French Chasseurs has decided to ride out and guide a young captain in how to scout and screen.  The Colonel succeeds in having his troopers evade after he sees the dust from a second cavalry group behind the group of Balk's horsemen, and the 7th Chasseur troopers retreat back to Disna unscathed.
3.  Doumerc's/Oudinout's cavalry scouts arrive at Gamzelov without incident, and can proceed to Dvoretz.
4.  The Spy arrives at Gamzelov without incident, and can proceed to Baravucha.

Russian ...
1.  Kulineff's Grodno Hussar Scouts - arrive at Antonova without incident, and can proceed to Danowizcy.
2.  Balk's Dragoon Scouts lead the procession out of Drissa, and encounter cavalry scouts from the 7th French Chasseurs a Cheval (Corbineau) near the intersection of the road to Disna and the road to things further south.  Knowing that Witgenstein's Light cavalry scouts are not too far behind, the dragoons are formed into a skirmish line, but the French Colonel successfully retreats with his troopers back down the road to Disna, after he sees the dust rising from another group of cavalry scouts bringing up the rear.  Balk's Dragoon scouts must return to Drissa before expending their 2nd movement point for this turn, and this in essence represents their screening role since they've encountered the French 7th Chasseurs.
3.  Wittgenstein's Light Cav Scouts to proceed to Philippovo, and then they can use their 2nd movement point from that location.
4.  The Spy hides near a small wealthy looking farmstead near where the attempted engagement occurs, and as the cavalry situation finishes, the Spy proceeds to Disna.


Story Results ...

At the French 2nd Corp Headquarters, Part 1 ...

After it had been determined that General Doumerc would need to step up as Chief of Staff, at least for the moment, hopefully not longer, the cavalry General had immediately issued orders for the French scouts to ride.

Now it was close to noon, and Doumerc was back in the saddle again.  Reports hadn't shown up yet, and so there was a tinge of nervousness as he had ridden out to review the dispositions of the various cavalry regiments that made up his Reserve Brigade.

The summer sun had been much rougher than expected, large quantities of horse had been dieing in the heat.  French soldiers would eventually need to begin to foraging for local food sources as a way to assure themselves and their animals had enough to eat, but disease had already started to take it's toll.

Doumerc wiped his brow in the bright sunlight.  Then he turned his head to one side as he heard a messenger on horseback gallop up in a rush of hooves and rising dust.

- - - - - -
 
At the Russian 1st Corp Headquarters ...

It was mid day, and General Wittgenstein was having lunch under the awning that he had some of his men put up outside the front of his tent to protect from what seemed to be hotter than the usual temperatures for a summer in Russia.

The French under Marshall Oudinot had reached the Dwina River in early July, and proceeded to play a bit of touch and go as they moved east.  Wittgenstein and his men had been resting after having rapidly retreated when Napoleon's invasion of Poland had begun.  However, it seemed as if the French 2nd Corp had now disappeared from his army's shadowing along the river's edge, and contact had been lost.

Wittgenstein was figuring Oudinot was continuing to follow Napoleon, since other Marshall's like Ney and Murat had disappeared far to the east as well.  So out went the scouting forces early this morning to determine for sure what had happened.

Messages had begun to arrive, and Wittgenstein began opening the notes as they did.

- - - - - -

At the French 2nd Corp Headquarters, Part 2 ...

The cartographer, Marc de Henrie, had been out and about for days, and tracking down information to see how accurate the map was that had been made by some Imperial Czarist's servant.

Marshall Oudinot looked intently, while laying on his cot at the updated map being held in his hand just slightly above his head, as he spoke, "Hmmm, and how did you manage to learn of Mushino? And don't tell me you've been riding through Russian pickets to accomplish that."

De Henrie didn't take his own eyes off of Oudinot as he replied, "I found a host of farming trade records at the local convent, sir."

The Marshall's eyes looked away from the map and towards Henrie as he asked, "Is this how the three towns to the east were also located?  One would think Czar Alexander's mapmaker would have not missed those."

"Apparently so, Marshall, but no, I took a ride up that way with Doumerc's guide before the General sent him west to parts unknown."

Oudinot returned his eyes to the map, and then wondered aloud, "And how did the Russian map maker not include Baravucha?"

De Henrie simply said, "No idea sir", and after a very brief pause, "I wouldn't have missed it."

Oudinot chuckled.

(The name of the cartographer is a French version of one of our French players who provided the newly updated, thank you!)

- - - - - -

Around and About Disna ...

Fillip had come from far from his younger days outside St. Petersburg on his father's horse farm.  After his father passed away, and being the youngest of 14 children, his oldest brother was now running the farm under the watchful eyes of their mother, and Fillip had received only a horse as an inheritance.  Fillip had named the horse, "Apostol", and ran off intending to serve in the cavalry.

However, he was deemed to short, and his horse not big, and so instead, he'd been hired as a messenger.  Overtime, his daring and intelligence had brought him to being a lone scout, and somehow found his way to Wittgenstein's attention in the early days after Napoleon invaded with the Grande Armee.  And now he found himself on the south side of the Dwina River ready to see how much further he might go before returning to Wittgenstein's headquarters.

Fillip had ridden out from Drissa with a half squadron of Wittgenstein's light cavalry, but in the last month he'd learned fast.  When he saw Balk's Dragoons move into skirmish formation further down the road from there the road had a divergence just below a fancy farm building, Fillip moved himself and his mount off towards the farm to get out of sight, and hopefully be in a position to be able to continue with his mission.

Once the situation had resolved itself, cavalry scouts from the French 7th Chasseurs retreating back down the road from where they came, Fillip joined up with Balk's horsemen as they continued towards Disna.  When they arrived a lengthy distance away, they reigned in their horses, and only stayed long enough to see that there were large quantities of Swiss infantry units encamped just to the north of the town, plus artillery and cavalry near by as well.  As the Russian cavalry returned back up the road to make their report, it wasn't long after that when Fillip turned with Apostol into the woods, and then descend down through them to the waters of the Dwina.

Thankfully Fillip new how to swim, but could he get his horse across the river?

He located a small fishing hamlet down river, and there he encountered three fishermen with a large flat boat, and paid them well for a crossing.  The boat was beached, Fillip walked Apostol onto it's deck, getting the horse down, while the three men pushed the boat into the river.  It wasn't long after for reaching the other side, and Fillip was off to other parts, still as of yet unknown.

- - - - - -

Just North of Disna ...

General Merle was called from his tent, and he moved quickly to see what was the matter.

"Sir", the aide de camp pointed to the northwest, and then handed the General a spyglass that the aide had just finished removing from his own eye.

Merle raised it slowly, not wanting to show any sense of alarm, and as he slowly moved his viewing from one side of the horizon to the other, he then only said, "Hmmm."

"Sir, looks like Russian dragoons to me".

"Yes, yes, but only dragoons, nothing more.  It matches with what the 7th have already encountered and reported, so nothing new."

"But sir, they now know where we are."

Merle continued to view the enemy horsemen before lowering the spyglass, and then replying, "It was only a matter of time.  We're not here to make their lives easier, and they aren't going to let us be here unopposed.  I'm not going to let my dander get all up about this.  I want you to prepare a quick message, as soon as the 20th Chasseurs report in from their own travels, and then send a rider to Doumerc and Oudinot accordingly."

The orderly looked back, saluted, and said, "Yes sir", just before the General returned inside to his tent.

- - - - - -

Contact At Danowiczy ...

Blue coated Grodno Hussars, and green coated 20th Chasseurs faced off at a distance, the irony of the two colors being reversed for what one would usually see as being French and Russian was not lost by either of the Captains who commanded these two scouting groups.  Both commanders also noticed that the roads in the area weren't good, even though they all led into Danowiczy.

The older and experienced Captain of the Hussars had arrived on a slight rise above the small village to it's northwest after having just come from an intersection much further back.  But as the low hill had been crested, it was noticed that the French cavalry had just arrived on the southerly side of the bridge that provided for a crossing over the slow moving Drissa River.

It was obvious there was not enough time for the Hussars to keep the Chasseurs from the crossing point, and so the grizzled looking Captain arrayed his troopers where they were, sort of making a show of force all in row, and to see what happened next.  With it being close to noon, and the sun behind the backs of the French Chasseurs, it wasn't tough for the French scouts to see the bright blue uniforms of the Russian force up and behind the village, and so the Captain of the Chassuers slowed his men to think, and decide what to do next.

And so ... the two groups of enemy horsemen stared at each other from quite a distance away, and for quite some time.

However, the French captain finally decided that he didn't want to risk not being able to report to his superiors the force that had been encountered.  With a quick and sharp order, the Chasseurs turned and rapidly moved off and back towards Disna from where they had arrived.

The Hussar's captain saw a slight advantage in what had occurred, although he was wise enough not to push his luck without back up.  He also knew  there were those who would want to know of this stand off, and shortly after the French had left, away the Russians moved off with confident posture, and dust rising as they went back up the road accordingly.

- - - - - -

Movement Point 2 ...

French ...
1.  Castex's cavalry scouts - proceed to Golovichitsa without incident.
2.  Corbineau's cavalry scouts -  the 7th had tried to reach Drissa in the morning, and the 20th tried to reach Danowiczy afterwards, neither of them did.
3.  Doumerc's/Oudinout's cavalry scouts - arrived at Doretz without incident.
4.  The Spy arrived at Baravucha without incident.

Russian ...
1.  Kulineff's Grodno Hussar scouts - arrive at Antonova without incident, although got bounced back from Danowizcy to Antonova again.
2.  Balk's Dragoon scouts attempt twice to get to Disna, and although they repel some 7th Chasseurs in the morning, they eventually find the enemy by noon, and return to Drissa bringing with them their report.
3.  Wittgenstein's light cavalry make it to Philippovo, and then to Lozovka with no incident.
4.  The Spy makes it it to just south of Disna with his second movement point, which conforms to the guidelines of how the Spys operate when they encounter enemy forces and are looking to get around them.





Sunday, November 20, 2022

Presenting Peter's Preliminary Plastic Project Planning ... plus perilous potpourri portending penury!

Steve's post on using plastic game pieces for his Sailing ship games lead to the discovery of the corresponding sets of risk pieces. A set of six colors of Cavalry, Infantry, and artillery costs about $25 on Amazon. I bought 3 such sets. Free shipping, too!.  


Each set has six sets of identical figures in different colors.  If you are so inclined, you can get bags of the same in purple and orange as well. They are roughly 12 mm in size, measuring from the bottom of the feet to the top of the head on the infantry figures - similar to Warlord Games Epic figures. 


Each color has 36 infantry figures, 12 Cavalry and 12 guns... with 2 sets, that's 72 infantry, 24 cavalry, and 24 guns. multiply that by 6, and, well... it's a lot. :-)


I have way more 40 x 60 mm bases than I am, ever likely to use (poor memory and an excess of enthusiasm during the last Litko discount sale), so it seemed like they would be a good choice for basing these figures. 5 infantry figures per base looks pretty good, while 3 figures per base could be used for Light Infantry. That means each pack would yield 3 regular infantry and 2 Light Infantry units of 2 stands each. 


Similarly, 3 cavalry per base for heavy cavalry and 2 figures per base for light cavalry looks good and is easy to distinguish visually. Doing the same with the guns (there are no crew figures), 3 figures for a heavy (or foot battery), and 2 for a light (or horse battery) is easily visually distinguished. As I think about it, might add a simple 2 color flag on a floral wire pole to the middle of the bases, much as Jack Scruby did as illustrated in his "Fire and Charge!" rules. This woukld be a simple bold design, with the number of the unit in the center. Thus the "3rd Bluvian Regulars" might be their designation. 



This basing would yield 6 regular infantry, 2 Light infantry, 2 heavy cavalry, 3 light cavalry, 2 heavy and 3 light batteries per color. Taking an idea for the old NEWA Courier from 50 years ago, the colors could represent unit quality - for one side grey = raw, black -= veteran, blue = elite, and for the other yellow = raw, green = veteran, red = elite. The figures could be used to proxy other eras aside from the Horse and Musket era with a little imagination and forbearance. 


For Command, I could use 2 mounted figures from my copy of Battle Cry! on a 40 round mm base.

\Significantly out of scale, but I can live with the C-in-C being larger than life!  :-)



    OK, so Peter has many thousands of troops already, with plenty of metal in the lead pile to paint. To date, he doesn't do plastic. So, what gives? Is the old boy doddering to senility? Having a personality change? 


     Fortunately, none of the above seem to apply. What I do have is 2 grandsons, now ages 5 and 7, Owen and Oliver.  Owen now likes games, and has started to express an interest in Poppy's troops. So the idea is to create two very generic wargames armies; I'll probably just start with blue and grey, and Neil Thomas's one hour wargames rules . There are more than enough troops with this scheme to run any of the many scenarios therein. If that goes well, the rules can always get a little more complex over time as he is ready for same... or not! Owen has also expressed an interest in painting some figures, too. These figures are way too small for a 7 year old, and we know what they are likely to come out like (no matter, they would be his and he painted them!) I am thinking that the plastic figures from my Wrath of  Ashalon boardgame would be a better start, with a variety of subjects there; if he maintains interest suitable figures can be acquired for the future. 


    Speaking of Fantasy games, I have already introduced Owen to my favorite computer game(s) of all time, Heroes of Might and Magic. For where he's at now, the original version, with big bold graphics works just fine. The series is up to a 5th version, but most, myself included, agree that the series reached its apogee with Heroes of Might and Magic II!, released by the 3DO company in 1999. If you missed this one years ago, it can be downloaded, with the two add on packages,  from Gog,com for $9,99; if you sign up for their newsletter, it regularly goes on sale, often with the 1st and second versions, for even less than that. The Gog version is fully compatible with Windows 10. 




    There is now a Kickstarter for a boardgame version of HoMM3, as it is usually abbreviated. Having spent innumerable hours over the past 20_years playing the computer version, I had to sign up for this KS. Budget?  What budget? :-)

    Speaking of Kickstarters, the next Kickstarter for Piano Games in Germany is about to start on 1/25/2022, The Alps Aflame".


 dealing with the Tyrolean revolt of 1809. It will include Tyroleans, Bavarians, and Austrians, From what I have seen so far, it looks to be limited to infantry, but who knows?  You can sign up in advance to be notified when it goes live later this week. Bavarians, and Austrians. Lucas has posted painted examples of many of the sets to his Facenook site



Bavarian Light Infantry Command


Bavarian Infantry, skirmishing


More skirmishing troops from Bayern!


Bavarian Infantry, marching


More Bavarians marching; I am planning on adding to my Bavarian force. Budget, what budget?  They may have to go on the ledger for 2023!


Tyrolian Landsturm. Schutzen (musket/rifle armed troops) haven't been shown... yet. 


More Landsturm/ I need more Tyroleans like a hole in had, but how am I going to resist at least afew of these lovelies? 


Sigh!  What budget?!


Inspired stuff, really! I especially like the rock throwers; the "Avalanche" events in my Tyrolean games a few years back were especially fun!


If there is anything I need less than Tyroleans, surely it is more Austrians. 



I do especially like these guys firing, though...


Budgets are merely aspirational...

Thursday, November 17, 2022

Whoa, Nelly!


Here is he first of three Elephants to be added to my expanded Indian army


Model is by Old Glory. 


The extra, glued on bits (bells, "shawl") add considerably  to the model. 


I considered painting the "Saddkle Cloth" with intricate designs, and decided.... nah!


Monday, November 14, 2022

The Battle for Pinkney's Court

This is scenario #3 from the most excellent (fictional) For King and Parliament ECW scenario book, From Marlowe to Maidenhythe, by Robert Avery.   I see there is another such scenario book by the same author, entitled, "The Siege of Norchester. Definitely a future pdf purchase!


End of Turn 1; the Roudheads, left, commanded by myself, are advancing on Pinkney's Court and the Royalist positions. 


John commanded the Royalists alone until Thomas arrived and assumed command of the Royalist Left.
 

The Roundhead advance is going well thus far. My infantry are normal Battaglia, whilst all of rhe Cavalier Foote are Pike Heavy. As usual, they hold the advantage in Horse. 


The Caviler  Horse advance; while my three units actually have one more "hit" to take than their four units, the combination of the superior initial charge of their Swedish style horse, the advantage of numbers as far as creating outflanking opportunities, and the relative unwieldiness of the deep Dutch Roundhead horse isn't giving me much optimism regarding the outcome of a cavalry clash! 


My Dragoons move up slowly in support.


They intend to make for the Woods to their front and right, where they will be safe from the Cavalier Horse!


My infantry are closing with the enemy. However, the lack of any Parliamentary cavalry on this flank is making me nervous; I would really like to put some hedgerows between me an those horseys! 


As expected, the Royalist Horse comes on and seeks to turn the flank of my own troopers. 


What was that about flanks?!


Rather than waiting for the inevitable, one of my Veteran Horse charge their opposite number. The dratted Swedish style horse countercharge. 


On my right, I decide that the best defense is a good offense. Look at those beautiful lines!  I hope to drive off the small troop of Horse to the front of my Blue regiment, and use my commanded Shot to threaten flank fire against the other unit to keep them honest! 


I should be able to use my superior Musketry to gain an advantage, right? 


After a stand off result from my own charge (aside from a light wound to my General), a Royalist regiment charges my second unit of Veteran horse. My defensive pistol fire misses (as it always seems to do!), and the impetuous Cavaliers manage 3 hits (8+) on 5 cards. My Horse, being Veterans, need only a 6+ to save each hit. Disaster!  They save none, are eliminated, and don't even get a chance to battle back. 


Situation after the successful Cavalier charge. Now we made a serious error, forgetting the pursuit rules, which really are important during the ECW. That makes the Roundhead position even worse!


The green Royalist Battaglia has entered the woods! This both makes them very difficult to maneuver, and means that they count as lacking pikes for the rest of the game. Hopefully my Dragoons can take advantage from this situation?
 

My blue regiment attempts to charge the small troop of Horse to their front. "Milord, it says right here on page 41, "Foot may never charge Horse". Drat; we have to shoot at the buggers instead!


Our musketry is spot on, and the small Royalist troop flees the field. One down!


Unfortunately, the flank of the Blue regiment is vulnerable, although it will take two activations for the cavalier Horse to reach them. This also means they are just out of long range from my commanded shot, who are also somewhat vulnerable to a cavalry charge!


On the Roundhead right, my Gun turns and lines up a beautiful close range flank shot of the victorious Cavaliers. They, of course, miss, as usual! My dragoons have entered the woods to contest it with the now pikeless (formerly Pike heavy) Green Foote. Unfortunately, Dragoons cannot use their ammo markers for double shots at close range, like standard Foote can! 


"Shooting a Gentleman in the flank is just deucedly impolite!"


Just like that, but entirely to be expected, the Parliamentary gun is overrun. Things are going from bad to worse here!


Ugh!  Chaerged in the flankl with dash and pistol fire!

10 cards - 3 hits! 


This time, I mange to at least save two of them!


Copy cats - now the same unit is charged from the rear! 


10 hit cards once again. Fortune smiles on my lads, and only a single hit is registered!


I manage to save that one two - thank God for Veterans! 


In the center, the Cavalier infantry advances from their defensive positions, hoping to take advantage of their extra pikes. My defensive musketry scares a hit and throws them into Disorder, however. 


In the ensuing melee, they take a second hit, and are repulsed. My men are unscathed. One more hit and the cheeky bastards will be history! 


Next, the Royalist Blue regiment charges! The ensuing combat sees little results, however. 


The Royalist Horse on the far right  of course gets its two activation and merrily charges into the flank of my poor Blue regiment. 10 hit cards once again, 4 hits. I fail to save any, and the regiment is trampled under the hooves of the jubilant Cavaliers; worse still, General fails to save as well. "That will be 5 victory medals, Gov!"


Said Cavliers then thunder on across the hedge and into the rear of my Brown regiment (they should, of course, have pursued instead... which would have placed them at risk of a flank shot by my commanded shot! MUST remember that rule!)  At least with no Parliamentary units orthogonal to the now mourned Blue regiment, no Morale tests were needed. Without their dreaded initial Pistol bonus, the cavaliers miss with all 6 cards, praise the Lord.  



Situation at the end of the Royalist turn. 


Close up of the situation in the center. 


And on my right; the Round head Grey regiment suffered a hit from the opposing Oxford Musketeers (Commanded Shot). 


Still another view of the action at this stage. 


I move one of my deep Horse units onto the flank of some Cavaliers, but lack the activations to charge home! 


In the center, I attempt charges by the Brown and Grey foot; both are repulsed, with losses! 


Once more, with feeling!  More flank charges upon my poor , beleaguered Horse! This time, they are eliminated, although the General survives; 3 more Victory medals lost!


Although their situation is grim, my sole remaining unit of horse crushes a charge by the Cavalier Blue Horse, eliminating them. Go, team!


Sic transit Gloria! Charged in the rear, my remaining unit of horse takes 2 hits, but survives, barely. 


However, the Oxford Musketeers double fire on my Grey regiment, and score 2 hits; I save none, and, already having suffered a previous hit from aforesaid  Musketeers, the unit is lost - 3 more victory medals surrendered. And with that, the game is over. I have lost all 14 Victory medals, whilst the Royalists lost only 3 of their 11. A bona fide rout! 


Thomas recoding the scene of the victory for posterity... 


The second Thursday of December will see us play the 4th scenario from the book, Burchett's Green. The Scots start to appear in Scenario 5...