Sunday, April 13, 2014

Action West of Gersdorf

Fabulous miniatures from Jim's collection took to the field for this action, played on a tabletop in Quebec, Canada
Casualites are : Allies: 5 Cs French : 2 Westph. Chasseurs à C., 1 Westphal. Hu.

The game was pretty much a draw which ended when the French side failed its 50% morale roll and so surrendered the field. The Russians were in no better shape at that point but passed theirs. I used the Div. morale rules for the small forces and set up following James' recommendations.

The french guns destroyed 4 Cs units with canister. They were less effective at range (the horse guns were out of their canister range). The Russians used a pincer movement. One pincer maneuvered through a small wood to hide from guns but this offered only temporary comfort as they were attacked right away by a hussar unit upon clearing the forest, losing a CS unit. This did siphon off the attention of half the french cav and allowed an overloaded attack on the Russian left to close, using the leading unfortunate CS units to shelter the rest by drawing the canister fire. The survivors closed and 2 and 3 on one melees ensued. A CàC unit broke a cossack easily and was recalled rather than doing a breakthrough. The Russian DR unit broke the two Westphalian CàC units, the second on a breakthrough.

The horse guns got out of trouble but the Heavy gun had to stick it out. They broke two CS units with canister and damaged another (one horse gun was now screened). A new round of melees with the remaining "live" CS units (not broken or blown) resulted in the destruction of the remaining Westphalian CàC unit through a 3 on 1 attack. The morale rolls ensued. The MR3 Sappers formed square and were accordingly left alone by the filthy cossacks.

The Russians were saved because the french arty did not succeed in killing one unit per turn early on and having closed quickly, they were able to simply throw more dice in massed attacks. The Dragoon unit was able to go in untouched and made the difference by having the advantage in two separate combats, they broke the two Westphal. Chasseur units. The 3rd Westphal hussar unit was beaten by a massed attack and a another massed attack by the Cossacks was lost, but they survived as dice difference was 2 and the damage by shared amongst 2 participants.


Full AFTER ACTION REPORT link will be attached once the AAR is posted.

Tuesday, April 8, 2014

TWIN BATTLE OF LUCKAU

The twin battles of Luckau have been completed and the After Action Report is available HERE with MurdocK's MarauderS

Players will be having updated maps in the next day to continue the campaign action here with 3 Sept 1813 (fictional) in the Campaign of Nations.

Saturday, March 22, 2014

Luckau engagements active

Marshal Oudinot is facing attack on three fronts in the Luckau region.

Campaign action for 2 Sept 1813 (fictional) is in progress, expect news over the next week on the tabletop results.

Saturday, March 1, 2014

Marienberg III

IV Coprs Commander General Bertrand
A third major engagement has come about in the Bohemian mountain pass of Merienberg.

Read the After Action Report here on Murdock'S MarauderS

Tuesday, February 18, 2014

New Major Battles on the horizon and a critical skirmish series

Cavalry Skirmish
With the 1 September 1813 turn now in progress there are two major battles, one minor one and another cavalry skirmish series to take to the tabletop in the next 10 days.

This time the cavalry are from Prussia and Russia, mixes of Landwher, Cossacks and Hussars.

Tabletop game players from the UK, Spain and USA will take on the action.

The minor battle will be handled by our Australian contingent and the Canadian crew at MurdocK's MarauderS will take on at least one of the major battles.

Watch for results in the next week!

Large Battle near Luckau = French withdraw.

Large Battle in Marienberg = Narrow Allied victory, French retreat.

Cossacks engage in south-west = French drive off Cossacks.

Skirmish Series:
Game 1: Allied Victory, with Russians doing the heavy lifting. Allies 1 : French 0
Game 2: Allied Vctory, with Brandenburg Uhlans leading the way.  Allies 2 : French 0
Game 3: French Victory, convincing.  Allies 2 : French 1
Game 4: French Victory, very close.  Allies 2 : French 2
Game 5: French Victory minor tactical victory - including a turncoat squadron! Allies 2 : French 3
Game 6: French Victory, decisive!  French WIN SKIRMISH SERIES 4 games to 2 for Allies.

Saturday, February 1, 2014

More of the 'second' cavalry skirmish series

Over the December period a skirmish series of games was called for to determine whom would have the 'upper hand' in penetrating the cavalry screens - and thus gain vital campaign information ...

This After Action Report from The Avon Napoleonic Fellowship, tells the tale of one of these recent skirmishes.

Orders have come in following these skirmishes ... armies are on the move!

Wednesday, January 8, 2014

Skirmish Series Hussar vs. Chasseur

The current move happened to fall over the busy holiday season, with only the data collection of the probing cavalry to happen ... this called for another skirmish series.

The first set was between Russian and French Hussars.  The French won handily.

The second series were run by players on opposite sides of the globe, one in Australia and the other in the United Kingdom.

The first game report came back; the result: a Russian victory.
The second game report came back; 
The scenario I ran involved 60 men a side, literally running into each other in a small valley.

It was a straight forward cavalry melee with both sides needing to chase the opposition away without getting too badly mauled.

Experimenting with an adaption of SCRUD I rolled the dice for each opposing squad of 10 troopers.

Troopers suffered wounds depending on the difference between the two sides' dice. An accumulation of minor wounds or a severe wound would render that trooper unable to continue.

There was always a chance that a kill could happen.

Arguably each roll of the dice took up 2 minutes of combat. 

With that premise the whole action took just short of 90 minutes.

The Russians eventually retreated having suffered 11 dead, including their officer, as well as 18 walking wounded (5 severe / critical). 

The French had 3 dead and 16 wounded (non severe / critical).

A particular sequence of results would require that side to take a test and to retreat / fall back if the test was failed.

The Russians failed that test and turned tail and ran: fortunately for the French did not pursue.

This left the contest at a tie, 1 game each.  I was able to get the UK player to run one more game.

The result came back;
"The landscape was slightly undulating, bordered by a small stream and marshy ground to the north.

The opposing troops approached each other cautiously, jockeying for an advantage fighting breaking out all across the front lines.

However casualties on both sides were few and far between as neither side could exploit any advantage over the other.

After 2 hours of engagement both commanders ordered their troops to pull back and re-group.

Nightfall approached with neither side trying to attack again.

Both sides pulled back to their own lines, under cover of darkness, and reported the engagement to their respective commanding officers."
 I had hoped for a clear victory, best 2 of three situation ... so I would have to 're-roll' one last throw to see what little information could be gleaned or protected.

The French win the narrowest of results in the skirmish series.

 Now the Allies are denied information for the next day's move ...