Wednesday, January 27, 2016

My Latest Napoleonics

I bought myself a Christmas present through Warlord Games: a box of late Victrix French infantry and then some officers, casualty figures and a small group of engineers made by Warlord Games.  Here are some of the pictures.
Warlord Games French engineers

Warlord Games British officers (figure on the left painted as a Portugese colonel)

Warlord Games French officers (grenadier head taken from the Victrix infantry box)

Victrix grenadier company

Victrix infantry command stand with Warlord mounted colonel.

Victrix voltiguers

Victrix line company
The whole battalion

Warlord Games French casualty stands
My collection of these 28mm plastic figures has grown to be formidable and includes infantry, cavalry and artillery.  I want to get a box of the new Victrix French artillery and add another box of Victrix British artillery.  Perhaps one day I'll actually put them on the table and have the two forces slug it out.

Friday, January 22, 2016

Middle School Gaming Event

Today I was able to host my first event for our Military History in Miniature Club.  12 students participated, along with two alumni who ventured over from the high school.  The majority of the club wanted to play Flames of War.  This game was entirely student led and had 10 of the 12 members participate.  I added a small game of Sharpe's Practice that attracted the other two students and we had a great game as well.  I was able to use my Napoleonic figures for this go.

In the Flames of War game, it looked like the Germans got the better of the Americans based on the number of flaming hulks I saw towards the end of the day.  I was involved in my Shape's Practice game and wasn't able to pay much attention, but everyone seemed to be having a very good time.  The two student leaders did a good job of keeping things moving.

The German armor at the start of the game.

The American armor.
Turn One: The Germans advance.

Here they are using the wood to cover their attack.
Turn 3: German armor getting the upper hand.

The Germans secure the farmhouse on their side of the table.
The end of the game.
In the Sharpe's Practice game, the French outnumbered the British significantly, but the redcoats had the advantage of solid cover.  The French player moved out boldly, his cards coming up all at once.  The British player elected not to garrison the buildings in the town in the first turn and this would come back to haunt him later.  The French units closed quickly and, due to the way the cards fell, got most of the first shots.  The French player rolled well and the British casualties began to mount.  The 1/63rd's 1st company charged a portion of Sharpe's riflemen defending a wall and killed them to the man, including the gallant Captain Sharpe.  The voltiger company was able to occupy three of the town's buildings that same turn and that was the beginning of the end.  Some British reinforcements arrived, but were too late to alter the situation.  This was clearly a French victory.

The beginning of the game.
The French right.
The defense of the town.
A section of the Royal Foot Artillery coming up to add to the town's defense.
The French player moves up his artillery.
The French close in for the attack and overwhelm the outnumbered riflemen.
It was a very good start to our wargaming year.  It's a good group of kids and a few of them are investing in figures of their own.  That's a big step forward towards raising up the next generation of gamers.

Sunday, January 3, 2016

2016 Preview

For Christmas my oldest daughter gave me Prelude to Waterloo by Andrew Field.  This gives a French perspective to the battle of Quatre Bras.  It has some excellent maps and it has inspired me to take on the project of developing scenarios for the various phases of the battles.  I have the complete order of battle for each side, and now I know where and when the French forces joined the battle.

As for my painting table, I believe the second half of a commission I started last December will be coming my way.  In addition to that, I took advantage of Warlord Games' after Christmas sale to pick up some mounted officers and French infantry which should be arriving in the next week or so.  Between these two projects, I should be keeping busy for a little while.  I'll post pictures as they become available.

Thursday, December 24, 2015

Christmas Eve Battle for the Crossroads

Continuing a long held tradition of setting up a battle for Christmas time, this year I pulled out a couple of units I don't get to use much: Picton's 5th Division with the support of Ponsonby's dragoon brigade versus my Old Guard formations of infantry and cavalry.  The objective was a town and crossroads situated on a hill.  Both sides were given the task of taking and holding the town and the crossroads it sat upon.

The objective.  The British will be attacking from the left, the French from the right.
All of the brigades were given assault orders, so everything was in motion from the start.

The British army, with Hanoverians in the foreground.

The French Guard infantry.  The cavalry is in the background.
Both sides advanced steadily.  The British were closest to the town, and therefore had an advantage.

The French Guard infantry on turn two

The Guard Chasseurs a Cheval, with the Lancers in support.

The British left.
On turn three the two cavalry forces prepared to charge.  The French had the advantage on this flank numerically.  They also had two Old Guard Horse Artillery batteries to take on a lone British RHA battery.

Ponsonby's Dragoons.

The columns of Old Guard cavalry.
As the infantry continued to advance, the two cavalry formations lunged at each other.  The British lost the first melee against half of the Guard Chasseurs and were forced to retreat.  The second British unit, however, rolled a double six against the other half of the chasseurs and routed them!  Being British, they failed their pursuit test and had to continue on into the supporting Polish Lancers of the Guard on the next turn.

The routed chasseurs suffered 25% casualties.

The pursuit into the Lancers.

An Old Guard 12lb battery unlimbers to take on a RFA battery.

The Old Guard Grenadiers get to the top of the hill.

Kempt's brigade in close support of Ponsonby's cavalry.

This is the melee that the British horse lost.

Von Hinke's Hanoverians advance on the British right.
 On turn six both sides lit up with volleys of musketry and artillery.  The dense columns of Old Guard paid dearly for every foot they advanced.  In the follow-up cavalry battle, the dragoons pushed back the stationary lancers.  But the Scots Greys were routed by the defensive fire of the Old Guard Horse Artillery they were charging.  On the ensuing brigade morale check a double one was rolled, so the British horse were no longer in the fight for the foreseeable future.

The Scots Greys before their calamitous charge.

The morale brigade test was as bad as it could be.
As the cavalry battle swirled on the flank, the infantry of both sides finally came to grips with each other.  An Old Guard batallion confidently charged a conscript batallion of Hanoverians.  The defensive volley inflicted one casualty which all believed would have little effect on the outcome.  But a very poor morale roll by the French saw the assault stall and the batallion faltered.

The Old Guard attack is stalled.

The 95th Rifles blaze away at the Chasseurs of the Guard.
This is where the battle left off.  In the next few turns, the French cavalry and artillery are sure to punish Kempt's brigade as it will be forced into square and have to endure the cannister of the Old Guard Horse Artillery batteries.  Two additional batteries of Old Guard Foot Artillery will also be coming into action.  It could be some very rough times for the Red Coats.

Tuesday, December 22, 2015

Warlord Games French Infantry and Perry British Lt. Dragoons

I have been offline for too long.  Here are some shots of what I have been painting lately.  I really enjoy painting the 28mm figures.  There is so much detail and I think they turn out quite well, especially when in formation from a bit of a distance.






Tuesday, November 17, 2015

Final Turns of General de Brigade tutorial

Turn 7- The French win the initiative and are determined to drive back the Dutch/Belgian right flank.  All three battalions of the 4th Legere attempt to close but must roll a five or six to do so since Jamin has not yet come up with in command range.  Two of the three battalions succeed! The 2nd Orange Nassau issues a very ragged volley and is only able to inflict one casualty.  Both legere battalions pass morale which forced the Orange Nassau unit to test.  They roll a six, but must subtract one for being 2nd line and two more for being in line formation.  The result of three means the blue clad line must retreat half a move immediately.  This means there will not be a melee, which is fortunate for the Orange Nassauers.
4th Legere attacks the 2nd Orange Nassau
The 2/100th lose another three figures but somehow manage to pass the morale test and stand their ground.  To their right, the 3/100th Ligne aligns itself to charge three companies of the 2/2nd Nassau. The village's garrison fire from their hiding places but don't do any damage.
No damage done.
To make things a little more exciting and to touch on some other aspects of the rules, a brigade of cavalry arrives for each side.
The Dutch/Belgian cavalry arrive in line.

The French lancers approach in column.
Turn 8- The 2nd Orange Nassau complete their retreat move and await the pursuit of the 4th Legere.  The 2/2nd Nassau forms line on the right to secure that flank while the 3/2nd goes into column due to the presence of enemy cavalry.
The 2nd Orange Nassau rallies, but is unformed with the French still coming at them.
At the village, the 3/100 charges the village.  A pathetic volley greets them, but is ineffective.  The pass their morale and charge home. The defenders are equally resolved to hold their position, so a melee ensues.  The French roll an 11 and add two for being infantry and two more for charging; a sum of 15.  The Nassauers roll a five and get plus two for being in buildings for a total of 7.  The difference is 8, which means that the Nassauers must rout out of the town on the next compulsory move.
The charge goes in.
The Nassauers lose.
In the movement phase, Gauthier's brigade forms into square as they see the Dutch/Belgian cavalry appear on the ridge before them.  The lancer move up and prepare to charge.

Turn nine- The French win the initiative.  The sun is setting in the west and as darkness draws across the field, Napoleon's legions will try to secure the victory.  The 1/4th Legere boldly crashes into the rye fields in hopes of coming to grips with the 2nd Orange Nassau battalion.  On the other end of the field, the 6th Lancers thunder towards the 2/2nd Nassau battalion.
The lancers charge forth and the Nassauers attempt to form square.  They must roll a 9 or better to succeed.  They roll a 10!
In the movement phase, the 3/100th Ligne occupies the portion of the village that it secured.  They must roll a formation test to see if they end up formed, but they fail, and are unformed.  Regardless, they have attained a foothold in the center of the enemy line.
A foothold in the town!
During the movement phase, the Dutch/Belgian cavalry form into columns.  This formation will be much more suitable if they are to navigate the checkered battlefield.

And so it all comes down to the final two melees of the game.  On the French left, the 1/4th Legere plunges into the rye field in an attempt to finally put the 2nd Orange Nassau to flight.  In desperation, the 2nd Orange Nassau fires a volley.  They roll a double six!  The stunned veteran Frenchmen falter and cannot go any further.  Brigadier must once again roll to see if he is hit and a seven comes up.  He is lightly wounded for the second time.  The attack on the French left has been repulsed.
For the third time in the game!
Jamin is wounded yet again.
And so, it will all come down to a cavalry charge.  The lancers close with the men in dusty green uniforms and roll a 4.  They add three for being lancers, two for charging, and two more for being lancers against infantry: 11.  The Nassauers roll an 8.  They add two more for being infantry and then an additional four for being in square: 14; a difference of three.  The lancers are defeated and must retreat.  The Nassauers, despite having their numbers halved for being infantry versus cavalry, still take out three of the cavalrymen, and entire stand.  The losing cavalry cause one casualty for every 8 figures.  There are 24 in the unit, so three Nassauers are lost.  But the square has held and the last ditch efforts of Foy have come up short.
Squares are very hard to beat in these rules.
So I am going to call the game as a minor victory for the Perponcher's Dutch/Belgians.  It was a close call for them.  Their lucky dice rolling was the major difference.  Three double sixes put the French back on their heels.  And a lucky roll of 10 to form square more than likely saved the Nassauers from destruction.  But that's what makes this game so much fun.  You never know what will happen next.