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Showing posts with label Battle Report. Show all posts
Showing posts with label Battle Report. Show all posts

Sunday, 1 March 2026

Blue vs Grey - Battle Report



 Phil paid a visit recently and we decided to have a go at an American Civil War game.  We used a set of home grown rules that smacked of Featherstone/Grant, but with a twist.  An idea borrowed from Perry's Travel battle, we increased the importance of brigade commanders, them having to be in close proximity to units for orders to be issued. This added a new dynamic and interest to the game as units carried out orders then stopped awaiting new direction, although they can engage enemy units that threaten when required.  Deploying the commanders forward increased the likelihood of their becoming casualties and complicating the command process.

I played blue, while Phil played grey.

An overview of the battlefield, with the grey forces on the left; blue to the right

The Federal commander deploys his forces on the right, with the idea of sweeping up the Confederate left flank.

Confederate cavalry, some skirmishers and the Alabama regiment hold their left, with two batteries of guns in the field towards the centre.
A whole Brigade of infantry in column begin to move forward on the Confederate right flank.

The Confederates quickly occupy a farm, which will later be supported by artillery and this position will become a thorn in the side of the Federal army.
Concerned about the Confederate build up on the left, federal reserves are called forward, while the guns fire into the Alabama Regiment and the Confederate artillery.

Phil pushed out the Alabama Regiment to threaten the Federal right, supported by his artillery:

However, I had deployed the Federal Sharpshooters into a wood and they picked off the grey troops, forcing them to halt and withdraw.  During this action one of the Confederate brigade commanders falls, causing some chaos:

The Sharpshooters were supported by a regiment of cavalry that trotted around the Confederate left.  For some reason the Confederate cavalry had moved off over to the other side of the field, giving the federal cavalry the freedom to move around the flank:

Seeing the Confederate brigade moving around to threaten the Federal left flank, the Pennsylvania Regiment is deployed up against the rail fence in support of the New York Zouaves, who by now had taken quite a few casualties from rifle and cannon fire.

Early on one of the federal batteries is destroyed and the unmanned gun can be seen on the left in the field.
Two regiments of Confederate infantry are now approaching from the the Federal left, moving through a wheat field.  In the far distance another federal regiment attempts to attack the Confederate guns, supported by Sharpshooters and cavalry.  However, the field is being swept by close range artillery and casualties mount.
The Federal cavalry sweep into the remnants of the Alabama Regiment and see off some Confederate skirmishers, but hindered by the rail fence and suffering casualties from the guns, their success is short lived; however, the Confederates lose another commander, leaving just one general to command the whole army.  Things slow down for the Confederates 
The Confederates emerge from the wheat field and are met by federal volleys causing some casualties amongst the Texas Regiment and the Kentucky Volunteers.
Without leaders, the Confederate advance comes to a halt and Phil decides to call it a day, which was a shame as the Confederates looked to be in a strong position.  

BUT

After a beer or two, we decided to return to the game, allowing the Confederate Army Commander to take tactical command of the units on the Confederate left. The one remaining brigade commander could now reengage around the wheat field.  Soon the Confederates gained the upper hand and the result of the game was reversed.

This was a most enjoyable game, played with my old Spencer Smith troops and simple but effective rules.


        
    


Saturday, 21 February 2026

Plastics in Action

 Having spent a fair bit of time renovating the plastic battalions, I thought it would be good to test them out on the table.  The idea was that a French Corps would probe forward and attempt to force a river crossing to allow the main army to advance deeper into enemy territory.  In an attempt to prevent this  an Austrian Corps has deployed along the river, covering the various crossing points.

The Austrians are strung out along the river bank, occupying villages and woods, seen here as french cavalry probe forward:

The French plan was to feint on the Austrian left and push across the two fords on the Austrian right.  french cavalry and artillery move forward to occupy high ground that dominates the river valley:
A French division arrives to force the two crossings.  The troops are mostly Airfix French:
The game was being played with Command and Colors rules and like most battles, the French plan did not survive first contact with the enemy.  The French did not have a single card for their left, and so the action switched to the right, which was to be a feint. A spirited French attack against the Austrian left saw the defence crumble:
Austrian light infantry were evicted from a wood and an infantry battalion collapsed under pressure.  Suddenly the whole Austrian left was in disaray.

The French supported by cavalry quickly cross the river and the Austrian commander, feeling that he had done his duty in delaying the French decides to withdraw; his forces being too widely dispersed along the river.

The troops looked good and it was quite a spectacle seeing them set up on the table.



Monday, 28 July 2025

Battle of Naseby 1645

 Will came over during the weekend and we decided to have another go at an English Civil War battle. Naseby turned out to be the venue for the game and the board was duly set up.  I would play Parliament and Will the Royalists.  The field consisted of a shallow valley, largely open, with just a couple of small wooded areas, although on one side were some high hedge enclosures.  The hills were not steep enough to cause movement penalties but gave cover from view and uphill troops had a melee advantage.  Here is the battlefield as set up at the beginning, with Parliament forces nearest the camera.

The two commanders meet prior to the action:

I was feeling rather smug as, in the real battle Parliament wins and has a considerable numerical advantage.  I kicked off the battle with an artillery bombardment that had little effect.  Will immediately responded by pushing forward all of his cavalry regiments, hurtling hell for leather towards my lines.  Having more cavalry I ordered four regiments forward to counter attack. Soon the Royalist cavalry were amongst my artillery lines:
My cavalry counter attacks on the right:
Over in the enclosures a regiment of Parliamentary dragoons begins to harry the enemy infantry and Will sends two regiments of foot to clear the dragoons away.
Will's cavalry continue to charge forward, this time on my left.
Over on the right a significant cavalry battle begins:
And, back on the left my cavalry begin to engage the Royalists:
An exchange of fire between the dragoons and Royalist foot begins, with little effect, although the dragoons take a few hits from Royalist musketeers.
Over on the left a confused battle between the horse units of both sides continues.  My foot units hold the ridge:
The action in the enclosures continues and the dragoons now are being pushed back, losing half of their number:
An overview of the battle, with the horse from both sides on the flanks fighting it out.  The dice was not in my favour and bit by bit I lose initiative points and seem to be failing in combat:
Will begins to move his infantry forward and one of my guns is destroyed.
On the left the Royalists begin to take casualties, but continue to hit back.  A Royalist general falls as his cavalry rout.
The same on the right with the cavalry of both sides continuing to fight.  By now all of the Parliament cavalry have been committed to the fray:
Having broken through my cavalry, the Royalist horse charge up the ridge:
Will's foot regiments advance and clash with their opposite numbers in the centre:
Meanwhile the dragoons and Royalist foot pop away at each other.  One of the Royalist foot regiments is beaten off:
Close quarter action in the centre:
At this point in the battle most of the Parliament horse have either been destroyed or routed, two guns are lost and Parliament's nerve is weakened.  Cromwell's army pulls away from the field and although badly battered the Royalists claim victory.  History is reversed and the monarchy is saved - for now!

This was a terrific game.  Once again we used the rules from the Portable ECW Wargame book and they worked very well, providing a fast moving fun game.  

This was a big action involving a lot of troops, however, the whole battle lasted just over two hours as we adjourned for lunch!


Friday, 20 June 2025

The Battle For Donville - Rapid Fire

 Bob Black came over for a quick game earlier in the week and after a beer and a light lunch we went to the war room, where I had set up a scenario borrowed from the July 2025 Miniature Wargames (credited for the map):

Essentially, US forces in the shape of an infantry company are holding the vicinity of the central farm, while elements of 17th SS Panzer Division, supported by Stug IIIs, Panzer IVs and the 17th Artillery Regiment.

The US forces have advance warning of the German attack and rush to send reinforcements to the area.

Here is the table, looking at the central farm area, viewed from the north.  The US infantry can be seen lining the hedgerows around the farm, a single Sherman has arrived and there is a machine gun covering the diamond shaped field within the small copse.  An FOO team has also turned up and moves towards the taller of the three buildings:

German infantry arrive, emerging from a wood on the western edge of the board and move towards the farm:


Bob, playing the Germans, sends his first Stug III rushing up the road and straight into the field adjacent to the farm. The Sherman takes aim - and misses.  The Stug fires and the Sherman is destroyed:

A US bazooka team flanks the Stug from the hedge, but they are out of range. Now the US troops are in trouble, with an assault gun in the area of the farm and nothing to deal with it.

Meanwhile the German infantry begin to work their way through the hedgerows:

Some enter the field and are mown down by the concealed US machine gun:

To add to the US woes a second Panzer Grenadier company with heavy weapons dismount from their half tracks and follow up behind the Stug:
The Stug, meanwhile, crashes through the hedge and engages the US infantry, some of whom retire into the farm buildings. German artillery hits the farm and HE rounds from the Stug cause casualties. 


The Panzer grenadiers close in, but they come under fire from US artillery and small arms:
The US machine gun is taken out by German artillery and heavy fire from the hedge, allowing the German troops to close onto the farm:

Most of the US defenders are either dead or wounded and the farm is quickly cleared and occupied by German infantry.  The Stug takes up position in the farm to cover the approach road:

To make matters even worse, a second Stug arrives and rumbles up the road to support the Panzer Grenadiers in the field, who have taken heavy casualties from flanking fire:
This final US defence is soon disrupted as the half track pours machine gun fire into their position. Despite three shots from the Bazooka team, all miss and the half track causes havoc:
At this point the first US reinforcements, in the shape of armoured infantry and heavy weapons company arrives:
But, it is too late.  The Germans have two tanks and a half track in the farm, with the remnants of two infantry companies.  Also, the US FOO spots more Panzer Grenadiers approaching the farm across the fields:
Outgunned and with the Germans in control of the farm and key road junctions the US commander calls it a day and withdraws what he can save.  This was a resounding win for the Germans.  A very interesting game that played well with Rapid Fire rules.  The loss of the Sherman early on was a major disaster and spreading the US infantry out too widely was probably a mistake, putting the Bazooka team out of range.