Its been a busy week, but not on the hobby front. I've made some progress on refurbishing the Belmont Fusiliers but they aren't ready for inspection yet, let alone a battle. However, nearing 2,500 posts over the last 14 years, I figured there must be an old battle report or two worthy of a rerun.
The following game report was of a 2012 solo game using homecast Prince August figures and Lawford & Young's Charge! rules. The armies were raised for participation in "Not Quite The Seven Years Wars" convention games with the H.A.W.K.S from Maryland who adopted me as their Canadian mascot around the turn of the century. Since I don't have the time and money to make the 3,000 km round trip for an evening game, I decided to build enough units for solo games at home, and postulate periodic civil wars in my "Kingdom" of Rosmark.
(Note: I'm not up to those long drives these days so last year at Huzzah!, I handed over a number of my NQSW units for the club to use and most of the remaining figures have been absorbed into my British and French armies for my Acadia and Quebec campaigns.)
__________________________
The game begins. |
Note: The game was Scenario 1 from Wargames for All Ages by Stuart Asquith and Charles Grant. The armies were Prince August semi-flat 40mm homecast figures. The scenario calls for the attacker to control the ridge and be able to advance past it with at least 2 units by the time limit which they suggest might be equal to the amount of time it would take to cross the table + 50%. In Charge!, infantry in column of 4's can move 15" per turn, I calculated 6 turns to march on, cross the 5 ft table and exit. Not liking a definite limit or a diced ending and being notoriously forgetful at ticking off turns, I made a deck of cards the first 8 in order, the next 5 shuffled with 1 being a joker which would indicate last turn. With hindsight, this may have been generous by a turn or 2, perhaps 7 + 4 would have been fairer but at any rate the game ended with turn 11.
MacDuff''s light company had spent the last 8 years as line infantry and it seemed their skirmishing skills could use some polishing. Pushing straight up the road, they came under artillery fire and responding by rushing forward. A duel at point blank range with a field gun and 3 times their number of infantry led to their swift annihilation. The Queen's Volunteers on the other hand, ambushed the Yellow Hussars and then threatened the flank of the main column, requiring the Grenadiers to be detached to deal with them.
The normal Rosish tactics call for a deployment into line to engage in a firefight with a reserve live to exploit success. Here, there was no time and the regiments were hurled forward at the ridge in column of companies. The Irish led the way, straight up the road. It was expected that the light infantry would protect them during their advance but in their absence, cut up first by grape and skirmish fire and then by musket volleys, it was clear that a column assault would fail. Hastily the Irish deployed into line while under a heavy fire.
To relieve the pressure and hopefully open a way for MacDuff's Fusiliers, the Yellow Hussars were sent against the militia on the flank.
The Hussars, confident of victory, forced their horses up the slope. The militia, determined to fight for their independence, wheeled one company in line to face them while the other waited for the Fusiliers to climb the hill. A disciplined volley brought down 1 Hussar (they rolled to fire at close range) and in the combat that followed, despite the Hussars doubling of their dice, they tied two of the combats. They would be driven from their position but would be intact. The Hussars pressed on for a second round. Again the militia fought well and when finally forced to surrender a prisoner and retreat, they had held the flank long enough and would be ready to fight again before the day was over.
While the cavalry struggled on the flank, the Irish struggled to deploy under fire but were broken and forced to retire in disorder. MacDuff's Fusiliers with 40 veteran regulars against 15 militia pressed up the hill firing as they went but the aim of the militia was deadly while the Fusliers, winded by the climb shot wildly. .
With the repulse of the Irish there was a lull in the battle. Faced with deployment of the Rosish artillery, the Queen's troops fell back behind the hill and dressed their ranks while MacDuff brought up fresh regiments to hurl against the ridge. As the Fusiliers crested the ridge they were met by a fierce blast of musketry (boxcars on 1.5 dice giving 9 hits). They were near the breaking point (50%+1) but they were close enough that the enemy would not be able to fire again before they crossed bayonets (no firing against a charge that started within 3", an important rule for columns to remember since defensive fire counts for winning or losing a melee)
The sun was low on the horizon, if this attack failed, was there time for another?
After the brief lull, the battle was renewed with vigour. On the plain, the Rosish artillery had been shifting position constantly, occasionally getting off a quick round before the enemy pulled back behind the crest or friendly troops blocked the line of fire. At last they manhandled forward to get clear of the King's Brigade, just as a clear line of fire opened to the Queen's Regiment. Was the gap wide enough? It was, by the narrowest margin though some suspect that the gunners didn't really care if they bowled over a few white coats on the way. Could they get the guns into action quickly enough? Evens to move and fire, no problem for these well trained crews (the Queen's gunners failed to manage a fire and move all game), long canister range, 2's to hit, no problem, roll for effect, 2 dice, 8 hits. The Queen's Regiment, already pounded by the light infantry, the Irish and some earlier roundshot, had had enough. The pass was close at hand and they fell back through it (below 1/2 strength).
MacDuff's, now recovered from the tremendous volley that had hit them as they crested the hill, rushed down hill with the bayonet. Beyond them, the Yellow Hussars spurred forward in support but were met by General Darnly at the head of his 1/2 squadron of Carabiniers. A sure sign of desperate times when a General draws sword in this age. The Hussars knew they were outmatched by the weight of the Carabiniers but with the sharp sabres they cut down the General and his Kettle drummer and held the heavy cavalry. An audible sigh of relief went through the ranks of the militia, whether it was because the Hussars were held or that they were now free of the General's meddling has been a matter of debate in the taverns of St. Lambert.
(Aside: During my Middle School Period of wargaming, I was put off by the lack of any role for Generals in Charge! despite the presence of these being laid out. An interesting omission considering that the rules were written by senior officers with combat experience who were also historians and teachers at Military College. Much later, after much learning, I can extrapolate that the authors intended for the player to BE the general and that, like with morale, he should not hide behind the failings of the little plastic or metal figures on the table. Also, that while individual subordinate officers are important, modern armies, and I include the 18thC here, had structure and that no one man is irreplaceable. If a Brigadier falls, the Brigade may be momentarily affected but it does not stop functioning, the machine carries on. Given that turns average out to about 1/2 hour, it is below the grain and swept with many other things into dice that help decide whether an attack succeeds and fails, It is design for effect.)
All hope was lost of capturing the South Ridge before dark but the center appeared open and to the North, the Pandours were pressing the Pensioners. Keeping the new tactics in mind, the Pandours pressed forward at full speed, not stopping to fire. The old veterans stood steady in the ranks but they must have been aware of the gap on their right and the stream of wounded and stragglers heading toward the pass. As the Pandours approached to 3" they unleashed a ragged volley. Moments later the wild Pandours charged with savage cries. For a moment the Pensioners held, then those who could, broke and ran for the pass. The Ridge was captured and the way was open. While the Pandours reformed and looted their prisoners and the bodies of the slain, the Grenadiers rushed past them to seal the victory.
So as the sun set behind the mountains and darkness rapidly descended. The King's army made a camp on the hills they had stormed. The King ordered the bells rung to celebrate the victory in which his men had stormed and captured the ridge but it did not go unnoticed that while there was a somber mood in the King's camp, there was a jubilant mood in the Queen's camp as new recruits flooded in. Patriots and loyal subjects had met the best of professional soldiers in battle and had held them all day.
(The victory conditions are just a bit vague if not contradictory. By the strictest of reading the Queen's troops had to still be holding the ridge on the last turn so technically the game was a marginal Pyrrhic victory for the King due primarily to getting 11 turns instead of 9 but on the other hand, the Queen's troops still blocked the road and none of the King's troops had actually exited despite the extra turns and they had suffered staggering losses and disorganization. I leave it to the historians to judge).
Here are the 4 original blogposts on this game:
Battle-of-wentworth-pass-teaser.
Comments on playing Charge! solo
1st Half
Conclusion
A cracking looking and sounding game Ross…
ReplyDeleteA blast from the past indeed…
All the best. Aly
Some things are good to remember.
DeleteOoohh!! Yes, indeed! One is apt to forget just how exciting and full of incident a good Old School action can be. Most refreshing. And a fine account of a stern action, too.
ReplyDeleteCheers,
Ion.
Yes, its easy to forget things.
DeleteNice to see those troops again .
ReplyDeleteHappy hours spent.
DeleteFantastic read with a cup of coffee - thanks for sharing this game again Ross
ReplyDelete