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Showing posts with label Wargaming. Show all posts
Showing posts with label Wargaming. Show all posts

Monday, 23 September 2024

Commands & Colors - Seven Years War

In the comments to the last post I was asked about how we played C&C with the 40mm semi flats.........

Over the years we have played most of the C&C games, my favourites being:

Napoleonic, We generally play the Epic Battles version with 15mm figures on an 8' x 6' table with 120mm hexes. These give very enjoyable games with reasonably historical outcomes.







Memoir 44 (WW2), with 1/300 figures on the same 120mm hexes, not such a well designed set of rules - but still fun.



Red Alert - yes space ships - a fun game with all the plastic spaceships and cloth in the box, so it is easy to transport and set up,





I also have 'Tricorn', the AWI version, however this is one of my least favourite versions, having more of the feel of a skirmish game - not in my opinion suitable for the large clashes of the SYW.

A gaming friend has made a very nice  12' x 6' gaming cloth marked out in 180mm hexes, which he uses to play C&C Napoleonic Epic with 28mm figures. He also has the hills and woods to match, so an easy option for me to borrow for a participation game. My 160mm frontage units sit nicely into the 180mm hexes (which are just annotated with lightly marked corners - one visible to front right of the artillery).


SYW Rules Changes

There was not really a lot of change needed, the main ones being:

Infantry v Cavalry

In this period the infantry was generally better trained, and able to repel frontal attacks from cavalry without the need to form square, so we modified the rules as follows:
  • In the C&C system the facing of units is not relevant, everything fights all around, For SYW we decided that the facing of the infantry does matter, so at the end of the movement phase all infantry, even those which have not been activated, are adjusted to align with one of the sides or corners of hex. The unit then has 2 (facing corner) or 3 (facing side) vulnerable 'rear' hexes.
  • When infantry is attacked from the front (not the rear), the infantry ALWAYS fights first, and the cavalry can NEVER ignore flags. Note that if the cavalry has sufficient movement it can ride around the infantry to attack the rear, so the ends of lines need to be supported.

Artillery

Artillery in this period was neither as mobile or capable of combined arms training as later (although the Austrians were getting there), so:
  • Artillery may never fire overhead.
  • Artillery may not combine in melee unless in support of an adjacent infantry unit.
  • Other than Austrians, artillery may not  make additional moves such as those on the 'Bombard', 'Artillery Reposition' or 'Call forward the Reserves' cards.

Prussian Infantry

Prussian infantry was (at the start of the war) better trained than most others, so they have been given bonuses when firing on the move and entering melee with opposing infantry.

Prussian Cavalry

Prussian heavy cavalry (and cuirassiers) could charge for much greater distances than others, so they are allowed an additional hex movement when charging (not additive with the 'Cavalry Charge' card


I've pasted in the playsheets we used for the battle of Kolin - I don't think Blogger has a file upload facility? (For Lobositz we did not apply the advantages for the Prussians, as they were tired and hungry after a long night march.)








 

Friday, 20 September 2024

Battle of Lobositz & New Moulds

As I'm sure is obvious, I have not done much casting or gaming with the 40mm semi-flats so far this year.

Battle of Lobositz

I did however put on a participation game (back in June) using the Commands and Colors (American!) Napoleonics system to play the Battle of Lobositz. 

The table was 12' x 6', a scan of the battle layout is below. The Prussians are stacked up exiting the valley, and the Austrians partly hidden behind the village and in the sunken road, with Grenz on the hill. We played it twice and the Austrians won both times - as they should😀

The scale was roughly one unit on table equates to a cavalry regiment, two battalions or a 10 gun battery.

Below are some photos, many of which are copied from Aly's Toy Soldiers











New Moulds

Prince August have also been very quiet with regards to the SYW range, Chris Tubb has been working on other projects, such as their 54mm Middle Earth ranges, however I understand that they may be sculpting for some new SYW moulds over the coming months. 

  • Reprint/rescale the Austrian cuirassier to as the current moulds are way too big (3 moulds),
  • Reprint the dragoon heads as they ware currently too small, just a reprint to scale (1 mould).
  • Prussian cuirassier (3 moulds)
  • British infantry (4 moulds) - see post January last year for suggested figures.
  • British artillery crews in coats (2 moulds).
My personal preference would be to do them in the order above so that I can complete my Prussians & Austrians, however I suspect PA would sell more moulds if they did the British first.

Sunday, 23 July 2023

Battle of Kolin - Commands and Colors

Last month I attended the annual Wild Geese War Games meeting, and put on a participation game using my 40mm semi-flats.

Austrian centre deployed on the ridge - Photo by Robbie Roddis

As often happens, when I am running games I got engrossed in the game, and forgot to take many photos; fortunately some of the other players took some, and also posted them on their own blogs, below are links where you will see more pictures:

https://alystoysoldiers.blogspot.com/2023/06/wild-geese-2023.html

https://scotiaalbion.blogspot.com/2023/06/wild-geese-weeken.html

https://independentwargamesgroup.blogspot.com/2023/06/wild-geese-weekend-2023.html

In addition to my own photos I have pinched some from those blogs.

The Wild Geese weekend is generally 18th century based, and was held on the weekend of 17th & 18th June, 18th June was the date of one of the great battles in history, the Battle of Kolin in 1757 (there might have been another less interesting clash on that date some years later), so nice to play it on the anniversary. For the game I decided to use the Commands and Colors (it's American) board game system, something I often do for my 15mm Napoleonic games. Although the American War of Independence variant 'Tricorne' is available, and would be expected to be suitable for the SYW battles, I find those rules have the feel of large skirmishes rather than major confrontations; so I decided to use the Napoleonic set, with a few amendments I will discuss later. 

The Table

First of all I need to make both a thank you and apology to Martyn Cartledge who kindly let me use his terrain for the weekend, even though not attending himself:

  • A big thank you for letting me use his 12' x 6' hand made cloth marked out in 180mm (across flats) hexes, and matching MDF hills & woods. Clearly I could not have staged the game without the hex terrain to play on.
  • An apology for using the cloth the wrong way up, both sides are green and marked in hexes, however not realising that at the time I opened the cloth, I saw the hexes on green and laid it out. Only on packing away did I realise that the other side was a much better colour match for the hills - and the hexes were more neatly drawn, so the lack of fit visible on the photos would not have occurred. I later discovered I was playing on an early test run! 
One of the 40mm test games with the cloth the right way up -  a much nicer green!

The available playing area was 19 hexes wide and 11 deep, and the the terrain was stylised as the sketch below (sorry, no fancy graphics from me). At the top (2nd row down), across the width of the board is the Kaiserstrasse, along which the Prussians were marching, and towards the bottom (3rd to 6th rows up) the line of hills and woods over which the Austrians were deployed.


The Armies

With the board sketched out (it took a few test games using my 15mm armies to arrive at the one shown) it came to deciding on the armies - when playing C&C only one unit can occupy a hex, so this set the scale of the game.

The majority of the Prussian infantry was strung out in column of march along the Kaiserstrasse, with a few battalions of grenadiers (3?) marching in parallel, and cavalry in advance and behind; the game scale was therefore determined by the 18 hex length of the Kaiserstrasse. For playability I decided to allocate 4 hexes at the front to give Zieten's hussars space to manoeuvre, and two hexes at the rear for Penavaire's cuirassiers, leaving 12 hexes for the infantry.

According to Kronoskaff there were 33 Prussian battalions present, and after allowing for say 3 battalions off road that left 30 on the road, so each game 'regiment' would represent about 2.5 battalions, so in the game there were 13 infantry 'regiments'; 12 on the road and one off. According to Duffy there were 19,500 Prussian infantry present, so each regiment on the table represented about 1500 men. Based on the order of battle, the Prussian infantry was represented as follows:

  • 1 Regiment of Guards (Gd)
  • 6 Regiments of Musketeers (M)
  • 3 Regiments of Fusiliers (F)
  • 3 'Regiments' of Grenadiers (G) - I know they did not have regiments!

Using the same process for the information I had available I came up with opposing armies as follows:

Prussian

  • 1 Regiment of Guards (Gd)
  • 3 'Regiments' of Grenadiers (G)
  • 6 Regiments of Musketeers (M)
  • 3 Regiments of Fusiliers (F)
  • 5 Regiments of Cuirassiers (C)
  • 3 Regiments of Dragoons (D)
  • 4 Regiments of Hussars (H)
  • 2 Batteries of Artillery (I ignored the masses of battalion guns)

Prussians marching along the Kaiserstrasse, they would have looked better in column of march but it takes time to deploy them  - photo by Aly Morrison

Austrian

  • 1 'Regiment' of Grenadiers (G)
  • 18 Regiments of Fusiliers (-)
  • 2 Regiments of Grenz (Gz)
  • 4 Regiments of Cuirassiers (C)
  • 1 Regiment of Horse Grenadiers (HG)
  • 4 Regiments of Dragoons (D)
  • 5 Regiments of Hussars (H)
  • 4 Batteries of Artillery

Austrians lining the ridge, with reserves marching to meet the Prussian outflanking move - photo by Aly Morrison


The Rules


For the game we used Commands and Colors Napoleonics, including the 'Generals Marshals and Tacticians', and 'Epic' expansions; with a few changes to cover the SYW:
  • Infantry facing matters - at the end of movement the infantry unit must face one of the sides or points of the hex.
  • Infantry attacked frontally (not rear 2/3 hexes) by cavalry always melee first (including cavalry  breakthrough moves), and the cavalry can NEVER ignore flags.
  • Cuirassiers do not get additional resistance against musketry.
  • Artillery - no firing overhead or combined arms unless gun is supporting an adjacent infantry unit.

And specifically for this battle to represent the Prussian attempt to move around the Austrian right flank, and the Austrian response:
  • Epic March Move (3 stars on card), can be used in any sector to move troops which spend their entire move in the back two rows of the table - to allow lateral movement. 
  • Troops which spend their entire move on the road may increase their normal move an additional hex.
I also messed around with the stats on the units, essentially making the Prussian infantry and Cavalry much more effective when attacking - I have included the sheets below:




How did it Play?


I would suggest looking at the blogs I have listed to see how the game was received. We played the game 3 times, and set a target of 15 Victory Points (VPs). We finished all 3 games in about 3 hours, and the final tally was 2 wins to the Austrians, and one to the Prussians, all ending within a couple of VPs - the final game ended with Frederick being killed by a musket ball!

Cavalry engaged on Austrian right - photo by Aly Morrison

Monday, 7 March 2022

Hammerhead Show

The game at Hammerhead show went pretty smoothly, and there was a lot of chatting around the table about 'the good old days' when 'toys were toys'.

Rather than rattling on I've just uploaded some photos and added a bit of text below where useful. You will gather the photos are not in order (from multiple people).

We played the game with a modified version of the 'A Gentleman's War', the main thing we did was change the activation to a simple alternate move system to speed things up.

There is also a video of the game  - https://www.youtube.com/watch?v=PL4RiFlOq3k

A general view of the table at set up.
(I'm the handsome chap top right.)


Prussian fusiliers - the first SYW unit cast and painted.


Another view at set up with the lonely Austrian grenadiers
on the hill.

It was a participation game.
Not all players were old timers.



The 3pdr battalion guns are Karoliner barrels on Rossbach carriage
with SYW wheels.

Austrian and Hungarian grenadiers.
(I know they shouldn't have flags - but they are my toys!)


Prince August kindly provided some moulds and kit which 
we displayed to show how it is done.

Prussian Dragoons
SYW dragoons with cuirassier arms and infantry officer heads.





Prussian Cuirassier.
Rossbach cuirassiers with SYW Prussian officer heads.

Mounted Officer.
SYW dragoon officer with head and arm from SYW 'general'.





Austrian Dragoons
SYW dragoons with cuirassier arms and Russian infantry officer heads.

Buildings are 3D printed.
All buildings are 28mm scale to save space - nobody noticed!








Austrian Cuirassier.
Karoliner cavalry with SYW officer heads.
(The SYW cuirassiers are way too big so not used.)