Wednesday, March 28, 2018

Imagi-Nation Warm-up

On the eve of a new Imagi-Nation mini campaign we decided to play a small game of BAR (Batailles de l'Ancien Regimes) to refresh our knowledge of the rules.  For my part, my Prussians have seen lots of table action but very rarely with me.  So I provided one side while the Imagi-Nation forces of Prockistan and Rondovia joined forces.  They had three 60 figure battalions, three 48 figure battalions, a medium and a heavy gun, a cuirassier and dragoon squadron.  My Prussians had four 60 figure battalions and two 48 figure battalions, a heavy and a battalion gun, a cuirassier and a frei korps squadron.  All units were rated veteran.

Slopes were gentle, woods were light (formed cavalry prohibited) and the stream cost a d6 of movement.  Being a card driven game, each side could activate two infantry or the two cavalry elements on the turn of a card.  The CnC would decide who on his side.

Initial deployment.  Prussian battalion gun out of sight on the left.

The "enemy" looking at us from their left.

Both sides stepped off with us in echelon from the left.

BAR is a quick and decisive game with lots of action.

On our right the line was anchored by the woods.

No substitute for hot dice.  Artillery hits need a 5+ to save, no
problem for Todd today.

Things are getting thin on this end.  On the other
I am engaged in a melee that I should win.  But didn't.

Still got the hot dice Todd!  Musketry needs a 4+ to save.  Mind
you, these are atypical results for Todd.

As the enemy starts to withdraw our cavalry moves forward.
The Rondovian commander sent a message to his subordinate telling him to run away.  At the time it made sense.  A third of their infantry had routed, the heavy gun was eliminated, and the melee should end in a Prussian win.  But of course as the message arrived the gods of dice decreed that not only would my Prussians get pushed back, but that they would rout, leaving the Prussian left flank open.  However the moment passed and the Prockistani troops grudgingly withdrew.

So in the end a Prussian win, though at the time we quit casualties were pretty even.  Both sides had one fresh unit and the Prussian cavalry was ready to act, the Rondovian cuirassiers having taken a serious artillery hit earlier.

The foundation of our mini campaign will be C. S. Grant's booklet, "The Wolfenbuttel War."  Looking forward to starting it next month.

Friday, March 23, 2018

FoW Afrika

The 8th Army and Deutsches Afrika Korps met again to vie for control of the desert in a Flames of War 4th edition match-up.  This time with a massive 150 points per side.  In order to reach the requested total I had to dip into my Brits from a more lush climate.  Our host was Gnome Games East in Green Bay, WI.  They have several tables available upstairs and a wealth of terrain boards.

The mission drawn called for 40% of our lists to be held off table as random, delayed reserves.  The British had a tank (Crusader) formation and a motor infantry formation with lots of 25 pdrs and 17 pdrs in support.  Told you I had trouble getting to the required points.  Todd and I had the first move...

Looking from my left.  25pdrs, tanks, 17pdrs and distantly infantry.

And from the right.  Some 6pdrs and the infantry.

Facing 88s and Marders with superior ranges, the Crusaders keep
out of the line of fire behind the 17pdrs.

Lots of DAK infantry surrounding the distant objective.  My 6pdrs
have garnered a lot of attention and are about to run away.
Bombardment largely took out the German 88s and a couple of the Marders, leaving towed artillery support to just 3.7cm guns and 10.5cm artillery.

Significant reserves comes in all in the same spot.  Good place
for an air strike.
In the tank duel that followed our dice were better than theirs though neither side enjoyed hot shooting.  We could only bail them for the most part but the Germans seemed reluctant to remount.

Some lucky shooting kills the Tiger and tanks and aircraft bail
a bunch of Panzers.

From our reserves come Grants and American M10s,
By and large both sides got their delayed reserves exactly where they would have wanted them.  They weren't however exactly eager to get on table.

More 25pdrs on the same flank, making life difficult for the DAK.

With the Panzers, Marders and Tiger neutralized we did not play out the over-running of the unsupported infantry.  Given some of the Germans got "lost" and our start delayed, we played nine turns in about two hours.  Guess we're getting the hang of the rule changes in 4th edition.

Thanks Todd, Bob and Todd for playing, and Gnome Games for hosting us.

Sunday, March 18, 2018

Greene vs. Cornwallis Pt.II

Having rallied from the previous tactical defeat, the redoubtable General Greene  prepared to clash with the forces of General Cornwallis once again.  Each side had received reinforcements since Guilford Courthouse so this promised to be the biggest battle.  Yet.

Having blocked the valley they waited as the cavalry and Light Bobs identified their position and sent word back to Cornwallis.  Each side was allowed some troops to enter from off-table with the rebels having more options.  Rules are Guns of Liberty 2nd Edition, tables adjusted for 25/28mm figures.

Looking at the Rebel position from the light brigade.

The Rebels could have had a 2' set on but kept back.  The lights
were to pin but keep the cavalry intact for the pursuit.

The stream is impassable for wheeled pieces as the advance begins.

The newly raised (by me) Queen's Rangers appear on table.

Our left is mostly Loyalists, stiffened by a grenadier detachment
and a light gun.

We press on the right.  Von Bose, Queen's Rangers and Highlanders
wait to engage as two medium guns open fire.

It is mostly American militia facing the Loyalists.  A fair fight.

Our lights engage the best American units as more maneuver.

The loss is heavy on the left, made worse by the appearance of
American cavalry.

The Yanks charge over the fence!

60th Royal Americans (had to use my F&I figures) are shaken.

Our cavalry and mixed brigade prepare to strike.

Things go back and forth on the left.  The cavalry is easily repulsed
but an ominous dust cloud appears along the road off table.  Yellow
slips represent disorder.

Taking an extra turn to form line of battle, the French and Americans
move on table.  Late, but a welcome addition to Greene.

Likewise, Cornwallis' "Guards" brigade moves on.  They were
supposed to arrive elsewhere but were redirected while off table.

Although the cavalry was again unsuccessful, everywhere else
the Americans are routing or recoiling in the face of our steady
vollies.

So once again General Greene is forced to break off and retreat.  Had things held better on the main table the flank march might have been decisive.  But in the event our planned two session game was ended in one.  This time I believe the pursuit would have been a bit more vigorous as we had untouched and fresh troops in position, whereas the fresh rebels and French were out of position. 

Each side enjoyed success at times and the sadness of failure.  So a good game in that respect and better in that law and order was preserved for the Empire.  (Cue the music.)