Monday, 4 April 2016

French - Dutch War 1672-78 version 2

Robbie and John came up for last week's game. We used my French-Dutch War collection over much the same battlefield with more or less the same forces. The only significant difference was an additional Dutch cavalry regiment and some Spanish infantry. This time we used Pike and Shotte, to see how they would handle.  With the exception of the extra units the orders of battle (see last post) were only different insofar that I'd painted up some more commanders and therefore was able to split the armies up into smaller brigades/commands which from experience was better for P&S. We threw for sides and Robbie ended up being on his own with the Dutch while John and I had the French. Its always best if I don't fight alone otherwise the kettle won't boil 5 or so times during the day and lunch won't get made ;-)
In an interesting reversal from the last game Robbie refused his right flank, holding it lightly with his dismounted Spanish dragoon and entrenched artillery, covering the (right hand) bridge from his side of the table. The Spanish were in the centre and all his French were deployed in the left hand half of his baseline, including all his cavalry. I think I had an idea what his plan was but events were to allow it to unravel quite early in the game.
Us French put all our horse on our left and the dragoons on the right. Everything else was in the middle; three brigades in the front line (10 btns) and one in reserve (3 elite/guard btns)
The French Maison du Roi; two magnificent squadrons of Gardes du Corps and a company of Grenadiers a Cheval.
Marshall Turrenne watches as his centre advances. The French made good progress especially as Robbie failed most of his command rolls in the first two turns.
The Dutch Footguards made slow progress through the village allowing the French dragoons to advance to the outskirts.
Once Robbie did get his troops moving there was no holding him back! One of his units of German auxiliaries advanced across the river in an attempt to stall my advancing infantry in the centre. Luckily/sadly they were beaten off and destroyed.
It took an age but Robbie's Dutch guards finally made it through the town and were able to deploy on John's flank, and were literally a thorn in his side for the remainder of the game.
 Robbie's cavalry also emerged from the town and attempted to drive off the French dragoons.
John's French struggling to close with the Dutch and suffering heavily. Ultimately this attack would falter as the two of his three brigades were shaken, meaning that the remaining regiments would be unable to close with the enemy.
 The Dutch artillery didn't hit much during the game but when they did the French noticed it! 

The French attack in the centre/right. Two regiments were broken and the rest forced to retire. Only John's reserve brigade of the Gardes Francais, Gardes Suise and a Swiss regiment were in a position to continue the attack. The Dutch guards can be seen in the distance forcing John's flank back on itself.
Robbie had some trouble getting the Spanish to move but eventually managed it. Clearly, judging by the officers on the command stand (one is pointing to the rear and one to the front), there is confusion amongst the Spanish commanders! 
Dutch foot attempting to hold the French attack at the riverbank. They failed and were forced to withdraw, leaving the French with a toe-hold on the Dutch side of the river.
As there were no Dutch cavalry opposite our left flank I moved the Maison du Roi over to the right.
The Dutch guards have driven off another French regiment and are fast becoming a serious threat to the French.
 
A view from the Dutch battery.
My Cuirassiers du Roi attempt to charge across the river. We were held but in reality should have been bounced as we forgot the rules about pikes. At least it occupied the Spaniards' attention.
Dutch horse charge the French but fail to do any significant damage and were beaten off.
In a last final gamble, Robbie launched his Dutch Horseguards around the flank of the French army and charged the Garde du Corps in the flank. If Robbie's cavalry beat the French he would be able to do a sweeping advance and pile into the flank of another unit of Maison du Roi, and it and the supporting Horse Grenadiers would be forced to take break tests. This would have left the entire French flank and rear open to Robbie's Dutch horse guards. Thankfully, we were able to turn to face the charge. In the melee it was very evenly balanced but the Dutch lost, just, and were forced to take a break test and had to withdraw. They were charged the next move and routed. Panic over.......

And that was when we called it a day. With the loss of their cavalry the Dutch conceded defeat. My infantry had crossed the river. John's elite foot would probably tip the balance and I still had most of my cavalry intact so that was probably a fair outcome.

It went very quickly! Having played nothing but Honours of War since they came out last year it felt very different. There were elements of the version of the game played last week with Paul that I much preferred; slower, more stately, the artillery felt more realistic in every respect, command and control. However, I do like Pike and Shotte and always will, certainly for the Thirty Years War. Whether I would use them again for the late 17thC is in the balance without considering a few period-specific amendments. Anyway, it was actually a really really fun and tough game. Robbie proved yet again that he is the master of throwing the wrong scores on his dice at critical moments of battle and though I say so myself, the figures look stunning. We got some bits of the rules wrong as it was so long since we'd used them but that didn't distract much from the enjoyability of the game and the outcome. In my view anyway.

I have a game planned for this coming Saturday when I shall be trying out another scenario using Pike and Shotte. Next week I am going to try the new Impetus Baroque rules if John R is free to guide me through them. After that I may even try Beneath the Lily Banners and give them a chance.

Sunday, 20 March 2016

Something different, the French-Dutch War 1672

I was keen to get this as yet un-blooded collection on the table as a break from 18th century games. As I mentioned in an earlier post I have been amassing these figures in secret over a period of almost four years. Most I did myself but I did have some, e.g. most of the French cavalry, done for me. I knew (and indeed even now, know) very little about the French-Dutch war of 1672-78, but I fell in love with Mark Copplestone's Glory of the Sun King range of figures now available through North Star. Trawling eBay and several North Star sales and special offers has resulted in quite a tidy force, but a not quite finished one. Given the lack of information on the period I decided I would just make the forces look as colourful and diverse as possible, which I reckon I have achieved.

So, this week Paul came up for a trial game. I was unsure which rules to use, and was spoilt for choice: Pike & Shot? Black Powder? Beneath the Lily Banners? I''m not keen on the latter and although the other two sets could have worked especially as the former technically cover the period, I've gone off them a bit. So I made some quick amendments to Honours of War. Paul and I agreed to basically play test the amendments and make any changes necessary as we went along.

As it turns out I didn't have quite as many troops as I  thought, as I was sure I had some more Dutch horse and a couple more French and Dutch commanders. I still had enough for a reasonably balanced game, putting the Dutch on the defensive. I chose not to table my main Spanish force on this occasion as I don't  have any horse or artillery to complement the five regiments of foot. Next time.

So, the armies were arranged as follows:

French (Paul)
Commander in Chief:Dependable

Horse: Dependable
Horse grenadiers      x 1 small unit*
Maison du Roi         x  2   *
Cuirassiers du Roi   x  2*
Horse                       x  1

Independent units:
Dragoons                 x 2 small units**

Foot: Dithering
Gardes Francais       x 1 large unit*
Gardes Suisse          x 1*
Swiss Foot               x 2*
French Foot             x 2
Artillery                   x 1 light gun**

Foot: Dependable
French Foot             x 6
Artillery                   x 1 light gun**

Independent unit:
Artillery                   x 1 heavy gun**

Dutch (Me)
Commander in Chief: Dithering

Horse: Dithering
Dutch Horseguards  x 1*
Dutch Horse            x 2

Foot: Dashing
Dutch Footguards   x 2**
Dutch Foot              x 3
Artillery                  x 1 light gun**

Foot: Dependable
Dutch Foot              x 2
German Foot           x 2
Artillery                  x 1 light gun**

Independent units:
Artillery                   x 2 entrenched heavy guns**
Dismounted Spanish dragoons x 1**

The Dutch were holding a line along a river with four bridges. To win they had to deny at least two of them to the French, who were tasked with capturing at least three. The river was crossable if a 4-6 was thrown on a D6 for each terrain piece section whenever a unit was in contact with it. * denotes the unit was classed as superior, ** as inferior.

I chose to refuse my left and concentrate on defending the two stone bridges in the centre and on the right, ignoring the other two apart from posting my dismounted dragoons in the village covering the bridge on the extreme left. Paul chose to refuse his left also, which was to cause some delays to his master plan.

 The Dutch Army deployed behind the river. In the distance the Spanish dragoons hold the village.
 The commander of my outnumbered cavalry. He was a ditherer and almost all my orders failed to reach him.
 The imposing mass of the French army.
 The central Dutch brigade with the entrenched artillery to their left.
 The French advance. Paul had refused his left flank and all his foot were massed in the centre or on the right.
 This formation of French was tasked with assaulting across the river in the face of my entrenched heavy artillery. They tried very hard but were unable to break through.
 Paul ordered his other infantry brigade to cross the river on his extreme right opposite the village, lightly held by my dismounted dragoons.
 My dragoons facing impossible numbers of French and Swiss Guard, and Swiss and German regiments.
 The dragoons were assaulted by a german regiment but succeeded in driving them back shaken. Meanwhile a long tail of French and Swiss bypass the village in order to attack my refused left flank.
 The French attack in the centre grinding to a halt, under close range fire from my artillery battery as well as musketry from two of my regiments. It didn't help that much of the river they were attempting to cross was found to be impassable!
 The gallant Spanish dragoons flee from the village after taking crippling casualties from French artillery and infantry.
 As we were running the game partly as a play test for some period-specific amendments to the rules Paul thought he'd charge across the bridge into my infantry. He survived the 'closing fire' but despite causing some casualties on my infantry, his horse were bundled back in disarray. 
 On the right I'd finally managed to get my horse to move, and in the spirit of testing the rule amendments I crossed the river and attacked Paul's much superior and more numerous cavalry.  I contacted two squadrons of Maison du Roi and a troop of horse grenadiers head on but was flanked by another squadron of Cuirassiers du Roi. Predictably my flanked unit was shattered and broken. The squadron in the centre was forced to withdraw, but my Dutch Horseguards destroyed the horse grenadiers and went haring off round the back of the French army.
 A lone troop of French dragoons supporting their comrades in the centre. The other troop of dragoons had been broken earlier in the game.
 One of the French regiments rallying after failing to cross the river.
 The French attack in the centre. No amount of hat waving by their commander was going to get them to advance any further.
 The French on my left finally managed to deploy, but too late to interfere with the battle, especially as crossing points at this part of the river were not plentiful. 
 The Dutch artillery. They had an impact on the game but were not devastating, which is good as they ought not to be. Then again Paul did launch his central assault directly towards them, which resulted in a great many battered French infantry regiments which had to waste time rallying.

 Rallied after their failed attempt to cross the bridge this squadron of French cavalry has turned to face the victorious Dutch Horseguards which are threatening the French rear.
 Dutch Footguards lining the riverbank.
 A Dutch regiment supported by an allied Hanoverian battalion.
 The Dutch Horseguards.

At this point we called it a day. The French had captured two bridges and were very likely about to capture another now that the Dutch horse had been driven off. It was therefore deemed to be a French victory, although the Dutch would have been able to extract themselves easily enough.

The amendments to the rules worked rather well. I will publish them as a separate post shortly, after another game or so.


Monday, 14 March 2016

The Combat at Zinna (1st Torgau) 8 September 1759

I haven't been able to organise a game with my neighbour Peter for ages. Fortunately we were able to play a smallish impromptu game on Saturday evening. I had already sorted out the orders of battle and stuff for this battle and the terrain was very simple so it took no time to set up. It was a great opportunity to put almost my entire Reichsarmee collection on the table, and there was even a chance they might win against a smaller Prussian force. I was able to recreate the battle without having to resort to any 'bath tubbing' so each unit in the battle was represented on the tabletop.

(Map from www.kronoskaf.com)

I have no idea who some of the minor commanders on either side were so I've made some up based on the names of a couple of the regimental commanding officers.

Austrian-Imperial Army

Commander: FZM Sainte-Andre DEPENDABLE

Cavalry right wing: Anton Johann Count Hamilton DASHING
1st Line:
Austrian cuirassiers x 1*
Imperial cuirassiers x 1**
2nd Line:
Imperial Dragoons x 1**
Imperial cuirassiers x 1

Infantry centre:
1st Line: Colonel Count von Harscamp DITHERING
Imperial infantry x 7 (2 are **, 1 is *)
2nd Line: Colonel Gustav Friedrich von Biedenfeld DEPENDABLE
Imperial infantry x 5 (3**)
Cavalry left wing: Independent unit
Imperial cuirassiers x 1**

Independent unit(s)
Austrian hussars x 1** (on far right flank in woods but they would not take any part in the action)
Grenzer battalions x 2 (rallying at Zinna on 4 points)

* superior, ** inferior

Prussian Army

Commander: Gen. Lt .Wunsch (DASHING)

Right wing:
Infantry: Colonel Willemy (DEPENDABLE)
Freikorps Jagers x 1 small
Frie Btn infantry x 1**
Grenadiers x 1*
Fusiliers x 2
Independent unit:
Hussars x 1

Left Wing: Colonel von Wolfersdorff (DEPENDABLE):
Grenadiers x 1*
Fusiliers x 2
Frie Btn infantry x 1**
Independent units:
Dragoons x 1 *
Heavy artillery – 3 x 12pdr guns (off table 50cm from the edge in line with the right edge of ‘the thin red line’ hanging on my wall

* superior ** inferior


Peter had choice of sides and opted for the Prussians, which was fine by me as I got to play with my Reichsarmee for the first time. We used Honours of War which were new to Peter so I had to guide him a bit, but there were no problems and he picked them up really well.



 Battle lines are drawn. The Prussians have advanced towards the enemy and have already driven back some Imperial grenadiers and Croats. The latter are rallying in the town of Zinna under the watchful eye of Prussian hussars out of sight behind the wood in the far right corner. The little stream is a minor obstacle to any formed troops crossing it.
 The Prussians. Off table to their rear about where the painting is hanging is a battery of 12pdrs. They would be in range of any targets within 100cm of the Prussian table edge but Peter decided to limber up and bring them forward. This did of course take quite some time and denied the Prussians of any long range artillery support. The Imperial army of course has no field artillery, just battalion guns.
 One of two brand new units, the Mainz regiment. The flag is not correct but it looks nice.
 My other new regiment is the Swabian District Fusilier Regiment Alt-Wurttemberg.  At a pinch I could swap the flags and they'd do as a similarly-dress Prussian fusilier regiment if I ever needed to.
 The Austrian Bayreuth cuirassiers crash into the Prussian line. Predictably, although they survived the closing fire they were bounced in the melee and forced to retreat. They were to be out of the game for several turns while they tried to rally.
 Croats on the outskirts of Zinna, and behind them the Kurpfalz cuirassiers (in reality Hanoverian horse).
 The 1st line of the Imperial army failed its command roll due to the dithering of their commander. The second line however passed through and advanced towards the Prussians.
 The Prussian hussars charged the Kurpfalz Cuirassiers who countercharged. The hussars were repulsed and withdrew to lick their wounds but my cuirassiers failed to pursue, which is probably just as well as they had taken heavy casualties. 
 Very quickly a large gap appeared in the Imperial centre as one unit broke and others were forced to retire after a punishing exchange of musketry. Fortunately the Prussians had to pause to rally their line as well, which gave the Imperial commander a breathing space to bring up fresh troops from what had been the original front line.
 Imperial infantry closing in on the Prussian right, which is starting to buckle as one Frei Battalion has already broken.
 Rather fortuitously, and a turn early, the Prussian artillery arrives on the table edge.
 The Prussian left wing (every single unit) has had to be withdrawn to rally. The Imperial troops were sadly for me in no position to take advantage of this slight problem for the Prussians.
 In the far distance, the Freikorps Jager are holding off the badly damaged Imperial cavalry. They were on the brink of being forced to withdraw and one more hit on them would be enough, so I was hesitant about using them to clear the Jager away, especially as the Prussian hussars had now rallied. In the centre, one unit of Croats is annoying the flank of Peter's right wing while two fresh Imperial battalions advance to their front. The two Prussian grenadier battalions have also now rallied and are ready to advance back into the battle.
 The Mainz infantry regiment failed to move in the game as they had become isolated from the rest of their brigade and their commander. To be fair they were classed as 'inferior' for the game and their brigadier was a ditherer so perhaps no wonder..... And they were new to the table and escaped the 'new units always run away' condition!
 A better shot of the stand off between my cuirassiers and the jager. The hussars are ready to pounce should the cuirassiers try anything rash.
 This fusilier battalion had been forced to retire and is now rallying, covered by their comrades to their front who they had to pass through on their way to the relative safety of the rear.
 The Imperial cuirassiers advance but are too far away to charge home or catch their quarry, as the Jager evade safely.
 The Prussian artillery unlimber and proceed to knock chunks off the Imperial battalions rallying in the distance. My other new regiment, the Alt-Wurttemberg fusiliers breaks under the pressure and flees the field.

 Viewed from here the battlefield looks incredibly confused. It was! The Prussian grenadiers in the centre are now trudging forward with support from the 12pdrs to their rear. The fusiliers beyond them are holding the Imperial advance comfortably.
 On the Prussian left, the Imperial Bayreuth cuirassiers attempt a charge to the front of a Prussian Frei-battalion. The latter fail to stop them with a feeble volley but in the melee hold their own and break the cuirassiers. The Prussian dragoons have also rallied sufficiently to move them back into action. Any remaining cuirassiers on the Imperial right are on the brink of breaking so are no longer a threat as, being 'inferior' they are unable to retire far enough to rally any hits off.
 The Alt-Wurttemberg fusiliers having just taken the full force of the Prussian 12pdr battery.
 My Hessen-Darmstadt Leib Grenadiers still in action and managing to hold the centre.
 The opposition on the Prussian right is in full flight or withdrawing as the Prussians begin to sweep (albeit slowly) forward.
The real winners of the battle? Maybe.

So there ended what had been a rather fun game, with both sides having to harbour their forces and re-cycle units throughout the battle, only the Prussians could do it better, and faster. This is one of my favourite aspects of the rules as it makes you have to think. The impact on shooting, melee and rallying was very evident where the poorer quality of some of the troops on both sides were concerned, which felt right. The big battle winner were the two Prussian grenadier battalions, although the timely arrival of the artillery towards the end of the game was especially helpful as they were able to ensure that the Imperial units trying to rally in the rear were unable to as they kept them under a steady but not particularly devastating bombardment, but it was devastating enough! 

We actually had to stop the game after about two and a half hours as my back was giving me a lot of trouble, but it was clear then that apart from a miracle the Imperial army was doomed. I played a couple more moves on Sunday just to see what happened. There was no miracle although it wasn't the  complete and instant walkover it might/should have been as the Imperial left took longer to deal with as they resisted valiantly for a while, forcing the Prussians to retire and rally once again. 

Next week's game? I haven't a clue yet. I have plenty worked out but might take a break from the Seven Years War for a couple of weeks. I do know that Robbie is keen to play-test the game we're putting on at the AMG16 event in June. We shall see.