Saturday, 18 May 2013

New Table - The First Game

Tomorrow is a day of firsts. First play test of the Ventosa game using the Carnage & Glory scenario, and the first time a game will be played on the new table that Tom and I put together over Easter, which I posted about back in March.

I really enjoy the process of game construction and pulling together the components of a scenario. One of the key components is interpreting the terrain and scaling it to the level of play the game is set up to model.

With this game I was fortunate in having some great maps of the battlefield as a whole. This enabled a scale down to the area we will be playing over, namely the little hamlet of Ventosa at the end of the Eastern Ridge of Vimeiro

The whole position occupied by Wellesley's troops at Vimeiro 

The Ventosa position


My interpretation of the original map

Below are pictures of the table set up to play the scenario. The look is a little squarer than the map because my table is a nine foot by five foot layout and the map was planned for a six by four foot game. So the compromise below has a six by five foot table.

The table top interpretation of the map, with Ventosa top right
This is the first time I have laid out tiles underneath the mat to give a contour variation to the table. The ground level shots, hopefully show the sight line variations that were present on top of the Eastern Ridge that allowed the British to use their reverse slope tactics.

In the briefing tomorrow pointing out where the "military crest" is will be an important point, and I have positioned my terrain to make it easier for the players to identify where best to position their troops.

The view from the ground occupied by Colonel Trant and his Portuguese contingent

The ridge was characterised by having areas of disruptive terrain such as dried up stream courses and small groves of olive and cork trees.

The road from Vimiero to Ventosa

The route as Ferguson's brigades would view it, with the ridge at Ventosa just to the left of the village. Again note how the road past Ventosa drops out of sight

General Solignac's view of the road into Ventosa as it climbs the ridge to the right

The road into Ventosa that General Brennier was attempting to follow, note the sight is blocked beyond the Ventosa hill to the right.

With the terrain laid out I have put down "blind markers" to indicate the approximate set up positions for the troops when we play tomorrow.

The initial positions indicated with blinds

The nice thing about playing on a reduced area is I have room at the top of the table to put the troops out and set up the laptop and other play aids (note the range sticks).

The French troops under Brennier are flank marching and will appear on this table edge "eventually"!

The small hamlet of Ventosa Farm

The forces for tomorrows game

The French eager to follow up their success at the Legionary show

The 32nd "Cornwall" Foot representing the South West in this game
So with everything set up I can do some other stuff with the family on my Saturday, and look forward to welcoming Steve and Jack to game with Tom and myself tomorrow. A full report on the game will follow together with an updated scenario briefing with any lessons learned from our game.

Sunday, 12 May 2013

Battlegroup Overlord - Thoughts and Impressions

Yesterday I got my WWII collection out to try out the Battlegroup rules that I picked up at Salute. I have posted a report on our game on the club blog, so check it out to find out how the game played.
Devon Wargames Group Blog

I should preface this post by saying that I don't intend this as a review of "Battlegroup Overlord" and the rules. That is because, having only played them twice, I don't really feel qualified to give that kind of assessment.

That being said, I do feel happy to give my thoughts and impressions, as someone who has bought both Kursk and Normandy books and is the proud possessor of the mini rules book, and having played them, set up a scenario with them, and had to thumb through the rule book to find answers to game situations can at least give an experienced wargamers view on how they work or don't.

 
 
So Jon, why did you get into this rule set? Well the simple answer to that question is that I was looking for a set of rules that I could play WWII Company level games, in a fast moving set up that was more simulation than game, and that was fun to play.
 
My turn to set of rules for this kind of game has to be I Aint Been Shot Mum (IABSM) by the Lardies, and they just about tick all my boxes, save one. That box is the one marked "fast moving". The card system in IABSM is great for simulating the friction and uncertainty of warfare, but it does slow the game down to a certain extent. I look on with keen interest at the new Chain of Command game currently being tested by my fellow club members Jason, Nathan and Gus, which has been reported on at Jason's Blog, which uses dice instead of cards to capture this friction element. It does strike me as a quicker system.
 
So I am in the market for looking at other games for WWII Company battles and have been happy to try out the Battlegroup rules, and I find myself in the same position with some but not all boxes ticked and liking these rules for different reasons. I think that my view of these rules is "fast moving" YES, "fun to play" YES, "more simulation than game" NO.
 
So why have I rated this game the way I have.
Well as fast moving goes, in both games we have rattled on through the turn sequence with little or no problem all adding the appeal of a game that can easily give a result in an afternoon of gaming at the club. I couldn't always say that with IABSM. 


Gregg Farrell's excellent Orbat creator
Greg Farrell Organiser Builder

Are they fun to play? Emphatically, absolutely, YES. The feel of the game, with the clever use of the Battle rating counters, degrading your force morale over time and occasionally throwing up the odd special event like an air strike or random mine attack is an absolute pleasure and is the "cumin, coriander and turmeric base to this interesting curry".
I recall with a smile, in yesterdays game, as the British players were forced to draw yet another counter from the box due to a well placed German artillery strike, then themselves smiling with glee as they pulled out a Mine Strike counter and were able to cause the German player much concern as one of his Marders reversed over an un-spotted mine.
So yes, fun is something this game has in abundance.

One of my Marders lurking in the hedgerows around Breville
Simulation rather than game? Here lies the rub of the matter for me. I look for the Lardies principle of playing the period not the rules in games systems I like. This principle has been a guiding factor in my choice of rule sets for ever and leads me to question where Battlegroup fits in to the rules I have considered using over the years.

I too, don't subscribe to the school of thought that says, "a good simulation can't be fun". That school of thought tends to point to the Newbury Rules systems of copious factor sheets that one had to work through to decide whether one force could shoot at another at a given range etc, etc.

The Lardies with their clever use of combined morale and casualty results table, and the design principles that reward the historically tactical use of the weapons systems available to the troops of the period. The ability to influence the randomness of the cards system by adding to or taking out cards based on the quality of the command system applicable to your force. All this points to a rule set that can combine a simulation with a fun game.


British Paras under artillery fire at yesterdays game

With Battlegroup I found myself a bit confused with what the designer was trying to achieve.
The rules are trying to be appropriate to play games from Section/Squad level to Battalion. This is a tricky spread of detail to manage, and I found myself wondering why as a Company or Battalion level commander I would be counting up how many rifles, SMGs and LMGs my sections were armed with rather than working in groups of these weapons as most rule sets at the Company/Battalion level tend to do. Thus casualties are based on individual men rather than groups of men, a seemingly low level of detail for a game looking to cover battalion scale clashes. There are arbitrary ammo load outs for armoured vehicles with assault guns and tank hunters having much smaller allowances than tanks.
This necessitates the requirement to record ammunition used by individual vehicles, a throw back to Donald Featherstone and WRG. Surely modern gaming systems have moved on from these kind of rules?

Then with artillery there appears to be unlimited strikes available to troops of guns, where most rules today try to model the restricted access to higher lever artillery by limiting the number of strikes in a game. The lack of rules covering smoke seem strange. Then there is the requirement to place a spotting round when setting up an artillery strike, which can end up being moved 4d6 inches in any direction, possibly ending up with the round moving out of sight of the OP who called it in. This does not stop the barrage going ahead! Surely the whole point of a spotting round was to be able to see where the fire would fall and to, if necessary, correct the fall of shot back onto or nearer the target before firing for effect. The artillery rules don't seem to model the efficiencies built in to American and British systems which allowed multiple assets to be co-ordinated by one OP, or the more cumbersome often WWI systems used by the Axis nations which often forced them, particularly in the later years of WWII to rely more on their mortars for rapid response than their heavier artillery.

These issues with the rules have caused me to think of Battlegroup more as a game than a simulation. The "Game" category, for me includes rules such as Flames of War and Bolt Action. I think Battlegroup are more simulation, less game than them. Many of the aspects I have highlighted are easily changed with house rule adaptions. I, for example, will limit artillery missions in my scenarios. I will allow smoke and design my own rules to cater for this. I will not allow a barrage to be fired when a spotting round is quite clearly out of sight of the OP who called it in. I will allow allied OPs to call on multiple units of artillery in missions.

One final point that is not only applicable to Battlegroup but seems to have become a common omission in most rule sets published today. Please, please, pretty please, can rule designers include, as a matter of routine, a subject index to help speed up the process of finding what it is you want to look up. The new Battlegroup rulebook is a welcome addition and even more so as I found the ready reference card poor given the lack of information on it. However the lack of a subject index can drive one to distraction when you simply want to find out something in particular without wading through the sections in the book.

I plan to play more games with these rules, starting with Pegasus Bridge, next month at the club. Why? Because they are fast, fun and I think adaptable to allow me to make changes to the base system to improve the simulation I want. If you haven't tried these rules yet I would suggest you check them out.




Saturday, 11 May 2013

Prelude to Ventosa - A Soldier of the 71st

The story of the battle of Vimeiro is one of two quite distinct and separate actions. The main event was concentrated upon Vimeiro and Vimeiro Hill at the western end of the Eastern Ridge. Here the French under General Junot attempted to smash their way through the Anglo-Portuguese line and to head directly for the landing beaches beyond.

Meanwhile in an attempt to turn the flank of the allied position, additional French units were dispatched further east where they clashed with British brigades sent by Wellesley to thwart this movement.

Next weekend we will play out this battle as the second part of the Vimeiro scenario I have put together to recreate these two actions. The first part was played last weekend at Legionary which I have reported on in the previous post.

Piper George Clark, wounded in the groin, pipes the 71st into their second charge of the day
As a prelude to next weekend I thought it would be interesting to look at an account of a veteran who took part in this action, being a member of the 1/71st Highlanders who with the 1/36th and 1/40th foot were brigaded under Major General Fergusson.

"A Soldier of the 71st" was one of the first accounts I read by a veteran of the Peninsular War and I still like to dip back into it now and then to get a feel for life in the ranks for the ordinary British soldier at that time. The book is now available free on the Internet and is well worth reading if you haven't already done so.
Journal of a Soldier of the 71st Highland Foot

The extreme end of the Eastern Ridge at Ventosa where the 71st were engaged in battle
The map above shows the initial positions of the British brigades and particularly the 71st Highlanders as the French columns under General Solignac approached their lines above Ventosa Farm. The following passages have been taken from the journal to describe the events that then took place.

The thing that struck me first about the following description is the very personal and intimate nature of the events and feelings described. The Duke of Wellington was once asked to describe the events at Waterloo and made his famous remarks about a battle being rather similar to a ball when it came to relating what had happened. That is, that it was easy to describe what had happened in your corner of the ball room, whilst being totally unaware of events elsewhere. Thus we end up with this very personal description, nonetheless fascinating, for the insight it gives to the feelings that the men on both sides of the fight must have been experiencing at the time.



The description of country about Vimiero is easily recognisable to anyone today who has visited the battlefield. I visited the area in the early 90's and remember the views out over the valley from the heights occupied by British troops.




The description of British troops remaining silent , being better able to hear the commands given by their officers, are remarked about by other commentators from the period. It makes a stark contrast with the French calling out to encourage their compatriots and the unnerving nature of seeing the ranks of redcoats steady and unflinching before them. This could have only caused even greater consternation amongst the French ranks as the order to present arms was given.

The final section highlights the fact that the French attack in this sector was made by two separate and distinct commands. The 71st foot was in the process of mopping up the first French attack, when the second group under General Brennier turned up. This event did not phase the British commanders who were able to reposition their forces in time to be able to respond to the new threat.


It makes interesting reading to see how our author took reassurance in this final charge from the demeanour of his colleagues. This really illustrates well the morale effect in these close combats and how very often one side seeing the determination of the other would loose confidence in their ability to resist causing them to break and run.

I hope like me, that you find these kind of reminiscences a source of inspiration when trying to model these combats with our little metal men. Thankfully no one gets hurt on a wargames table, but maybe we can capture some of the drama as our columns and lines meet next weekend

Monday, 6 May 2013

Vimeiro Hill - Carnage & Glory II at Legionary, Exeter

As part of the  Devon Wargames Group contribution to support for our local show Legionary I put on a demonstration game of Vimeiro Hill, one of the scenarios featured in the Vimeiro "Light" scenario available in the download section. The rules used were Carnage & Glory II, a rule set I am enjoying playing more each time we use them.

I have been looking forward to playing this game for over a year whilst putting together the collection of units, both French and Anglo-Portuguese to play it. For several units, the French Grenadiers, Dragoons, Portuguese Dragoons, it was to be their first battle initiation, and that often doesn't bode well in my experience.

The Battle of Vimeiro 1808
If you have been following my blog you will know I have outlined the historical situation about this battle in previous posts and I have captured those details in the scenario briefings so don't intend to cover that detail here. The scenario is based on the fighting at one end of the Eastern Ridge, as the British called it, centred on a small hill close to the village of Vimiero.

British order of battle from C&GII

French order of battle from C&GII

The map below sets up the initial positions of the opposing forces and the following pictures will illustrate how our commanders on the day interpreted that.

Vimiero Hill Scenario Map
The French commander decided to position all his on table forces in close support, centred around the main road into Vimiero. The objective is to gain control of Vimiero and/or Vimiero Hill, whilst endeavouring to do as much damage to the opposing force whilst suffering as little harm in return.

The brigades of Thomieres, Charlot and St Clair form up on the road into Vimiero
Nathan who took the role of General Junot decided rather than attack in separate waves as in the actual battle he would attack on mass looking to overwhelm the defenders in an all out attack.

The other end of the French line with the Kellerman's brigade, behind the foot and horse guns of Junot's reserve
Steve who took the role of Wellesley kept his forces distributed along Vimiero Hill on defend orders waiting to see where exactly the French would hit his line.

Sir Arthur Wellesley oversees the British line on Vimiero Hill with Fane's brigade (95th, 60th Rifles and the 50th Foot "West Kents" nearest to camera.
Both commanders had their cavalry assets in reserve, with the British also able to call on an additional brigade of infantry under General Acland positioned behind Vimiero. These forces would only be available from turn two. The action started at 9.30am and was set to play for twelve turns or three hours of combat before assessing the victor.

Anstruther's Brigade Light Battalion screen the approach to Vimiero and Vimiero Hill
The opening moves of Vimiero Hill saw the French columns move out along the Vimiero road supported by their artillery on their left flank. The British brigade light battalions, being quite forward of the hill slopes and Vimiero itself, started to skirmish with these battalions almost immediately.

The French advance to the relentless beat of the "pas de charge".
However under the pressure of the formed columns and a sudden charge by the 26me Chasseurs they were forced back upon their supports in quick time. The British 9lbr guns, meanwhile, concentrated their fire on the combined grenadier battalions managing to get several bounce through shots as the columns sort to find their way between the wheat fields and olive groves.

The opposing skirmish screens clash as the French mass approaches
The first significant clash came as the 2/86me Ligne received  massed musketry from Vimiero, served up by the 20th "East Devon" Foot. The 20th were understrength in this battle having lost four companies during the beach landings, and as events were to prove, were probably not the best unit to garrison the town.

French infantry wave their shakos in the air to encourage their comrades

Kellerman leads his confident combined Grenadiers up the ridge

Wellesley gives encouragement to the 97th and 52nd "Oxfordshire" Foot of Anstruther's brigade
The 2/86me Ligne didn't hesitate, but immediately charged into the town, causing the 20th Foot to leave in great haste less 120 of their number either dead or captured. Vimiero had fallen within the first hour of the battle, and the Combined Grenadiers were about to add their assault to the British commanders woes.

Acland's Brigade Light battalion clash with voltigeurs of the 32me and 82me Ligne in the outskirts of Vimiero

The 20th "East Devon's" Foot formed the garrison of Vimiero protecting Wellesley's baggage and artillery park
The 1me and 2me Grenadier Reunis marched remorselessly up the slope of Vimiero Hill and charged straight into the British gun line. The artillerymen held their nerve and fired canister at point blank range killing or wounding about 40 of these elite infantry. The fire seemed to have little effect and the gunners were soon running back managing to limber up 4 of their 6 guns.

The Grenadiers of Kellerman's brigade assault the British gun line getting 9lbr canister for their trouble.
By turn four 10.30am in battle time the momentum was with General Junot, his troops having been completely successful on all fronts. However, aware that there were other British units available to plug gaps, the cavalry under Margaron were ordered out to the French left flank in order to pin the Allied units on the Allied right flank.

BG Margaron leads the 26me Chass. a Cheval and 5me Provisional Dragoons supporting the French left. 
To counter the French moves, Wellesley moved the Portuguese Dragoons and 95th Rifles forward on the heights in preparation to hold back the French cavalry as other units were moved to support efforts to repel the French troops around Vimiero.

The Portuguese Light Dragoons drawn up on Vimiero Hill prepare to challenge the French cavalry
The fight with the Grenadiers and British attempts to retake Vimiero reached a crescendo by turn six, 11am in game time. The lead Grenadier battalions under Kellerman were tiring after their fight with the gunners, and the French line infantry in and around Vimiero were also starting to show the effects of continual sniping from the British light troops.

It was now that Wellesley brought forward the battalions of Anstruthers brigade moving over the front of the ridge to deliver their first volleys into the Grenadiers. The effect was staggering as the 9th, 97th and 52nd Foot all fired into the massed ranks. Both lead battalions suffered over 100 casualties and recoiled back down the slope in disorder taking Kellerman with them.

The battle reaches a climax as the French assault Vimiero and the hill
The battle was on a "knife edge" with the British force morale at 78%, 4% above break point, but with the success of the British counterattack on the hill the French had dropped to 83% only marginally better, and the French line troops refused to advance beyond Vimiero to clear the British skirmish lines around the town. Would this be the "high water mark" of the French assault?

With the skirmishing over the 52nd Light Infantry prepare to advance on the French
Both sides prepared their final attacks to try and push the other to break point first.

The fighting gets up close and personal.

The French Combined Grenadiers break under the close volleys of the 52nd Foot and rout down the hill.

The 2/86me Ligne clear Vimiero of redcoats

The second brigade of combined grenadiers under St Clair maintain the pressure, supported by Junot's guns.

The Portuguese meet the French Dragoons on the hill with the 95th Rifles in support.
Sir Arthur now ordered the 2/43rd Light Infantry to clear the French from Vimiero, whilst advancing on the second brigade of Grenadiers under St Clair pressing on the slopes of Vimiero Hill. To support these attacks he brought forward the 20th Light Dragoons in preparation for their follow up charge to clear the French from the hill.

St Clair's Grenadiers push the British line back.
General Junot ordered St Clair to attack the British lines on Vimiero Hill, and the 82me and 32me Ligne to charge the light troops of Acland's Light Battalion still skirmishing around Vimiero. In addition he sent the 5me Provisional Dragoons up the slopes of Vimiero Hill to tackle their Portuguese opposite numbers.

The Portuguese come of worse but  with Wellesley's encouragement, hold their line
The charges were declared and the combats commenced. The 43rd foot charged half-heartedly into Vimiero, only penetrating the outskirts and after a quick combat were pushed back out by the valiant 2/86me Ligne, the stars of the French forces this day. The British fire on the second brigade of Grenadiers was desultory in comparison to their first volleys and the Grenadiers managed to stand under the fire.

However the French 82me and 32me refused to charge and retreated in the face of Acland's "Light Bobs". The 1me Grenadiers turned their retreat into a rout, and the 2me Grenadiers continued to follow them in retreat.

The French push on into the British lines with both forces close to break point

The final combat then resolved on the French and Portuguese Dragoons. The French charged, the Portuguese refused to charge so took the French on at the halt. The combat went to the French with eight Portuguese killed and the regiment forced back.

It was the end of Turn 8, 11.30 am and it was all over. The combats were enough to tip the Allies over the break point and give victory to the French.

The Butchers Bill
Many thanks to Steve and Nathan for a very entertaining days battle. We hope the many people who came over to watch the battle unfold, enjoyed the game. We certainly had lots of questions about the rules. The notes about the system, available from the Carnage & Glory Yahoo Group, were very useful in explaining how the game works. Next up, the second part of this scenario, the battle at Ventosa Farm.