Monday, 17 June 2013

5th Battalion, King's German Legion

As mentioned in the previous post I have managed to get some painting done in a very busy week. So, just in time for Waterloo Day tomorrow, 18th June, may I introduce, standing in for His Majesty's 4th King's Own foot in my forthcoming Corunna scenario, His Majesty's 5th battalion, King's German Legion, which will be making regular appearances in future scenarios


The battalion is composed of an AB mounted Colonel, fusilier company men and skirmishing flank company from Campaign Game Miniatures, and flank company men and command party group from Fantassin. I think 18mm Napoleonic collecting has never been so blessed, with the ability to mix and match manufacturers in collections, as I hope I've shown.


The Colours are from the superb range of 15mm Napoleonic colours supplied by GMB. I think they are excellent. The importance of good colours and flags cannot be overlooked, as they can really make the final look of the unit and in my opinion should not be considered as something to be saved on.


The links to all the manufacturers mentioned can be found on my "Links" bar.




Fathers Day at the Cricket

Well it has been a very busy week for me with work and home life interrupting the projects at JJ's Wargames. Midweek had me away from home on a two day business meeting, and then yesterday I had a great day out with my wife, Carolyn, and Tom, my eldest son, in Cardiff, indulging in another great passion of mine, cricket. We travelled up to watch England v New Zealand in the International Cricket Council (ICC) Champions Trophy.



In April I commented on Palouse Wargaming Jounal , Jonathan Freitag's blog, about a post he made about the pleasure of watching baseball in San Francisco. Well here in England, summer is the time for us cricket fans to get out and enjoy the weather and some great entertainment with England playing against various other cricketing nations from around the world.

This summer we are blessed with the hosting of the ICC Champions Trophy, a one day competition, between the top eight nations in world cricket. Yesterdays match in Cardiff saw England in a knock out match vs the Kiwis, the winners progressing to a semi final match on Thursday.

See what I mean about the weather!
Did I mention weather!! Well yesterday was not a good day to play cricket. We left home at 8am for an hour and a half drive to Cardiff with a drizzle that looked set to last the day. When we arrived at the ground at 10.30am we got into the stand in time to see the two sides lined up for the national anthems and then we just hung around in the ground for hours just hoping the weather would break.

The deluge finally stopped at about 2.45pm and after the covers were taken off the pitch and the water removed from the outfield the game started at 3.45pm as a reduced overs match of 24 overs with England being put in to bat by the Kiwis, having lost the toss.

England came out and did the business, with some great batting posting a total of 169 in their 24 overs. This left New Zealand needing to score at just over 7 runs an over.

Jimmy Anderson in action

The England bowling attack opened with Stuart Broad and Jimmy Anderson and within the first three overs the match swung towards England with Anderson taking out Luke Ronchi and then clean bowling the Kiwis danger man of this summer's one day games between the teams, Martin Guptill.
These early wickets seemed to peg back the Kiwis and with the run rate never really getting above 6 an over it was not surprising that the game came to an exciting conclusion with about 21 runs needed to win off the last 6 balls.

With Anderson brought back to bowl the final over, the chances of New Zealand causing an upset looked even more unlikely, and despite a defiant boundary 4 runs from Kyle Mills in the over, the match finished with a 10 runs win to England and a semi final match vs India or South Africa on Thursday.

We had a great days entertainment and were shattered when we got home about 10.45pm last night.

In between the cricket and work I also managed a bit of painting and have just finished off the 5th battalion, King's German Legion. Stand by for some pictures. Also I have another exciting little project on the paint desk featuring some new stuff for the Napoleonics, which I am hoping to be able to show you next weekend!!

Sunday, 9 June 2013

Pegasus Bridge - Battlegroup Overlord


Yesterday at the Devon Wargames Group, I was able to do one of those "must do before I die" games.

Until yesterday I had never gamed the Pegasus Bridge, and a combination of the fact that the action took place three days previously, sixty nine years ago and an opportunity to play another game of Battlegroup Overlord just added to the memory of what turned out to be a very enjoyable afternoons gaming.

 Pegasus Bridge, at the Devon Wargames Group
This post is intended as an addition to my after action report posted on the Devon Wargames Group Blog .

As mentioned on the blog I put together a scenario based on one written by Richard Clarke of the Too Fat Lardies for "I Aint Been Shot Mum" (IABSM). As Richard pointed out in his article on the battle, the one sided nature of the action can make it a rather boring game to model if following the historical performances of both sides and the set ups. The challenge for the scenario designer is how to make this battle interesting for both sides.

As a scenario gamer by nature, I love this kind of challenge and so set about tweaking some of his ideas based on my own reading on the battle and offer my suggestions here for you dear reader.

I should say this battle has a few, be it small, connections to myself for two reasons. Firstly the battle preparations leading up to June the 5th required extensive training on a bridge similar to the one in Normandy. After a massive search throughout the UK, the unit finally came to base itself near Exeter in Devon, to practise on the Countess Wear Bridge. A plaque commemorates this fact today. The bridges at Exeter, because there are two, one stone bridge over the River Exe and the swing bridge pictured below over the Exeter canal, closely resembled the two bridges in France.
The swing bridge, Countess Wear, Exeter
The people of Exeter in early 1944 were treated to the bangs and pyrotechnics of the Ox and Bucks Light Infantry as they practised again and again to get their drills perfect for the night itself.
I always remember to say a silent thank you to the heroes of Pegasus Bridge each time I use the Countess Wear bridge.
The other link I have to this battle is that on a June day in the early nineties my wife and I paid a visit to Pegasus Bridge when the veterans were there to celebrate the anniversary. We were walking over the actual bridge, which has now been replaced by a modern version, when I noticed an elderly gentleman walking towards us who seemed familiar.


Major John Howard
It suddenly dawned on me that it was John Howard, heading towards the Gondree Café, probably for a well earned coffee. I introduced myself and my wife, and I engaged him in a short conversation about his war service and his time in Devon practising for the battle. He was the perfect gentleman, and I treasure the anecdotes he shared with us that day.

Major Howard in later years
 So to our game.

Richard Clarke's map of the positions

The battle itself is well documented and so I will briefly run through the orbats and set ups with the tweaks I ran.

The table set up was as per the map with the wire perimeter surrounding a pedestal 50mm fortress gun, an HMG bunker guarding the approach road, and trenches on both banks of the canal. A light railway line ran parallel to the canal on the café bank.

Point A marks the landing point of the first glider, B the second and the third slightly behind off table. We ran this as per the night itself, having the first glider penetrating the wire.

The contending forces consisted of an Airlanding Company of three platoons with a section of Airborne Engineers with the defenders being a platoon of infantry spread about the defences, mostly asleep.




The original scenario has the defenders sleeping soundly with sentries patrolling the bridge. I modelled them with the two snipers in the orbat. The British player was unaware that his landing was not detected and that the German sentries would only spot his men when they closed within four inches. The German commander would roll a die after each turn of shooting requiring a 5 or 6 to wake a section on the first shots moving to a 4, 5 or 6 on subsequent firings.

The British player was informed that one of his sections was an Engineer unit tasked with checking the bridge for explosives, requiring a turn on the bridge to complete. There were in fact no operational charges, but the British didn't know this and so I forced our players to spend time in the open under fire checking this out. In addition, his men carried satchel charges for knocking out the MG bunker near the road.

Once the bridge and its perimeter was in British control, the defenders could prepare their perimeter by positioning the sections anywhere within plus occupying the nearest buildings to the bridge. I allowed them to place d6 sections on ambush.

To simulate the eventual arrival of reinforcements from the Paras landing in nearby drop zones we had a dice clock. The game was set to last for 30 pips. Each turn we rolled a d6 and crossed off that number of pips, thus making each turn variable in time duration and giving the game an average length of 10 moves. If the bridge and its perimeter were in British hands at game end then the victory would be complete. If it was contested then the British commander had failed in his mission.

Once the perimeter was in British control I allowed the Germans to roll for reinforcements. In the original IABSM scenario, Richard suggests rolling a 5 or 6 to release the arrival of a section of German Infantry. I changed this to a small recon battle group from 21st Panzer Division.

I told the German commander that their arrival was dice controlled but in fact I decided when they would appear, as the German infantry were able to put up quite a fight on their own, once they were awake, and so I let the two sides battle it out for about seven turns before the German force morale broke.

The British player was then allowed to set up his defence after which I announced the noise of tracks could be heard approaching. The German player then rolled a d6 and that was the number of turns remaining for him to get through to the bridge. If he was contesting it at game end he would have succeeded in preventing the British mission. In our game the Germans rolled a 2 and were thus forced to charge towards the bridge. With six failed PIAT shots, they actually made it and the British commander could see himself snatching a defeat from the jaws of victory. That moment alone makes this game for me unforgettable.

As you can see I played this scenario with a lot of built in flexibility. I wasn't sure if I had the balance correct, and based on yesterdays game I think I would play it this way again as the battle swung throughout the afternoon. Both my player commanders seemed happy with the format and as an umpire you can often get away with a lot of flexibility, especially when playing these kind of raid/coup de main scenarios.

Anyway that concludes my suggestions on putting together a well known action and making it fun to play. If you have a go yourself please do drop me a comment as I would love to hear how your game went, after all that's what this hobby is all about.

Friday, 7 June 2013

Pyrrhic Victory - A Severe Case of Phalangites

And now, as the saying goes, for something completely different.


Every now and then I find myself painting troops for friends, which often entails moving out of my comfort zone, especially when it comes to painting for an old friend of mine who is big into ancients. I like the opportunity this gives me to expand my painting ability by being able to work with a different colour palette.








These guys are straight off the paint desk ready to be delivered to their owner. I hope you like them Steve.

Over the next few weeks my painting roster of Peninsular War units will be shared with other Pyrrhic units and some Saga troop types.

Next up, with the week of D Day remembrance, I'm running a Pegasus Bridge game at the Devon Wargames Group.

Sunday, 2 June 2013

British Infantry Facings and Lacings - Oporto

 
 
A list of British Infantry battalions by brigade, for the Oporto Campaign in the spring of 1809, with their Facings and Lace details. The strengths for the two Battalions of Detachments, made up of the men left behind from the units of Sir John Moore's army, are listed by facing and lace together with a rough percentage of men in each to help with figure numbers for your model battalions.

The list is available to download as a PDF under My Resources and Downloads


Tuesday, 28 May 2013

Carnage & Glory II - Peninsular War Training Mission

 
 Reverse Slope Tactics & British Brigade Light Battalions

General "Black Bob" Craufurd at Bussaco

This Bank Holiday Monday Tom and I set up a "Training Game" to run through the British "Reverse Slope" tactics as played in Carnage & Glory II. I took a few pictures of this run through to make a visual record of the play test and Tom captured our orders and reactions in notes as we went.

As a follow up to last weekend's game we used French and British brigades used in "Action at Ventosa" and set the game up on the same terrain but with nothing "fancier" than a ridge position with a "Military Crest" identified as suggested in the rules.

British Order of Battle

French Order of Battle
Following our game last weekend I contacted Nigel Marsh the author of the rules. Nigel provides an excellent back up service to any new players, like myself, by responding to messages on the Yahoo group at the speed of light, always with a full and informative response to questions.

I wanted to clarify how to play British Reverse Slope tactics and the use of the combined brigade light companies that the British used to cover the front of these positions as their skirmish screen.
Thus following Nigel's detailed response and his thinking when putting the rules together, Tom and I set up the following play test.

I have left the range stick visible in some of the pictures to give an indication of scale. The game was set up to one inch to fifty paces, about 37.5 yards.

The British were on Defend orders and naturally the French on Attack and from Turn one we went though the play sequence of Movement, Firing, Close Combat, Rally and End Turn, during which both sides activate their units as we go.

British Set Up
The picture above shows the initial set up for the British with the military crest marked up and the British front line battalions over 75 paces from it to be considered out of sight. The Light battalion is on the forward slope 150 paces from their supports covering a 275 pace frontage in open order.

French Set Up
The French were deployed as above in double company columns and unlimbered artillery in support.

French Move Turn 1
Turns one and two were simple moves with the British having the initiative, but choosing not to move themselves, thus allowing the French columns to trundle forward at 450 paces, and with the artillery limbering up and following in their wake. The British guns fired during both moves causing 16 casualties on the nearer Legere battalion and 17 casualties on the centre Ligne battalion.

British Fire Turn 1

French Move Turn 2

British Fire Turn 2
Turn three was when things got interesting and I have numbered the units as per the order of battle to help illustrate the move.

French initiative
Movement Phase Turn 3
1. French 107 declares charge on British 505, successfully with a total charge move of 525 paces available to the unit.
2. French columns 108 and 109 advance on to the ridge with their skirmish lines detecting the British defenders.
3. French artillery move up limbered
4. British artillery prolong back 75 paces.
5. British battalions 502 and 503 advance onto the crest line.
6. British 505 is pinned by the charge to their front.

French Move/Charge Turn 3


French Move-Charge Turn 3 from the French View Point
Firing Phase Turn 3
108 fires at 502 causing 10 casualties
109 fires at 503 causing 21 casualties
502 fires at 108 causing 53 casualties
503 fires at 109 causing 118 casualties
505 skirmishes with 107 during the charge causing 15 casualties and reacts by falling back 150 paces
The British guns were silent as the advancing redcoats moved forward into their canister zone.


Fire!! Turn 3
Close Combat Phase Turn 3
505 having fallen back exposed 503 to the charge of 107
The French win the combat losing 23 casualties and inflicting 31 causing 503 to fall back 150 paces.


 Reactions Turn 3
French initiative
Movement Phase Turn 4
109 and 107 charge 503 reforming after being pushed back
108 charges 502
French artillery moves to flank the ridge position
505 falls back behind main line
Note the French charge markers at the back indicating how far the French charges can continue too should they break through.


Move Turn 4
Firing & Charge Reactions Turn 4
502 stands the charge and fires at 108 causing 142 casualties
503 fails to stand and falls back through 501, 300 paces
501 fires at the chargers 50% on each causing 60 casualties on 107 and 72 casualties on 109
108 fires at 502 causing 10 casualties
107 fires at 501 causing 10 casualties
109 fires at 501 causing 11 casualties
502 counter-charges 108 which breaks and retreats 250 paces

Close Combat Turn 4
107 and 109 charges 501 , French win losing 12 casualties and inflicting 19
501 retreats 300 paces.


Move Turn 5
We then played through two more turns with the remaining French columns tiring and eventually forced to halt their advance. The British 71st Highlanders (503) remained to their front also halted.

On the other side of the ridge French unit 108's retreat turned into a rout which the French General was unable to attend to given that he was rather busy else where. This freed up British units 502 and 504 to start to wheel onto the flanks of the remaining French columns, although they too were forced by Brigade fatigue to stop their advance.

The end of game stats are below clearly showing the damage inflicted and the "knackered" state of both forces.

We ended the test at this stage with a Major Victory to the British defenders.
End Turn 5

British Casualties at Game End
 
French Casualties at Game End
The Results Table
Play tests are a valuable method of learning the rules and seeing what units will do. From this game we replicated the classic British move when unit 502 halted the charge of unit 108 with a crashing volley causing 142 casualties and were rewarded with the option to counter-charge immediately following, which, taken up, broke the French unit and sent it recoiling down the ridge.
 
In addition the British Light Bobs behaved as predicted in Nigel's message by firing at the charging French column and then retiring behind the British line in support.
 
On reflection Tom and I thought we could have played a three up one back formation with the British brigade thus matching the French columns one for one with a reserve battalion at the back to cover any problems. This would have probably been a better tactic given all three French units were over 1000 men strong, so took some stopping!
 
Tom is now looking forward to trying out his "new lessons learned" in our next game. More later.
 

Saturday, 25 May 2013

42nd Royal Highland Foot Regiment

No British Napoleonic collection should be without the 42nd Highland Foot, and certainly no Peninsular War collection. Having completed my series of games looking at the Vimiero campaign, I am now thinking about the army commanded by Sir John Moore and the battle of Corunna.

The 42nd Highlanders made their debut in this battle and were heavily involved in the fighting about the town of Elvina, after being encouraged by the General to remember their feats at the battle of Alexandria. It was members of the regiment who carried the mortally wounded Sir John from the field of battle.


For more information on the history of the regiment during the Napoleonic wars follow the link
http://www.napoleon-series.org/military/organization/Britain/Infantry/Regiments/c_42ndFoot.html



My battalion in composed of figures from Campaign Games Miniatures, with the mounted Colonel from AB and the skirmishers from Fantassin. I really like the CGM figures, giving a burly highlander ready to close with the bayonet. My only criticism is their bayonets, not quite long enough for my taste, but I think, in 18mm, I can live with them. The flags are from the superb GMB range.