ACW Game: Battle of Monocacy 9th July 1964

So carrying on the ACW theme currently on I put on a Battle of Monocacy game which was fought on the 9th July 1964, This was part of the Confederate General Jubal Early’s raid down the Shenandoah Valley into Maryland.

On the 3rd July the Union area Commander, Major General Lew Wallace who was based in Baltimore with a command of 2-3,000 men reacted to news of Early’s march towards Baltimore and Washington by moving his force to Monocacy Junction to block the Confederate advance while requesting reinforcements to protect the unguarded Washington. Wallace gathered additional troops from Annapolis, Baltimore and a field artillery unit and a small cavalry force. On July the 8th Wallace stopped the advance units of the Union VI Corps commanded by Ricketts and convinced him to remain at Monocacy Junction to hold off Early and his estimated force of between 14-28,000 veteran troops.

So dawn on Saturday July 9 had a Union force of about 6,800 men positioned an the bridges and fords over the Monocacy River. A battery was on a bluff overlooking the main bridge and Ricketts men below them guarding the fences and riverbank. The cavalry brigade of Clendenin was downstream watching the river.

There were further forces facing each other but I decided to just fight the main battle.

So the aim of Union General Wallace is to hold on and delay as long as possible to give reinforcements time to get to Washington. The Confederates was to get to Washington!

So for the scenario I have kept fairly much too the actual battle but changed some aspects a wee bit for play playability and fun factors.

Below we have the initial set up Ricketts 2nd Brigade commanded by Steve. This was 4 regts plus the battery on the bluff behind them. Opposite across the river was Ramseur’s Lilley brigade with 5 Virginia regts with 2 batteries from Nelsons battn with a 3rd battery arriving later. Alan commanded here.

To the south the Union cavalry of Clendenin commanded by Rob had 2 dismounted regts covering the ford with 2 more on there way. Across the ford can be seen the lead regts of McClauslands cavalry brigade of 4 regts commanded by Keith.

And Alan is straight into it and managed to get 4 units across the bridge and a 5th on it(they are not actually crossing the river…..Alan got a wee bit excited.

Keith rushes his cavalry regts across the ford, dismounts and prepares to pepper Robs 2 regts in the farms. I had reduced the Union regts to 2/3 size of the Rebel ones. Picture below is after several turns of firing from both sides. There is a dinky rule in the ACW supplement of Black Powder where units that fail morale tests from shooting do not pop but instead are ‘whupped’ and basically keep 12 inches away from the enemy with reduced factors….and are just …annoying…but…it feels right! The final 2 Union cavalry units have dismounted and joined the fighting.

Here we have the Union battery on the bluff behind fortification. Union needed 6’s to hit them and they got an enhanced save.

Keith added his cute ambulance to the photo…nice.

The Union cavalry have been beaten after several rounds of hand to hand and mount up and ride away….those that could. Just to the left of the field the Confederate Division of John Gordon has commenced crossing the ford. Goldie had arrived and took the brigade of Evans and his 7 Georgia regts. Keith retired the cavalry and took command of the 2nd brigade of Hays 5 Louisiana regts.

As Gordons regts marched across the fields towards the Junction and the road to Washington, up popped Emersons brigade of 5 regts who had been lying down behind a fence! A withering blast was delivered on the surprised Confederates by these veteran units troops…to…well…almost no effect…..

The other end of Emersons line….flank fire on Evans brigade…Goldie giggled…it was really bad shooting.

I quite liked this picture of the flags.

So we have Evans brigade to the left, Hays to the right, Alan in the distance who has bought guns up to close range and is dealing to Steve’s troops. Keith’s surviving cavalry and a battery that appeared are holding the fence line to centre and I have the Emerson brigade.

Game end. I declared a Union victory, if only because the road was not clear and so Early’s Army would now not make Washington before Union reinforcements made it.

So that was fun and now the whisky of the week!

Well… I do have a love affair with Glenmorangie so this weeks offering is the ‘Nectar D’or’.

With tasting notes of:

Sumptuous and warming, the Glenmorangie Nectar D’Or has spent ten years in American white oak casks before spending its final two years in Sauternes casks from France. It is here, in hand selected wine barriques from Sauternes: the most famous and ancient sweet wine growing region of France, that this whisky develops its rich, spicy and dessert-like flavours. Non chill-filtered for additional aroma and mouthfeel. 

Aroma; Lime and orange rind, sultanas and dates give a rich fruity flavour laced with tantalising spices of coconut and nutmeg.

Taste; Ginger, nutmeg and toasted almonds bring a deep, warming taste interwoven with a syrupy lemon meringue and honeycomb middle. 

Finish; Long and lusciously sweet finish with lemon zest, white chocolate, vanilla and traces of ginger and nutmeg. 

Awards; WWA 2008 Category – Scottish IWSC 2009 Silver Category – Single Malt Highland IWSC 2009 Silver Category – Single Malt Highland ISC 2009 Silver Category – Scotch Single Malts 

Alcohol Vol 46%

Some may not like a sweet whisky, but tonight we have a southerly storm howling outside, it is VERY windy…and cold….and the coffee machine has died…so will shortly be sipping this beauty in front of the fire watching our Queen of Canoeing win her Gold medals again.

Good night!!

Grudge match

So Nick and PaulW had been talking about a grudge 300 point Napoleonic Game since Call to Arms Convention last year where Nick won but didn’t play Paul on his way to taking Paul’s crown off him.

So they have had the match up with Nick fielding Prussians and PW Russians.

Its Nick on the left!

The Russians in view are Paul’s. A Dragoon brigade, a Musketeer brigade, a small Guard brigade and a Jager brigade supported by 2 batteries.

And here we have Nicks Prussians with cavalry on each flank and 2 strong brigades holding the centre.

Paul had the first turn and went straight on the attack! Paul’s Dragoons charged an Uhlan regiment and managed to defeat them.

Next the Dragoons decided to take on some landwher cavalry which went to script with them running away and the Dragoons deciding to sweep into the flank of a foot bttn. That didn’t go so well!

Meanwhile the Russian musketeers were having an extending fight against the Prussians… the Dragoons on the flank had been shot up by the Prussians skirmishers which meant both Dragoon units were shaken and removed from play.

Nicks doing some measuring and as you can see , the casualties are mounting up.

Luckily for Paul his units can take 4 casualties before being shaken!

I returned from getting drinks to find Nicks brigade had broken and was being removed! But Paul’s troops are looking…well….rather ill themselves. Where are those Prussian Dragoons one may ask……

On the other side of the table we had troops not keen on moving, but Nick finally advanced on the Jager and things were looking promising. You will notice on the hill behind them a brigade of Prussian Dragoons. Now these chaps sat there all game, ignored all orders to move until Nick through double 6s…a BLUNDER…and then a 1 meaning they now retired off the table! Nick really needed those guys as the only cavalry on a target rich battlefield!!

Nicks second brigade moves up to the stream and starts exchanging shots with the Jager but they got out shot and cannoned…..game over.

So that was that, Paul manages to take out Nick. It was very tense when the infantry were going head to head but I think Nicks Dragoons brigade not joining in cost him the game. Giving them a CC7 leader and being a long way from the CinC’s rerolls was a disaster in the end. You really need to make sure your heavy cavalry get into combat…there are a lot of points invested doing nothing otherwise.

Whisky of the WEEK!

So…tonites Whisky of the week is a wicked little number that I acquired during last years lockdown. Friend Murray sent me a picture of a shipment he received and one was a wee drop called ‘Infrequent Flyers’. So being intrigued I checked and there were 2 brews available online locally, so I got the other one.

Now a chap called Alistair Walker gets differing whiskies from small distilleries in Scotland and when ready, bottles them with no fancyness…natural from cask and cask strength.

Now this wee beauty is 59.8%, is sourced from the Craigellachie Distillery and frankly is not for the faint hearted. There is no subtlety here…..it doesn’t so much put hairs on your chest as scorch them off!

A MAN’S WHISKY to be enjoyed in front of the fire!!

Gettysburg : Peach Orchard July 1863

So post Borodino refight there has been a wee break in gaming to recharge, and then the laptop has been decommissioned and replacement finally been supplied(its my partners work from home machine!)

So there are a few bloggings to do…so here is the start.

As a break from Napoleonic Battles, a dive into ACW(American Civil War) will happen for a while. The first game I started with is a scenario from Gettysburg, Peach Orchard. We used Black Powder ‘Glory , Hallelujah’ supplement rules for the game(as we will for those to follow) and we were all a bit rusty on the rules!

Below is the set up positions with the Confederates on the right and the Union on the left. On the Rebel right was Russ and Alan on the left. Opposite Russ was Keith and then Goldie on the Union right opposite Alan. Rebels get to move turn first.

Turn 1 and Russ throws Barksdale’s Veterans forward.

Keith’s line of Union troops in the Peach Orchard

On the rebel left Alan advances past the Bliss Farm heading for the Rogers Farm.

Russell is rolling up the Union flank with Barksdales troops.

Somehow Flashman and his entourage have managed to take command of the Rebel massed guns!

The thin blue line of newly arrived regiments face the rebel attack.

On the Rebel left Alans troops attempt to hold back the Union advance to allow the rebel right to win the day.

And I think this picture fittingly shows the End of Game….massed rebel guns supporting foot regiments rolling up the Union line.

So in the end it was a Rebel victory. The Barksdale brigade of French Imperial Guard(well…they were that good!) repeated history and rolled up the Union line. I did allow to many batteries for the game , so my bad, but will rectify that in future games and also need to reduce the number of troops per player so we can get a game completed in a an evening.

But well done to Russ and Alan, well played and am sure Keith and Goldie will get revenge!

Now the Whisky of the Week this week is the Balvenie Doublewood 12 year old.

Now here is the tasting notes….

Balvenie DoubleWood 12yo Bottling Note

Balvenie DoubleWood is aged in two kinds of oak casks! It was firstly matured in refill American oak casks before it was treated to a finish in first fill European oak Oloroso sherry butts for an additional nine months. The expression was launched in 1993, and has become a somewhat iconic whisky over the years. Even at 12 years old, this rich and complex dram is an excellent example of what the Balvenie distillery can craft.

And I am quite enjoying it as I write this post, fire on, watching Rugby League on TV.

Wonderful!

Battle of Borodino – The Rematch!

When we played the Battle of Borodino last year, at the end if was suggested we refight it with players swapping sides.

So on the weekend of May 29-30 2021 we regathered at The Seatoun Bowling and RSA Club here in Wellington and over 2 days refought the battle. The same set up as the first battle and orders of battle were used. There was unfortunately some late withdraws so we ended up with 17 players.

As always in a mega game like this, one gets engrossed in your part of the battlefield so I will simply show a series of pictures of the battle taken by John and interpret them. My role this time was as  Grouchy commanding the French cavalry in the North.

Start positions below looking from Northern edge of table. Dallas is looking a bit tense!

French reserve table!

Early action around Borodino Village. French light cavalry being sacrificed against Russian guns. Plan was to have some suicide runs on the large Russian batteries…..then when they are unloaded….send a 2nd cavalry regiment….preferable Uhlans or heavies to destroy the guns and carry on into supporting units. Fun!

Same scene, different angle(different camera!).

Down south where impressive French advance early on. Left flank of Russian 2nd Grenadiers is in trouble.

The centre around Redoubt…..

The Ford in the North…a major disappointment…..Russ had a strong position….we French were going to try and force it before he got in place…but…the dice gods were cruel….our planned gunline failed as the guns wouldn’t move from their start line!

Here are the French infantry…in line to reduce artillery damage from the other side of the ford……awaiting the guns that never came.

I like these dinky red arrows…so helpful in a mega came so you can keep track in an ongoing combat as to who won the last round.

Russians around the Fleches….apparently on turn one…before the French gunline was established ..some batteries were still limbered…..Duka sent some Cuirassiers cascading across the  table to take them out…how cool…..if anyone has a photo…send it to me please!

Look at the mass of Russian units around the Redoubt!

In the South….looks like 2nd Grenadiers are gone…but here come the Guard to save the day.

And the game is over…and each side is claiming victory and telling looonnnggggg tales of their accomplishments…

And this is the crew.

The above pictures were taken by John….I was remiss and didn’t take many. So some of mine in no particular order below!

This is an attack between the Redoubt and the Fleches.

The French advance on the Fleches.

The Hand of Dallas.

Nicks French light cavalry in front of the Redoubt.

And PaulW’s troops exploding out of the woods to assault Utitsa.

And for PaulW…his highlight….Cuirassiers on the Russian reserve table!

Now…..as for the result…I have requested Napoleon and Kutusov to write up a report each…..these will be interesting am sure……

A couple of games….April 2021

So I have managed to fit a couple of games into a hectic life the past few weeks….partner had a birthday with a 0 on it..so that went on for a few days…..and $$$$….work is taking more of my time…..darn it……but have managed to fit in 2 games.

The first game was a Napoleonic game using my Russians against friend Murray and his Prussians. Murray has not been playing many games, our last one was with 6mm Marlboroughians late last year so its been a while.

So Murrays Prussians are 2 Prussian brigades from the battle of Gross-Beeren and are all lovely Calpe figures and all superbly painted. His units are larger than mine as he has 36 figure foot and 30 figure cavalry units!

So I set up a game where my Russians are attacking a holding force of Prussians with them having reinforcements marching on. This was to be a training game for Murray on Blackpowder rules and hopefully one where he could happily move his figures around and have some fun.

So below we have the set up. My Russians are on the left and are attacking across a stream with Murray defending a lone of 2 villages with a wood in between. His reserves are advancing from the left baseline. I am using my Grenadiers but they are playing as standard Musketeers.

A look down Murrays lines from his right flank.

Murrays reserves marching on. Decided share pictures of the Prussians more than my Russkies. They get enough coverage!

So below I am in teacher mode and showing Murray what happens if you charge a village frontally, with supports without first using artillery to damage the defending troops. It didn’t go well for the attackers. I lost the attacking unit, one of the supports also retired.

On the Prussians right flank Murray sent his skirmishers rushing forward to get to the wood on my left flank. I explained what would happen if they didn’t make it .They didn’t make it so. So I charged them with my Hussars and their pointy sticks. The skirmishers evaded…but only one move so I contacted them and carried on to attack the line which couldn’t shoot or form square. They are about to lose combat and the battery then pops as well.

So next turn Murray charges me with his 2 units of Leib Hussars. I destroy the attacking unit but am shaken so I retire.

Murrays next turn catches my damaged Hussars and they pop, but he is shaken and retires…but ends up in front of a battery and I have troops in the wood who joined in shooting the Leib Hussars. Result..no more Leib Hussars.

Back on the Prussian left Murray has pounced on my failed attack on the village and is pouring units into this flank. He used the sharpshooters on the village to keep inflicting damage, and charged into my damaged units.

And a final shot of the Prussians who defeated my right flank, then held the centre and even though I had the left flank…my brigade there had blundered and retired a move back and I ceded the battle to the Prussians.

Well done to Murray.

Next game v Murray be in a couple of weekends.

The second battle was Nick teaching me to play Bolt Action. This is a Warlord Games 28mm WW2 skirmishy game which we played on on 6 x 4 table. I have lots of stuff for a German 1944 force..just not assembled or painted. This may hopefully kick me into life and paint some!

I didn’t end up taking to many photos so be short report. I had a force of German Paras v US Paras somewhere in Normandy. I had no idea what I was doing or what the troops could do, so expectations not high. Thankfully Nick is a teacher by profession so he made learning easyish for me. Below I have a sniper and spotter in top floor of a ruin and a STUG rumbling down a road. Nick supplied the armies and I asked for a STUG as trying to assemble my 2nd one…..the first effort will never be seen by anyone! Yanks across road in field running for other side, another squad behind brocage as well as a mortar team.

Shot of village with one of my 3 squads advancing for the village with the officer and his offsider following. I had 3 squads, the one with the close assualt weapons I set up over in woods where should have put this rifle quad. Dumb dumb…need figure out weapons on squad next time. The heavy machine gun is about to get destroyed…need place better.

My high water moment…well really my only moment to be honest. I dropped a mortar shot on top of it…had to throw lots of 6s…and did. That was fun, I like throwing lots of dice! Unfortunately when rolled for the bazooka team on it…rollled a 1 so they escaped…darn it.

And my last picture…was to engrossed in game from here on and forgot. But I did whittle this squad in field down with machine gun fire from STUG and squad that I got into the red building. Squad that I got into greyish building on left of photo did not go so well..or assault squad out in a wood…or the mortar team…or….next time!

So that was a game of Bolt Action. Did enjoy it….learned lots and am looking forward to next game using the same army. Basic errors identified and hopefully will try and correct in next game!!

Whisky of the Week

So this editions Whisky of the week is a rather nice wee drop that Glenmorangie released at Xmas called ‘A Tale of Cake’.

Now pre Xmas a mailer popped up in my Gmail from my favorite online Whiskey merchant and one of the offerings was a new one from Glenmorangie ‘A Tale of Cake’. It sounded intriguing so I ordered 1, informed friend Weakley and he managed to grab one also before all sold.

The Whisky God at Glenmorangie is a Dr Bill and this is how the story goes on this wee drop. Recently the good doctor (he has a PhD in biochemistry, this isn’t a Doctor Who situation) found himself musing over how some of his most joyful memories involved cake, from baking with his granny to the pineapple upside-down cake his daughter made him for his birthday. So, Dr Bill did what he does best. He created a whisky that could encapsulate the joy of cake in a single malt whisky. It’s called Glenmorangie A Tale of Cake.

And who doesn’t like Xmas Cake(well normally me actually…prefer chocolate cake….but…) so this promised to be a tasty treat….and tasting notes are now following:

Nose: There’s plenty of classic Glenmorangie goodness here, orchard fruits, acacia honey and creamy vanilla initially, followed by stewed orange, golden sultanas and a little Amalfi lemon. Then there’s white chocolate and crème brûlee with hints of elderflower, a fresh wholemeal loaf and a little mint among an array of fruity elements like nectarines in syrup, dried mango and apricot yoghurt.

Palate: The palate is complex, tart and has some slightly tannic wood notes which cut through flinty minerality tones as well as tinned peaches, orange chocolate, apricot croissant and more vanilla. There are honey roasted almonds and a little dark fruit underneath. 

Finish: The finish lingers for an age with notes of marmalade, honeycomb and some fresh pear.

I still don’t get all those flavors, am a peasant at heart, but it was a mighty fine whisky at Xmas with all that Xmas cake you get as a present!

Til next time.

Campaign Battle #9 Gonnesse – The Emperor Strikes Back Part 1

So on this turn of the campaign……as we near its conclusion…and it had better as Its dragging on a bit…..

So defending Gonnesse is Alan(Kliest) with a Prussian force of 4 divisions. This is Alans first battle of the campaign and in the past year, he reckons only had 4. And to cap it off, he had a headache so all I could hope for was he would last to turn 6! For some reason Alan was not allowed to castle up in the corner, which seeing the Prussians weren’t allowed to flee knowing Napoleon was coming for them(the sensible thing to do) was %^**&^%$.

Here come the French……very pretty. They were a mixed bag of Old Guard, Middle Guard, Young Guard….line infantry…heavy and light cavalry and there may have been a battery in there somewhere as well. Plus old Nappy himself turned up…poor Alan.

This battle is reminding me of a Shark in a Fishbowl….Russ and 3 other French players v Alan…..and hasn’t started yet……I better get a drink now.

So here is Prussian left flank….mix of regulars in line with some batteries with landwher and cavalry in support. Horse battery in reserve for some reason. Russ has his guard on the extreme left ready to hit the Prussians on the table edge…where artillery can’t hit him. French Old Guard do not fear infantry, only artillery can hurt them.

Below is a brief bright spot for the Prussians where a charge is defeated, alas the French stayed.

A bit further on and you will notice a paucity of Prussians. By now I had decided to adjourn upstairs for a whiskey. Will give a briefing on which one later.

French have launched Cuirassiers at Prussian lines, making them form square. By staying within 12 inches they are able to keep them in square ready to charge columns in next turn. At least I hope that’s how it went down!  French Guard piling in on the flank. At some stage another division of Young Guard wandered onto the battlefield as well.

End game and Alan has not held on til turn 7. He did rather well all things considered but having to extend out and some deployment issues(you deploy in the buildings, not in front of them Al!). French have wrapped round both sides of the town clearing away supporting units and boxing the Prussians in. 

So rather a beating for Kleist who has been annihilated without destroying any French units. Russ and his 3 Frenchie players played well but my ‘Sharks in a Fishbowl’ analogy was borne out.

So the French can send 3 Divisions down the road to fight at Claye if they so wish.

So my new feature will be the Whisky of choice for the night. And with the way the games are going I need one(or 2)!

Tonites is a Talisker 15 year old.

The tasting note is:

Nose: A seaweed iodine note is the first to spring from the glass – but it’s sunny and inviting, not industrial and heavy. Kelloggs Cornflakes, honey-roasted cashews, tangy cinnamon, warm nutmeg, and caramel notes build on the sense of sunshine, while an undercurrent of peat smoke brings depth. Water rounds it all out a bit and gives more of a velvety impression.

Palate: The rush of sweetness is a real surprise – on the front of the palate there are peach notes, raisin and perhaps red cherry. Then it’s all about that rich spice, along with the peat – a delicious abutment of pepper heat, bright allspice and rolling smoke. With water, it gets even sweeter and a little quieter, but still really tasty and mouth-filling.

Finish: Long and rich, but with a happy lightness, too.

Now I don’t really get all those tastes, but I do listen to Ralfy’s Reviews and Review 844 is this Talisker 15. Apparently I was tasting Old Engine Oil, which after letting it breath and adding water…then breath and more water and a miracle happens. Whatever! But…tasted darn good!!

Now I must apologize for slowness of posts but between WordPress doing weird things and the laptop I have being an antique its a mission. However, new machine will be here soon so expect improved reporting. I can’t manage to edit the pictures so apologize for crazy sizing. Hopefully can correct.

Next report is written and so as soon as work out how to change pictures sizing, will post it!

Campaign Battle #10 Chelles : The Emperor Strikes back Part 2

So the 2nd battle of 3 in this turn has been fought.

Marshall Victor(Russ…yes he is also Napoleon…amongst others!) has advanced on Chelles with a mixed infantry and cavalry force. In residence is Wittgenstein with a mixed force of Bavarians/Wurttemburgers and Russians. Quite a few of them actually and for some unknown reason Yorke(Nick) has moved from Claye with 3 Divisions to join him. Why you may ask…alas I can think of no reason why he would leave the pivotal piece of turf in the North for a side road. Both are being reassigned to duties in Central Siberia.

The terrain for the battle is below.

The rules for set up and terrain are below

Above is a map of the battlefield. Basically it is a wood in the north, the Marne River (impassable) in the south. Chelles is two buildings. There are two small streams (obstacles -6″ for non-skirmishers) weaving across the battlefield that lead to the south. Wittgenstein is defending. He deploys first up to 24″ in (skirmishers and light cav up to 36″ in).Victor and Yorck arrive at the same time, so deploy their brigades alternately (dice to see who deploys first). Deploy 12″ in (24″ for skirmishers and light cavalry).Victor takes the first turn. Any unit that retreats off table before Turn end of turn 6 (except for blunder) is destroyed. After turn 6, you may retreat off the table. If you end game before turn 6, then the winner can march troops to the third battle at Claye.

Below we have initial set up with first Wittgenstein(Steve) setting up and then the arriving forces a brigade at a time. Following my instructions from the Umpire I had to retire to my corner…..so couldn’t point out to Wittgenstein, which is before the coach arrived to take him to Central Siberia, that he should be deploying his skirmishers to 36 and not 24 inches(ie in both parts of the town and on the stream banks on the left). He chose to set up his 2 Russian divisions in the centre in belief was rough ground on other side of village between streams and which would have slowed down his columns. It wasn’t. 6One should read the scenario instructions…carefully. Unfortunately Goldie wasn’t attending this game to educate one and all!

Fortunately when Yorke came on he deployed a force on the Allied left. The rest of his force marched on the right of the Russians. The Russians do look lovely, if only they were not so far away from the French.

Victors forces arriving in top right.

View from Victors end of the table.

Sigh..just imagine an Allied gunline on the stream looking at that target! (I am so biased)

Brings tears to my eyes.

We have the Bavarians hiding behind the buildings, and what the Bavarian foot and Wurttemberg horse batteries are doing sitting on a small hill behind the building is any ones guess! On the Allied left Yorck had deployed a brigade up to the first stream. The area between the 2 streams was incorrectly rated as rough terrain, which means skirmishers can waltz through it but formed infantry/cavalry are half pace and artillery cannot enter. French skirmishers have taken over the right hand building. On the right the French have set up defence line on stream bank with cavalry in support.

Victor has formed his lines nicely. He had 2 foot and 1 Cavalry division.

Prussian shooting, can’t beat 3 x 6!

Russians advance around town. Cuirassier regt been thrown in against Dragoons. They beat them but got shaken…and ended up blocking edge of table.

Allies stomping across the table with their batteries struggling along behind. The movement rule for batteries had been relaxed so that they could actually get involved in battles so had gone back to 3 moves allowed if order succeeded instead of the 1 move only. However the players ignored my reminder on that change. I went for a whisky at this stage.

Victor used his cavalry really well on this side of the village to block the wall to wall Russian infantry from advancing. He accepted their 1 shots until eventually some space was made and the jager actually skirmished and got massed shots in. Yorke was trying to send his cavalry through the mess but they either failed orders or had no room to charge into the French.

On left side of village Nick had tried to shoot up and charge the French, but his troops wouldn’t charge and didn’t shoot that well. Russ used his skirmishers well and with the Prussians trying to slog through the rough terrain that wasn’t it was all a bit sad really.

End game. Victor holds on. He has suffered losses but its turn 6 and he is still on the table.

So Victor retires back on Paris and the Allies stay in Chelles with no divisions able to march back up road to Claye to help out in next battle, where the Prussians should have stayed!

So that was battle # 2. A battle the Allies should have won but not reading the scenario rules, tragic set up and Russ being Russ stopped them from what should have been an Allied victory.

It has driven me to drink.

C’est la vie.

Now tonites whiskey is a lovely wee cherry bomb, Hazelburn Aged 13 years in Olorosa Cask and 50.3%!

Tasting Note by The Producer

Nose: Initially raisins, marzipan, Demerara sugar followed by treacle, sticky toffee and wood shavings.

Palate: Homemade strawberry jam, sugary and filled with cream, orange zest, brandy snaps and a white chocolate creme brûlée.

Finish: Chocolate orange, crazy coffee liqueur, buttered popcorn, cocoa beans and mocha coffee with a delicate finish of sweet orange marmalade.

And so that’s the end of the 2nd battle where the only good thing for the Allies is they are relatively undamaged and can assault Paris next turn. Victor has retired on Paris with the remains of his force. Just the battle for Claye to go.

In this battle is Yorcks 4th Division in Claye and Langeron is waltzing down the road to join it. Ney is attacking with Young Guard supported by Nansouty and his Guard Cavalry plus who knows what else! The French had the option after Gonnessee to send up to 3 divisions down the joining road to Claye so if they have, they will arrive on turn 7. Could be fun. Russ has painted more Guard cavalry so will get some good photos in of his Guard cavalry to share(before I destroy it…dreams are free!!)

Campaign Battle # 8 Meaux

So the latest battle to be fought was the battle for Meaux(pronounced MMoooooooooo) where a Division of Garde Nationale was garrisoning the town on the Canal de L’Oucrq which had just been completed and provided Paris with water.

Having been alerted to the presence of a French force in Meaux which I did not want left on our supply lines as we advanced on Paris, I set off to eliminate the threat. My force comprised a Russian Cavalry Corps of 6 Regts , an Austrian Infantry Division of 4 large Regts and a Wurttemberg Infantry Division with 5 Regts plus assorted artillery, all commanded my myself, Prince Frederick of Wurttemburg!

Arriving on the battlefield I found the town defended by 4 Regts of Garde Nationale with fortifications around the town and it was on the otherside of the canal with a large bridge crossing it.

Imagine my surprise when a large Russian force appeared unannounced on the opposite end of the table!! Woohoo…. the task just got much easier!

So Goldie commanded the French, Alan the arriving force of Langeron which had another Russian Cavalry Corps and 2 Divisions of 6 bttns each and assorted artillery.

Below is the town of Meaux on the other side  of the canal with my lovely BIG bridge crossing it.

The set up position is below. Game was to be 6 turns in duration.

Must say looks quite impressive line up…..massed Russian cavalry is always attractive site.

View from the town over the BIG bridge to the Wurttemburgs with the Jager skirmishing. I love these skirmishing rifle armed sharpshooters…the extra range is just the best!!

First round Allied shooting has started to cause casualties.

I decided sending 2 large Austrian columns into 2 sides of building should be enough to win a fight… should have learned from the Lagny game…. I didn’t do enough casualties and French stayed. In the building next door I ran the Jager down the road and into the building where they could shoot up the corner French regt.

The end game is coming up. Alan has crossed canal and firing artillery and Jager into the 2 regts on his side of the town. On far side I had Austrians in line shooting as well as batteries which added to the Jager in the building shooting meant the corner French unit was obliterated. So 1 down, 3 to go. At same time Alan obliterated the right unit you can see on his side of the village.

The end game coming up. French in building have lost combat and retired back to the next building. Austrian line occupied the building vacated and Russian Jager have occupied the other building. I even managed to get a ‘Follow Me’! away on my horse battery so it could race up to the canal and join Alans mass firepower on the last regt.

Which worked and the 3rd regt was destroyed and that was  the game with the Division now destroyed.

So that was a fun little game, nice to give Alan and Goldie a chance to roll some dice.

 

Campaign Battle # 7 Lagny

So after the battle of Guignes the French forces of Oudinot and Marmont retired North East on Coulomnieres. Their escape rout was therefore now west to Lagny and across the bridge on the River Marne to Chelles. However, they have 6 divisions and the road restrictions meant only 3 divisions could move at a time, so their choice was either move 3 divisions to Chelles and leave 3 in Lagny or consolidate to Lagny.

They chose the later.

Now Osten-Sacken who was bested by Marmont at Vitray, then had Marmont escape him at Nogent now had a chance of Vengeance.

So we have the Battle for Lagny.

The Map for Lagny battle field is below. The French had to hold the village in the North East corner which controlled the bridge over the River Marne. Otherwise it was flat terrain with a stream running through the centre and 2 other small villages. There were 2 walled or hedged areas with internal woods which dominated the centre of the table. The game was 6 turns with Marmont having arrived first and then Oudinot and Osten-Sacken arriving later in the day.

Marshal Marmont had 3 weakened(normal stamina is 3 but they were all 2) divisions of 11 bttns which could deploy up to 24 inches from table edge. Marshall Oudinot had 8 weakened battalions, 2 regts weakened cavalry and 1 weakened artillery battery which could deploy up to 12 inches from table edge.

Osten-Sacken had 2 forces. The initial force was a Cavalry Corps(2 Dragoons, 2 Hussars, 2 Cossacks and horse battery) a division of Russian infantry( 5 musketeers and a jager plus a battery) and an Austrian Line Division( 4 large foot and a battery) which deployed up to 12 inches. Skirmishers and Marauders could deploy up to 24 inches. On turn 4 the Allied reserve of another Russian infantry Division and a Russian Cuirassier Division(3 regts) would arrive(well, in theory they would arrive). I finally get to have a game and command the reinforcements!

The table was our normal 12ft x 6ft table. The terrain in my humble opinion favoured the defender. The village was 4 separate defensive zones with the bridge crossing the river from the middle of the town. There was a central stream, a well placed village on a flank and a central wall with 2 woods, perfect for legere to go play in. Certainly not ideal for cavalry.

Initial setup below where the 2 hedged and walled gardens in centre. French have troops in village on right edge then a line of skirmishing legere up against the wall supported by columns then in distance more columns and the heavily guarded village. Allied have infantry on the left flank and cavalry on the right.

Turn 1 and Osten-Sacken(PaulW) sends the Austrian large line bttns supported by the Russians into combat. No time for softening the enemy up with artillery or skirmishers, there is only 6 turns to vanquish the enemy!

Its not going well, after the battle of Vitray we suggested to PaulW he needed to change the dice he uses for morale checks. He hadn’t. Oh dear. Conversely Marmont(Robert) is throwing above average most of the night. Good times for the French!

A bit further on and the carnage in the centre continues…half the Austrians have gone…other 2 getting battered but locked in combat. The Russians are suffering as well.

Here we are at turn 5! The Austrians have gone, the Russian infantry of PaulW are looking very sad…. the artillery have shot up the corner bttn in the village and Marmont has suffered some damage as well. Very bloody… and PaulW needs change his dice!!

My reserves decided on turn 4 not to move on the table, I remonstrated with the French loving Unpire, but, yet again, he would not allow me 1 move onto the table(that’s how we normally play games). Gggrrrrrrr.

The French legere have moved into the woods in the walled area. Paul3 is commanding as Oudinot and is pretty raw as a gamer but is making a good go of it. He shot up the Dragoons who sortied forward but otherwise the cavalry would not move!

 

So we are at Turn 6, Allies move first. There was a shaken French column sitting in their front line, a shaken cavalry unit behind it, perfect target for a Cuirassier regt on a ‘Follow Me’ order! And of course they failed order to move.

It really is one of those days.

Okay…now will send 5 bttns into the village using Osten-Sacken for a reroll if needed. Get the order away and in we go…bttns hit the vilage and supporting column. Then Lieven grabs the last bttn and with a ‘Follow Me lads’ they race across battlefield into the shaken French bttn. PaulW then moves his surviving infantry up in support of the attacking bttns. Naturally the shaken column does NOT get blown away. Sigh.

 

Woohoo! My 2 bttns attacking the village inflict hits, for the first time all night, Robert throws a bundle of ones….both bttns in buildings then fail break tests and I storm into the buildings! The dice Gods finally smiled on us. Robert had moved a shaken bttn out of a building last turn and it was sitting behind on the road, it now broke and that was the division gone. Allies now held the town. In the French turn Robert in desperation grabbed a bttn and charged into the corner building but was repelled.

And that was the Battle of Lagny with Marshals Marmont and Oudinot surrendering and the Allies in possession of a bridge over the Marne with the lights of Paris now on the horizion.

Huzzah!!

Still no sign of the Prussians nor a number of French commanders and formations. If the French have retired on Paris then we will be having a long seige as if this game is an indication with the restrictions on attacking forces moving down roads, we won’t be attacking Paris. While PaulW had a well balanced strike force, only 60% could be deployed and we were lucky in the end to win against a damaged force. Against a French force in Paris full of the AWOL Old/Middle/Young Guard etc then we have no hope.

Perhaps we will be allowed to burn every French town to the ground until the French venture forth!!

Campaign Battle # 6 Guignes

Well, Steve is certainly in the thick of it……

Turn 8 and Steve is moving from Brie to Guignes, and Robert is moving from Mormant to Guignes…..with Oudinot leading and Marmont following half a day behind. So Steve has to stop the French from exiting Guignes as there is a large Allied force nipping at Marmont’s heels.

The Map is below.

 

So we have a meeting engagement where the Allies have to block the French from exiting the table. If they succeed, the French are destroyed as the pursuing force will catch them. If the French succeed on getting away, both sides retire and suffer stamina penalties. It was at this stage it started to go wrong for the Allies as they interpreted the instructions as the French needing to exit to Brie and needed destroying where as all they needed to do was stop the French making it to the Northern side they were defending to win. DOH!!

So turn one and Allies arrive, Russians form up on right to attack French, Wurttemburg cavalry to their right flank. On Allied left the Bavarians are beside town. The forces of Oudinot arrive in centre and on their right flank.

So from set up Allies already in trouble, Bavarians needed to be covering French exit point at bottom right of picture below. Russians should have been on Northern side of river covering the exit to Brie road and not getting ready to attack the French before Marmont arrived!

What a beautiful sight, Russians and Wurtty Cavalry preparing to rush the French force as it deploys. Wee problem here ended up being, neither wanted to move, for most of the game! Must have been REAL THICK MUD where they were moving. Or rather, trying to!

Its a bit further on in the game, Russians have managed to go forward, then retire back over river….guns left behind as cannot cross river and the cavalry still won’t move! French who were clustered around village now starting to advance with Marmonts Ghost Divisions now arriving. I call them Ghost Divisions as they should have died at Nogent, but Goldie succumbed to French Bribery and allowed French to march away when were meant to stay and fight(and die!).

French flood onto the table!

Further along and the French have taken position on exit road to Coulomnieres. The Bavarians have barely moved all game and steadfastly refused to advance towards the French. I feel they still harbour a love for the Emperor Napoleon. So the French will be able to flee to Coulomnieres.

View from French side in centre at end of game. Some French have charged over river, got beaten in combat, stood then pushed Russians back. But it is days end and the French manage to escape  to Coulomieres and Wittgenstein retires on Brie.

I must admit I didn’t watch much of the game as partner had been away for few days so I adjourned upstairs to chat with her. But not much happened from visit to visit of game so we really need speed up the turns, was taking wayyyyy to long.

Now for something different….

So below I have added a picture of unit currently painting. They are Warlord Games Late War Legere where I have changed to a tan undercoat, then a wash rather then my normal black undercoat style. My eyes were getting too tired so decided to give a lighter colour undercoat a go. Once I have blocked in colours then using some Army Painter Soft Tones and washes I purchased. Early days but seems less tiring to paint and a different style of look….see how I go. Was planning to get more boxes of them but Warlord Games just slapped a 25 pound postage charge on all purchased, we were 50 pounds and post free. Global Supply chains and Brexit apparently, but will have to look to local online store for ad hoc purchases going forward.