Thursday, 4 August 2016

The Battle Of McHook's Farm

For anyone unaware of the significance of The Battle Of Hook's Farm, see this link. H.G.Wells' original map is shown below.

McHook's? Well, I'm working on a project at the moment to adapt Honours of War for the Jacobite Rebellions of the 18th century in general, and the '45 in particular. It turns out Stuart has a fine collection of 30mm figures for this period, of both sides, so we are now working on things together. For this purpose, Stuart had set up a terrain based on Hook's Farm on his dining table (6' x 3') so we could have a little play test of the ideas I have produced so far.

I only took a few snaps of very average quality, so I can't show you an overview of the table. The Government forces (Stuart) were 2 regular battalions, 1 battalion of inferior militia, a regiment of dragoons and 2 light guns. They were set up on the northern table edge. To the south, the Jacobites (myself) were set up with 6 small Highland units, 2 small cavalry units, and 1 light gun. Only 2 of the Jacobite units were given muskets, and these (the ones on the right and left of the first line) were allowed to be superior, although their firing would be classed as inferior. 

The battle turned out to be something of a re-run of Prestonpans. If I may say so, Stuart made the mistake of advancing forward with his regular battalions, temporarily isolating them from the support of his artillery and militia. When the inevitable Highland charge occurred (surging forward either side of The Hovel Public House), all 6 Scots units were concentrated against the regulars, with 3 attacking each battalion, led of course by the musket wielding superior clansmen. The Government fire was not as effective as it might have been, and in the melee that followed both Government battalions, well..., ran away.  My current rules allow the Highlanders a significant charge bonus, and when added to the modifiers for supporting units, the redcoats were simply overwhelmed.

Stuart, gentleman wargamer that he is, pronounced himself pleased with how things had worked. The 2 regular battalions were outnumbered and had fired poorly, and the result seemed fair. The main trick I need to accomplish is to balance the ferocity of the Highland charge against the defensive capabilities of the British line units, so that, as quality and numbers on both sides are varied, a series of plausible results occur. Then maybe we can re-fight some actual battles and see how they work out.

Below are a few snaps, with a little commentary on how things progressed.

The Highlanders crash into the Government left flank infantry.
(And yes, those redcoats are vintage Spencer Smith plastics. Handle with care!)
HoW dictates that in this situation, one unit melees hand-to-hand whilst the other 2 act as support.
2 moves have been played, and both Government battalions are in flight,
overwhelmed by both numbers and the aggression of the Highland charge.
A bit of black-and-white old school flavour for you.
One of the Government guns is feeling rather exposed as the supporting infantry disappears.
The 3rd and final move saw a unit of Jacobite cavalry (Bagot's Hussars) move rapidly round the
Government right flank and charge the hapless militia. 'The Cottage' is seen top right.
The Government Dragoons try the same thing on the opposite end of the table. They find themselves faced by blue-bonneted  Jacobite cavalry supported by the Jacobite light gun. This encounter could have gone either way, but we left it there as the game was effectively over at this point. Firefly Kirk in the background.

Although brief, this was an instructive engagement that supported some of my adaptions so far, and also showed up areas where I had not thought through all the possibilities (for example, the question of Highlanders pursuing following a successful melee). A great pleasure as well to have Stuart's lovely figures to use.

The project has now grown another branch, as Stuart is working on adapting Young and Lawford's Charge! rules for the same period. Plus he has promised to set up a proper re-run of Hook's Farm, complete with wooden building-block houses, Britain's figures and appropriate vintage guns. Oh yes, and then there's the re-fight of The Ancient Battle of Trimsos, from Donald Featherstone's original book, using the original rules. So many games, so little time...

Monday, 1 August 2016

Unexpected Reinforcements

As any wargamer knows, the best kind of reinforcements are the ones that come as a surprise. I was certainly surprised recently when my wargaming friend in Northleach, Stuart Asquith, offered me a whole drawer-full of tricorn-wearing figures entirely for free. Stuart is in the process of thinning out some of his current collection, and has sold many of them, but decided this lot would be a gift. I was bowled over by this act of generosity from someone I have only known for few months - thank you Stuart.

As the pictures below indicate, this is not a collection of battle-scarred veterans from way-back. These are beautifully painted 25mm figures in mint condition, mostly organised in units of 18 figures, which suits Honours of War perfectly. What was particularly intriguing is that Stuart had forgotten which manufacturer's figures they were (both plastic and metal figures are present), and he had painted them in various fictional uniform schemes just for the pleasure of creating colourful units. Immediately, the idea of developing a group of units that were fictional but fitted into a believable SYW narrative was born.

Stuart finishes all his troops in gloss varnish, and the units were based to allow single casualty removal à la Charge! rules. I had the briefest of notions to give the figures a coat of matt varnish to match my own figures, and prise off the individual castings to rebase them. Such sacrilegious thoughts were soon abandoned. The figures look wonderful in their glossy coats, and they wouldn't be Stuart's figures if given a flat finish. As for the basing, this had been done so well that re-basing would be an equal mistake. Stuart had given each figure a 20mm x 20mm space, which fits my basing scheme exactly. Some thin plastic card is already ordered, and the current bases can be glued onto 40mm x 40mm squares of this material to bring them together.

With that decided, an extremely pleasurable afternoon was spent inventing a set of suitable backgrounds for the new units. Some of them received new flags as a result, but that was about the limit of my 'conversions'. The results are described below.

Here we have the 2 battalions of the Royal Lomdardy regiment, allied, of course, with Austria. In gratitude for their service, the Empress Maria Theresa has given permission for them to retain their green uniforms and the flags of their home country. The command figure was a further gift from Stuart, just so that my new units wouldn't lack officers! Wonderful. Plastic figures to the rear, metal in front.
The Fusiliers Francaise. This volunteer unit of Frenchmen resident in the Habsburg lands has adopted the white
Austrian uniform, but again they retain their own national flag by special permission. Plastic figures.
The magnificent blue-coated men of the Polish-Lithuanian regiment Zamoyski. This mercenary unit of exiles are for hire to the highest bidder. Note the grenadier company on the left. More plastic figures.
These imaginary units are designated as originating from the real Prussian ally of Hesse-Kassel. In the rear are the men of the regular regiment von Gräffendorff, and in front the two smaller Freikorps battalions of Haller and Bischausen are seen. The mounted command figure was another gift from Stuart. All these are metal figures.
There was also a group of about a dozen dismounted hussar figures. These close-ups reveal the quality of the painting they had received. They will be re-based as light troops for HoW, providing a very valuable resource of dismounted men for either Prussian or Austrian armies. Metal figures.

So there we are - 8 new units for the table, ready in an afternoon. Can't wait to get these guys into action. Thank you so much Stuart, this was a much appreciated act of kindness.

Tuesday, 19 July 2016

The Relief Of Obschutz

It's been a couple of decades since I last managed to set up a 10' x 6' table in my own home. The good-sized loft conversion I used to have back in the day in our old house was converted to a bedroom after a couple of halcyon years. But some recent measuring indicated that by removing just about all the furniture a 10' x 6' table was possible in our present dining room. What's more, the dining table itself turns out to be just the right height to match up with my 3 fold-up gaming tables to provide the required area. 

This auspicious occasion clearly needed to be properly exploited, and I managed to arrange for 3 other old friends to take part in the intended game, giving 2 players a side. The scenario was developed from one that featured in issue 40 of the free online magazine Warning Order, called 'Relief of a Siege'. I added some more forces and stretched the terrain a bit, but the game I set up was very much the same as published. Thanks to the Wasatch Front Gaming Society for continuing to produce such a great free magazine. Of course, I couldn't have an anonymous town as the objective, so I looked through some military history books until I found the sort of name I wanted.

The terrain is shown by the map, along with the main movements which can be matched up with the orders of battle given below. Each grid square is of course 1 foot.

The Austrian blocking force and besieging force are shown in their starting positions.

The Relief Of Obschutz
Austrian Brief
The Austrians are besieging the small but important town of Obschutz. The Prussian relief force has arrived earlier than expected and the Austrians are struggling to respond in time. The line of wooded hills to the south east of the town provides a natural first line of defence, and a reinforcing column has been despatched.

Austrian Forces under General Clerici   16 units, Army Break Point = 8

Blocking Force – Major General Brettlach
3 infantry battalions, 1 dragoon regiment, 1 Grenz light battalion

Reinforcing Column – Major General O’Kelly
3 infantry battalions, 1 medium artillery battery

Reserve – Lieutenant General Romann
Infantry Brigade, 2 infantry battalions under Major General Salburg
Cavalry Brigade, 2 cuirassier regiments under Major General Luzinsky

Part of the Besieging Force – Major-General Wolffersdorf
1 infantry battalion, 1 grenadier battalion, 1 howitzer battery.

Special Rules
Reinforcing Column: (starts in deployment area as shown on map). O’Kelly has just received a message from Lieutenant General Romann telling him the troops approaching from the south east are Austrian reinforcements. In his confusion he will do nothing for the first move, before the sound of firing reveals the true situation.

Reserve: (starts in deployment area shown on map). Lieutenant General Romann is feeling a trifle liverish this morning after a heavy night with his officers. He discounts news of a Prussian relief force and decides to have a hot chocolate before returning to bed. Then maybe it will be time to review the troops. The protests of Salburg and Luzinsky finally take effect but they cannot leave camp until move 4. Romann will take no part in the ensuing action. Salburg’s Bavarians count as standard quality

Besieging Force: Wolferrsdorf is reluctant to allow his units to leave the siege lines to help fend off the Prussians, fearing a sally by the Prussians in the town. No units may leave the siege lines until move 4. If more than 1 unit then leaves the lines, roll for a Prussian sally, which sets up in contact with any part of the town walls:
1 = town militia, 2-4 = Freikorps battalion (2 available), 5-6 = small regiment of hussars.
Roll again each subsequent move until all have left the town. If the roll is for a unit that has already moved out, nothing happens.

Prussian Brief
The Prussians are hurrying to the aid of their comrades who are besieged in the small but vital town of Obschutz.

Prussian Forces under General Sprecher   21 units, Army Break Point = 10

First Line infantry
3 grenadier battalions and 1 medium battery under Major General Kleist
4 infantry battalions and 1 medium battery under Major General Driesen

Reserve Infantry
2 infantry battalions under Major General Splitgerber

First Line Cavalry
1 cuirassier regiment and 2 dragoon regiments under Major General Einsiedel

Reserve Cavalry
2 hussar regiments under Major General Zepelin

2 heavy batteries under Colonel Waldau
2 howitzer batteries under Colonel Breidenbach

Light Troops
2 small jaeger detachments (both independent)

All forces are on table in the Prussian deployment area, and are ready to attack from the first move. A brief bombardment will be fired at the start of the game. Prussian units sallying out from the town are not counted for calculation of ABP.

Victory Conditions
The first side to reach its Army Break Point loses. If the Prussians lose 5 units the Austrians have managed a draw. Any Prussian unit that exits the table along the road by Obschutz, or is otherwise able to enter the town, costs the Austrians 1 ABP.

The Game
The plan concocted by Jon and myself (as the Prussians) was classic in conception, bold and aggressive in execution, and had the additional advantage of being totally foolproof (see map above). Whilst the grenadier brigade assaulted the gap in the hill line frontally, the other leading infantry brigade would push past the Austrian right flank to unhinge the position. Meanwhile, the cavalry of the first line would have swept round the other Austrian flank. Any attempt to set up a coherent defence behind the hills with the reinforcing column would therefore be frustrated by these flanking forces. Finally, the reserve cavalry and infantry would push forward to exploit as required, and complete the inevitable destruction of the Austrian reserve.

Simple! Jon and I gave the Austrians 7 moves before the coup de grace would be applied. 

The Austrian faction (Steve and Craig) with their unofficial advisor Stuart Asquith.
Stuart is clearly frustrated that the Charge! rules are not in use.
The Prussian flanking cavalry are passing in front of them along the table edge.
The objective. The Austrians never felt the need to draw units away from the siege lines around Obschutz.
The Austrian blocking force frustratingly refused to stand on the ridge in order to be surrounded and destroyed.
Instead they fell back and fought in the cover of the woods behind the crests. Much good it would do them!
The outflanking Prussian cavalry came completely unstuck. The Austrian reinforcing column swung across towards them and backed them against the table edge, raking them with musketry and canister. Then the Austrian dragoons excelled themselves with a spirited charge which swept away 2 of the already badly damaged Prussian units.
The Prussian infantry advance eventually removed all the infantry of the Austrian blocking force. One of the defending Hungarian units became the victim of an 'inspiring' command roll, leading to a suicidal charge against superior Prussian forces. Another defending unit can be seen to the right of this photo attempting to fight off 2 Prussian units at once - it also was destroyed. The Prussian heavy guns have moved forward on the right flank.
The Prussian cavalry had achieved one thing - they had drawn the Austrian reinforcing column over to their side of the table, leaving a gap available on the Prussian left. Some stalwart command rolls by the Prussian reserve infantry had them double-moving rapidly into the attack, giving the Prussians superiority in numbers as the Austrian reserve finally lumbered forward. Some desperate pointing action by Craig couldn't prevent the Bavarians giving way.
Back in the Prussian rear, the Grenz light infantry battalion had been isolated in Altenberg. As the Prussian infantry moved away, the Grenzers tried a sally against the nearby Prussian heavy battery. The Prussian gunners calmly turned their guns around and blasted their attackers with canister, sending them tumbling back to the village with heavy casualties.

Overall, the game was a cracker - perhaps the best I have played this year. Playing along the length of the table gave opportunities for both sides to manoeuvre, and when the fighting occurred it was decisive and bloody. The move 7 deadline was predictably missed - the Austrians had managed to destroy 5 Prussian units by move 9 and so could claim some sort of draw, but they had lost 6 units themselves by this point (about to become 7), and there was a gaping hole in their front south of Obschutz. So Obschutz was declared relieved, but the Prussians had been given a bloody nose and the Austrians had fought with skill and guts.

Amongst the players, the game was played in just the right spirit - plenty of banter, a friendly atmosphere, but some concentrated wargaming. There was good and bad luck on both sides - the Austrians for example had rolled for 2 'dashing' commanders, which gave them an extra edge. In contrast, the Prussian howitzer battery rolled an almost endless sequence of ones, leaving them way in the Prussian rear when they should have been lobbing shells into the Austrian reserve. They were under Jon's charge, and his resolute insistence on using his own dice was almost certainly to blame. But on the other hand it was his rolling of sixes which sent the Prussian reserve infantry bounding to the front in the final moves. Such are the fortunes of war.

The original magazine scenario was fought out on a 6' x 4' table using 15mm figures, so you don't need a big set up to play this excellent scenario, which I thoroughly recommend.

'Til next time!

Thursday, 7 July 2016

Wargaming With War and Peace

To celebrate passing the halfway stage in this very entertaining book (I'm on page 797 out of 1358 at the time of writing), I thought I might share a couple of Mr Tolstoy's views on history in general and military history in particular. And if you didn't already know, Tolstoy was a Russian artillery officer in the Crimean War.

I thought that would get your attention. Lily James as Natasha Rostov.
Lily James is officially the best looking woman in the world. Apart from my wife.

His account of Austerlitz occurs quite early in the book and is notable for its description of the confusion and chaos of a Napoleonic battle. Take this passage for example:

After riding up to the highest point on our right flank, Prince Bagration started off downhill, where a continuous rattle of gunfire rang out and nothing could be seen for the smoke. The further they descended into the hollow the less they could see, but the more sharply they could sense the proximity of the actual battle. They began to come across wounded men. [...]. They crossed the road and started down a steep incline, where they saw several men lying on the sloping ground. Then they were met by a crowd of soldiers, some of them not wounded. These soldiers, gasping for breath as they hurried uphill, took no notice of the general and went on shouting to each other with much waving of their arms. Ahead of them through the smoke they could now see whole ranks of grey coats, and once the commanding officer set eyes on Bagration he ran off after the retreating mass of soldiers, shouting for them to come back. Bagration rode up to the ranks, where noisy sporadic fire drowned all speech including the officer's shouted commands. The air was thick with gunsmoke. The soldier's faces were all animated and smudged with gunpowder. Ramrods plunged in and out, powder was poured into pans, charges came out of pouches, guns fired. What they were firing at couldn't be seen for the smoke that hung undispersed by the wind. (p.192).

And much later in the book he writes this:

A good player who loses at chess is genuinely convinced that that he lost because he made a mistake, and he goes back to the opening gambits to find what that mistake was, forgetting that his every move throughout the whole game involved similar errors, no move being perfect. The mistake that he concentrates on attracts his attention only because it was exploited by his opponent. How much more complex than this is the game of war, which has to be played out within specific time limits, and where there is no question of one man's will directing events through his control of soulless machinery, because everything develops from the interplay of infinitely varied and arbitrary twists and turns! (p.787).

My point being, when you are playing Honours of War and you throw a 1 for your command roll, stop bitching! It's realistic!

Wednesday, 15 June 2016

Honours of War: Curtain Up!

In the beginning was Donald Featherstone.

At least, that was the case for me. War Games was the first wargaming book I ever encountered, in my local library around 1970. I continue to dip into The Don's books in the odd quiet moment, and many of his ideas have stuck with me over the decades, awaiting a re-awakening. 

One of those ideas is the use of a curtain across the wargames table, to provide a very simple, direct and dramatic representation of 'the fog of war'. This idea is rarely seen or even discussed these days, but in my humble opinion it deserves greater attention. I mentioned it on this blog a few years ago, and the contraption I devised at that time has mostly remained under the marital bed since then, rarely seeing the light of day. Recently, I decided it was time to use this device once again, to spice up some attack-defence games I had developed. But before I present a couple of HoW scenarios using this old-fashioned but delightful contrivance, let's recall the words of the man himself.

Another variation is to erect some sort of curtain or barrier across the middle of the table so that each general can lay his troops out without his opponent being able to see his dispositions. Many horrible shocks await each general when the curtain is lifted! The commander of Blue army discovers to his horror that the enemy has a great preponderance of cavalry on their left flank whereas he has but one puny infantry regiment facing them. His own strong left flank, with which he intended to battle away at the enemy, are massed threateningly enough, but unfortunately there is nothing opposite them. This makes for hasty rearrangement and even the best-laid plans of battle can come to naught when the curtain is lifted.
Battles With Model Soldiers, (1970), p. 32.

Anyway, on with the show - here are two scenarios written for HoW which include the use of a curtain across the table. Modern-minded wargamers will be relieved to find that I offer alternative deployment options for those unwilling or unable to deploy such a device. As in the rulebook scenarios, the games are sized for 28mm troops organised in accordance with my suggestions. I have come to realise that HoW players are amongst the most quick-witted and enterprising of wargamers (well, naturally), so any adaptions to other figure sizes and organisations are left safely in your hands.

1. The Action At Inzl
This scenario adds an extra factor to the whole curtain thing by making the fog of war affect terrain as well as troops. As we all know, even the defending side might only have a rather sketchy knowledge of the terrain occupied by, or being advanced over by, the enemy. Therefore, as well as deploying their troops in secret, players will have some terrain items to place where they wish, hopefully to their advantage and the enemy's disadvantage.

The map shows a 6' x 5' table, with grid squares at 1' intervals. The fuzzy line across the centre indicates the position of the curtain.

The Blue force is attempting the block the advance of a slightly larger Red force. Blue has taken up position behind a stream around the imaginary village of Inzl. Red is attacking from the north.

Red – 13 units, Army Break Point = 6
Commanding General
Infantry Brigade: 3 infantry battalions (superior)
Infantry Brigade: 3 infantry battalions
Cavalry Brigade: 2 cavalry regiments
Cavalry Brigade: 2 cavalry regiments
Artillery Brigade: 2 medium batteries
Independent Artillery: 1 howitzer battery

Blue – 10 units,  Army Break Point = 5
Commanding General 
Infantry Brigade: 2 infantry battalions
Infantry Brigade: 3 infantry battalions, 1 medium gun
Independent Light Infantry: 1 light infantry battalion
Cavalry Brigade: 2 cavalry regiments
Independent Artillery: 1 medium battery

Force Notes
As usual, I suggest that players juggle troop types to balance out relative National Characteristics. However, having a brigade of top quality infantry in the attacking force is a good idea to give the attacker a real chance of victory.

Scenario Conditions
Red is the designated attacker. Set up the table as per the map, and then place a curtain across the middle of the table.

Red can deploy anywhere up to 30cm from their table edge. In addition, the Red player must place 2 extra terrain pieces (a hill and a wood, of medium size) on his side of the table, but outside his deployment area and not within 10cm of the curtain.

Blue can deploy anywhere behind the stream. In addition, he must place 4 extra terrain pieces  (a bridge, a wood, a hill and a marsh, the latter 3 of relatively small size) on his side of the table, but not within 10cm of the curtain. The bridge must, of course, be set up across the stream.

The stream has steep banks and counts as a passable river. The village will be classed as a rural BUA. All hills are gentle.

Use the normal victory conditions from the rulebook. The village is worth 1 Army Point. For each Red unit in good morale (3 hits or less) that reaches the Blue side of the stream, Blue loses ½ an Army Point.

If not using a curtain, set up all the terrain as desired, then Blue must deploy either 2 brigades, or 1 brigade and 1 independent unit. Then continue deployment by alternate brigades or independent units from each side, using the deployment zones already described. Obviously, Red will have the luxury of deploying his last 3 brigades or units in full knowledge of where Blue is.

2. The Combat At Lützingen 
Here, Blue is defending the town of Lützingen, which is off the table to the north. The Blue force has taken position around a road junction south of the town. The Red force intends to attack and defeat Blue in order to occupy the town. In this scenario the terrain is pretty basic and so is fully laid out before the battle. 

I have drawn the map for the common table size of 6' x 4'. Once again the position of the curtain is shown by the fuzzy line, in this case slightly south of the table centre.

Blue - 13 units, Army Break Point = 6
Commanding General
Infantry Brigade: 3 infantry battalions
Infantry Brigade: 2 infantry battalions
Infantry Brigade: 2 infantry battalions (inferior)
Independent Light Infantry: 1 battalion
Cavalry Brigade: 3 cavalry regiments (off table at game start)
Artillery: 2 medium batteries

Red - 15 units, Army Break Point = 7
Commanding General:
Infantry Brigade: 4 infantry battalions (superior)
Infantry Brigade: 4 infantry battalions
Cavalry Brigade: 2 cavalry regiments
Cavalry Brigade: 2 cavalry regiments
Artillery: 2 medium batteries, 1 heavy battery

Force Notes
The artillery on each side may be fielded independently or included in any infantry brigade. As with the previous scenario, the suggestions for infantry quality on both sides are made to provide an interesting and fairly balanced game - Red's numerical superiority is limited and he will need a qualitative edge. 

Scenario Conditions
Red is the designated attacker. After setting up the terrain as shown, place the curtain across the table in the position indicated. Red forces deploy anywhere up to 20cm from their baseline. Blue forces may deploy 1 x average die units up to 50cm from their baseline, these units to be selected as preferred by Blue. The remaining Blue units deploy up to 30cm from their baseline. 

The Blue cavalry are in reserve in Lützingen – they arrive at the start of move 4 on a roll of 4-6. If this fails, add 1 to the roll on each subsequent move. They may arrive up to 20cm either side of the road.

All hills are gentle.

Each side seeks to break the other, in accordance with the usual victory conditions. Blue loses ½ an Army Point for every Red unit in good morale on the northern hill or north of the east-west road.

If not using a curtain, simply deploy by alternate brigades or independent units, with Blue starting. Use the same deployment zones and distances.

Pre-Game Bombardments
The website has some simple new rules for these, which I feel can add interest (and perhaps a little extra realism) to an attack-defence game. They can be found on the 'Amendments & Clarifications' download, and would make a good addition to either of the above scenarios.

Some Photos
The reader will be relieved to know that both these scenarios have been playtested and should give good games. Shown below are a few photos to give an idea how they played out with my own 28mm figures. Suffice to say I lost at Inzl, and played out Lützingen solo, where the attacker won. Yes, alright, I didn't actually use the curtain for the solo game. No sniggering at the back.


The cosy and slightly claustrophobic feel you get whilst under cover of the curtain is shown here.
An experience no wargamer should miss, as you cunningly plot your opponent's downfall in near-total privacy.

Curtain up.
A self-satisfied expression suggesting that the other player has failed to surprise you is recommended.

Two dragoon regiments against a lonely light infantry battalion? No problem, I thought.
I was wrong - the lead regiment was thrown back and the second thought the better of it.
Light infantry are surprisingly sticky in any sort of cover.

Attacking grenadiers push up to the stream hoping to create space for the cavalry to cross...

...and succeed! The force commander is on the spot to urge his flank attack forward.

But whilst the attacking cavalry is counter-charged, the enemy infantry reforms...
...and linear warfare is restored. Reminded me a bit of Leuthen!
But in this case the Austrian defence had reformed so neatly that in the end the Prussians lost.

A reminder to pay attention to movement initiative.
I hung these limbered guns out to dry in close proximity to those blasted Croats.
They were charged and destroyed - 2 units lost!


The set-up. The attacking Prussians went for a strong right flank,
with all the cavalry present and supported by the grenadiers.

The Prussian heavy battery stayed in place the whole game and provided worthwhile support.

The attacking grenadiers overwhelm the Grenz infantry in the east wood.
Nevertheless, the grenadier unit seen in melee was also thrown back at first.

Not something you see everyday in HoW - cavalry charging infantry. In this case the 'superior' class cuirassiers are prepared to take on an isolated and 'inferior' Bavarian battalion. They succeeded handsomely.

At this stage of the game (move 4), the Prussian tactics are working -
the strong right flank has pushed the Austrians back with significant losses.

The Austrian cavalry finally arrived on move 5, but had a very cramped area to deploy into.

The dithering commander of the Prussian left flank infantry had been very dithery indeed.
Here he at last gets his men forward after some stern words from his commanding general,
and begins to overwhelm the smaller Austrian brigade facing him.

To cut a long story short, the Austrians fought manfully but collapsed in move 9,
losing 4 units in that last move. The Prussians (Red) had lost 5 units, the Austrians (Blue) 8.

To Conclude...
Yes, it's time to get constructing those curtains (mine is actually a table cloth). They're only present for the time it takes to deploy, but they make for a great game. They are of course particularly suited to the Ancient and Horse and Musket periods, but they could also have their place in the more simple type of Modern battle. As a way of creating a bit of surprise and representing that feeling of not knowing what the enemy is up to, they are simple but effective, and add interest to straightforward attack-defence games.

Maybe some of you will prefer a sheet of hardboard, or a line of terrain tiles set on edge. Let me know of any bright ideas you have.

'Til next time!