There's been a distinct lack of actual gaming on this blog in recent weeks ( in fact, probably months), and the newly-painted 1750s Saxons needed some experience, so I thought it was time to get a Seven Years War period game on the table. I had a look through Neil Thomas' One Hour Wargames - always a good source of simple scenarios - and came up with Scenario 4 'Take the High Ground'. The attraction was that it involves one army ( 'Red' ) being split into two contingents, which I could set up as an allied army of Austrian and Saxon troops, facing Prussian ('Blue') opposition. The scenario specifies six units per side, and I used the 'OHW' army selection charts - the dice gave an interesting setup, as neither side received any cavalry!
The selected forces were as follows:
'Red' ( Allies ) : 4 Infantry, 1 Artillery, 1 'Skirmish' ( which I counted as Light Infantry ).
'Blue' ( Prussians ): 3 Infantry, 1 Artillery, 2 Skirmish/Light Infantry :
Using my own 18th Century variant of Bob Cordery's Portable Wargame rules, this translated as
Allies:
- 1st and 2nd Battalions Saxon Regiment Friedrich August, each 4 Strength Points (SP)
- 1st and 2nd Battalions Austrian Botta d'Adorno Regiment , each 4 SP
- one Battalion Austrian Grenzer Light Infantry, 3SP
- one battery of Austrian Guns, 2SP
- Commander - our old favourite General Dachs, 6SP
Total 27 SP, Exhaustion Point = 9 SP
Allies.. |
and Prussians :
- 1st and 2nd Battalions 9th Line Infantry 'Jung Kleist' each 4SP
- 1st Battalion 44th Fusilier regiment, 4SP
- one battalion Jaegers ( Light Infantry ) , 3SP
- one battalion Von Kleist Frei Korps ( Light Infantry ), 3SP
- one battery of Prussian Guns, 2SP
- Commander Generalleutnant von Gehirne - 6SP
Total 26SP, Exhaustion Point = 9SP.
.. and Prussians |
For simplicity, all units and commanders are rated 'Average'.
The scenario specifies that the Allies must place just two units on the table initially, holding a hill in the middle of the battlefield, with the rest of the force entering from the North table edge on turn 2, while the Prussians can bring on their entire force from the South table edge on Turn 1. It seemed appropriate that the two Allied units deployed on the hill should be the two Saxon infantry battalions, hoping to hold the position until their Austrian confederates could reinforce them. And thus we have the fight for Der Sachsenhügel ( 'The Saxon Hill', if I can trust Google Translate ),
Here is the initial setup, with North at the top and the novice Saxons in position on a pretty simple terrain. Let the battle commence..
I used Bob's card-driven activation system, which essentially allowed each side to activate 3, 4 or 5 units each turn, depending on a card draw (I decided that shooting, or continuing an ongoing close combat, does not require an activation). The 'One Hour Wargame' scenario allows all the Prussian units to enter on Turn 1, but I allowed the activation mechanism to limit that slightly - the Prussians only scored 3 activations that turn, so only 3 units could enter. Accordingly, they brought on both battalions of 9th Jung Kleist infantry, and the Jaegers. The Allies only had the two Saxon units on the table - they opened musketry fire on the Prussian line infantry, and 1st Friedrich August scored an immediate success, taking 1 SP from 1st Jung Kleist. First blood to the Saxons!
Opening volley from the Saxons.. |
In Turn 2, the Allies only scored 3 activations so only 3 units could enter. For both sides I decided that their units arriving at the table would be in a pre-determined 'marching order', representing a column of march coming up the road - it seemed only sensible, for example, to put Light Infantry units at the front ( and where available, another as rearguard ). Allied troops could only enter by the road or East of it, while Prussians could enter anywhere along their baseline, but in reality the advantage of increased movement tended to dictate that units entered via the road. Wearing my 'Prussian hat', perhaps I should have considered advancing several units up the Western side of the table to take the hill in flank, knowing that the Allies would have a long march to counter such a move? Oh well, maybe next time..
Turn 4: Frei Korps in flanking move? |
By Turn 4 both sides had a mix of Line and Light Infantry ( Botta D'Adorno and Grenzers vs. 44th Fusiliers and Jaegers ) disputing possession of the road, while the Prussian gun had opened a bombardment of the Saxons on the hill. Saxon musketry scored more successes, further reducing both battalions of 9th regiment Jung Kliest, but in turn the Prussian volleys had forced one of the Saxon units to retire from the crest of the hill. The Prussians had made a tentative move on their left flank, bringing on the Von Kleist Frei Korps to threaten West of the hill, and forcing 1st August Freidrich to re-position to face them. Losses by this point were Prussians 3 SP, Allies 1SP.
Turn 5 : Prussians in diagonal line from bottom left |
Perhaps more by accident than design, by Turn 5 the Prussian force was arranged in a nice diagonal line - a sort of 'oblique order' ? The Austrian artillery had deployed in the wood, aiming to dominate the road and give fire support to their comrades on the hill - but were promptly attacked by Prussian Jaegers sneaking up on them through the trees, and forced to retire. The Austrian guns took little part in events after this.
Grenzers ( left ) and Jaegers skirmish on the wood |
On Turn 6, Prussian musketry having previously forced both Saxon units to step back, both battalions of 9th Jung Kleist regiment stormed onto the hill (despite the Allies now having 3 battalions there ) , and in the ensuing close combat 2nd Saxon battalion suffered 2 SP losses - and was now reduced to 1 SP ( the Saxons on the whole seemed to be better at shooting than melee, I wonder if that reputation will stick to them?). Meanwhile in the Eastern woods Prussian Jaegers and Austrian Grenzers fought it out, and the Grenzers came off worst to start with. By the end of the turn, Losses were Prussians 4 SP, Allies 5SP , which looked like something of a turning point.
Jung Kleist storms the hill |
Fighting continued on the hill, with the stronger 1st Saxon battalion being forced to retire, but the Prussians unable to finish off the crippled 2nd battalion - in fact losing 1 SP to the plucky Saxons in close combat. In the East, 1st Botta d'Adorno got the better of a musketry duel with Prussian 44th Fusiliers, and Grenzers and Jaegers still disputed the wood, with Grenzers now getting the upper hand. At the end of Turn 8 things had turned around again, and losses were Allies 6SP, Prussians 7SP.
Turn 8 : Action all along the line |
For Turn 9, the Allies won the initiative and moved first, with 1st Botta d'Adorno forcing 44th Fusiliers to retreat, but making no progress in the fight for the hill - indeed the Saxon 1st battalion took another 1 SP loss. And then the Prussians struck back - in the wood, their Jaegers' musketry took another 1 SP from the Austrian Grenzers, and in close combat on the hill, von Kleist Frei Korps took a further 1 SP from Saxon 1st Friedrich August battalion. Thus the Allies had suffered the loss of 3SP in a single turn, and this was too much - total losses now stood at Prussians 7SP, Allies 9SP, which meant that General Dachs' Austrians and Saxons had reached their Exhaustion Point. Being now unable to take offensive action, the Allies could only try to fend off further Prussian attacks, and they would be unlikely to be able to throw the Prussians off the vital hill - so the chance of an allied victory now looked very slim. I decided to call the game there, with General Dachs conceding defeat. A hard-fought victory for the Prussians, and a bit of a bruising first combat for my newly-raised Saxons!
Still, a nice fun game, with a real see-saw, back-and-forth affair, the Prussians suffering more losses early on, getting ahead when they stormed onto the hill, only to suffer reverses in the woods and along the road, before finally the tide turned decisively on Turn 9. The rules work pretty well, Bob Cordery's basic Portable Wargame engine is lovely and simple, great for small-ish games like this, and a good base for 'tinkering', of course! I quite like the variable activation card draw, which puts a moderate, not excessive, limit on players actions and forces them to prioritise. I think the close combat system is a bit indecisive and maybe tends to draw out melees for longer than necessary, and I have seen some suggested amendments which I think I may adopt. Of course, many thanks once again to Bob for getting me started with this!
And many thanks also to Jon Freitag at Palouse Wargaming Journal who provided my other recent gaming experience, with his fantastic 'Hammering Sickles' ACW Gettysburg game, which I was privileged to take part in a recent iteration of. Great fun, despite being thoroughly trounced by Johnny (or rather, Mark and Chris) Reb. I can't possibly better Jon's report of the game, which you may well have already enjoyed. If not, it's thoroughly recommended!
Sickles getting roundly hammered.. |
Having 'scratched the itch' of gaming a bit, there's plenty of painting to do, and some interesting recent purchases to join the - ahem - Garrison... about which, more next time. Until then, keep well, everyone.
Great report David. An OHW scenario is perfect for a quick "itch scratching" type game!
ReplyDeleteDo your Light Infantry benefit from better range than Line, further movement or something else?
Thanks MJT, glad you enjoyed it. Yes, Light Infantry in these rules have a slightly longer range when firing, can move (one hex) and fire, and can move faster when in skirmish formation. To balance that, they have fewer SPs and are disadvantaged if caught in skirmish formation by charging cavalry or line infantry.
DeleteIf you have Bob's 'The Portable Wargame Compendium', then you have my rules already..
Intriguing action there David. The Saxons seemed to have done quite well in their first outing. Certainly no disgrace. Interested to see what tweaks you come up with to resolve close combat quicker. And what are these recent additions to the Garrison?
ReplyDeleteOh by the way, I like the monograms on the Freikorps hats.
Chris/Nundanket
Thanks Chris, yes the Saxons didn't do badly, though they took pretty heavy losses! For close combat some folk have suggested that the highest adjusted dice score wins, and the loser suffers a 'hit' and has to roll for effect. I think that would make things a little more decisive.
Deletere: Garrison, a post will be coming soon...
Monogrammed hats? I think that may be the jaegers - either way, they were painted by the late Eric Knowles, and very nicely too!
Neat little game, David! Interesting to see that you play with units facing a hexside and I play with units facing a vertex. OHW scenarios offer much for so little. Good to see you enjoyed the Gettysburg game even in defeat. I thought it a terrific clash. It could have turned out so differently. The "other" David could use some work on his dice throwing skills. Poor fellow. Perhaps I ought to institute a "Reroll Rule" for him?
ReplyDeleteThanks Jon! I agree 'OHW' is a fantastic source of scenarios, and they are designed for a 3 X 3 feet table, which is usually what I have. I think Bob specifies units facing hexsides in his basic 'Portable Wargame' book, and my rules are of course just a tweaked version of his - I had not even thought about yours beng different, even after a couple of your games!
DeleteThe ACW game was great, and it's the taking part that counts.. and Dave's luck will turn next time, I'm sure!
Nice looking game matey. You can’t really go wrong with Neil Thomas or Bob Cordery can you?! I endorse your comments about Jon’s great sickles game but it made me realise that I’ve always ended up playing against you. If we are lucky enough to get another invite to a game we should maybe team up for once?!
ReplyDeleteNo need for luck! Another game is as sure of a bet as one can make. Next time, we can make a point of having you and David team up.
DeleteThanks JBM, yes Neil T and Bob C make a great combination.
DeleteI would be very happy to team up with you in a future game, of course!
.. and thanks Jon, that would be great!
DeleteGlad to see the Saxons have been "blooded".
ReplyDeleteHowever bruising their experience, it's better than what the real Saxons experienced!
Neil
Thanks Neil, they didn't do too badly. In my fictional 7YW setting I like to think the Saxons managed to escape from Pirna and avoid the clutches of Old Fritz..
DeleteGreat games and the OHW scenarios are great for getting something onto the table quite easily. Even so they haven't helped me get games in since late Spring, which is really unusual for me. Let's hope things pick up in the Autumn...
ReplyDeleteThanks Steve, yes OHW is such a great source of scenarios, and they are really well thought-out. It was good to get a game on the table after what turned out to be some months - perhaps I may have inspired you a little? Hope so!
DeleteGood to get to the table and once again OHW delivers. I like card activation systems, plus they carry the bonus of being solo friendly.
ReplyDeleteThanks Norm, yes OHW is a great resource and as others have said, combined with Bob's rules we have a winner! I agree the card system is great for bringing a bit of uncertainty to a solo game.
DeleteThese years, I find it a "good thing" that one can take a (relatively) small number of soldiers, on a (relatively) small gridded battlefield, and suddenly, one's mind turns it all into a smoky, noisy, battlefield with thousands of men marching bravely to the sound of the drums beating.
ReplyDeleteAn enjoyable post!
Thank you very much, Ross, and I quite agree! Glad my report managed to conjure up those impressions.
DeleteGreat looking game! Really encouraging me to get out my 18th century Portable Wargame set up …
ReplyDeleteAlan Gruber
Thanks Alan, I'm glad this has inspired you! Like you, I have some figures from the late Eric Knowles' collection and some were on this table, complete with his handwritten labels on the bases, of course!
ReplyDelete