Tuesday, 31 March 2020

A Mutual Surprise

Having been frustrated in their attempt on Tragers Grat, but now  receiving some reinforcements, the Prussian forces of Eric von Kleist have resolved on taking another route into Austrian territory - more directly, straight down the main highway. Von Kleist commands the advance guard in person, determined to drive his troops on at their best speed to achieve surprise.  His vanguard comprises six units, as follows:
Von Kleist : Fusiliers and Frei Korps
                
              Commander : Eric von Kleist (6 Strength Points) - in his favourite Horse Grenadier
                                                                                                    uniform
                   Infantry :  1st and 2nd Battalions, 44th  Line Fusiliers (each 4 SP)
                                   1st and 2nd Battalions, von Kleist Frei Korps (each 4 SP)
                                   'Rifles'  (3 SP)  : actually 'commanded'  fusilier figures.
                                                              Hand-picked sharpshooters, of course
                  Cavalry :   Von Kleist Horse Grenadiers (3 SP)

                  Total :      28 Strength Points, with Exhaustion Level 9 SP.

As previously, strengths are for Bob Cordery's rules for The Portable Napoleonic Wargame, with my home-grown tweaks for 'Portable Seven Years War'. All troops rated Average except the 'Rifles' - Elite.  To save on  book-keepng, each base ( of 2 infantry or cavalry, 1 sharpshooter,  1 gunner  ) is a Strength Point, which can be removed to show losses in an nice 'old school' manner.   A handy little force, unencumbered by slow-moving guns, with decent infantry firepower and a small cavalry strike force.

On the Austrian side, all is hurry and confusion as forces are hastily gathered to meet the Prussian incursion. General Dachs finds himself with six units also:
Dach's doughty defence
             
                Commander :     General Dachs (6 SP)
                      Infantry :     1st and 2nd Battalion 'Wildganse' Jagers (each 4 SP)
                                          Grenze foot (4 SP)  - dismounted Hussars, heroic defenders
                                                                            of Tragers Grat
                      Cavalry :     Grenze Hussars (3 SP)
                     Artillery :     2 Field Guns (each 2 SP)  

                           Total :   25 Strength Points, with Exhaustion Level 8 SP.

All the above rated Average, except the Grenze foot, boosted to Elite by their feats of arms at Tragers Grat. Those guns give Dachs' force some punch and should  powerfully aid his defence.

Dachs knows the importance of a particular crossroads, at a place known as Vier Arme. Von Kleist's force will surely reach the place, but when?  Dachs has been able to dispatch one battalion of his Jagers and one gun to the vicinity.  He personally leads another two units - his Grenzer foot and Hussars - down the road from the North, while the final battalion of Jagers and the second gun are approaching from the West, though they are a little more tardy in their march.

Here we see Von Kleist's column on the march: in his impatience to advance, he seems to have neglected to send his cavalry forward to scout the country up ahead.
Column of route : shouldn't those horse be scouting ahead?

While just South of the fateful crossroads, the Austrian advance party takes up position astride the road, flanks secured (they hope) by a wood and lake.
Austrian Outpost Line : somewhat lonely, perhaps?
 (  I will admit, that 'lake' was almost as hastily improvised as the Austrian defence - from some gift-wrap paper - but it rather grew on me! ).

Keen readers of  'One Hour Wargames' by Neil Thomas may have spotted that this is his Scenario number 11: 'Surprise Attack' (you may also deduce where the name 'Vier Arme' comes from, too).
Forces were chosen using the book's random selection chart, but I confess not entirely random :  I diced for two armies,  then decided which looked most suitable for defence and attack.

The Prussians entire force will appear via the road from the South on turn 1, while two further units of Austrians appear from the North on turn 3, and their final two units on turn 6 ( Neil suggests turn 9, but that seems harsh!). There is a special rule that 'neither side is aware of the other's precise location or strength. Accordingly, no charges may be declared on Turn 1',  which we will follow. Even with that rule, it looks a daunting task for the Austrian outpost  units, outnumbered three to one from the start..

So then, as the morning mists begin to clear, Von Kleist's advance column nears the crossroads, when suddenly a cry goes up :  'The enemy!'   And so,  the combat of Vier Arme begins..



Monday, 23 March 2020

Fnurban #1 : We interrupt this program..

I was sent this, shortly after Prime Minister Johnson's address to the nation tonight:

 ( with apologies to all 'North British' readers )

Tuesday, 10 March 2020

The Best-Case Scenario

Having come through our baptism of fire ( in Action! ) and thoroughly  enjoyed the experience, I am encouraged to continue with the adventures of Generals Dachs and von Kleist and their somewhat improvised forces. But how to go about it?

What I need now are further situations in which  our plucky metal protagonists will join battle:  and I hope, not just arbitrary  'line em up and roll dice' situations.   In a word: scenarios.  I'd also like to establish some sort of narrative to connect  the scenarios and give a reason for each battle. Not a fully-worked out, detailed campaign with maps - it's rather early days for that. But a series of linked actions, where the outcome of one influences the initiation of the next in some way; that shouldn't be impossible.  And in this I am fortunate to have plenty of material to draw on.  Over the years I've acquired some books which should  come in very handy:

Every expense spared on the cover design - but don't judge..


Age before beauty - certainly in terms of the cover illustations!   First up must be the original 'Scenarios for Wargames'  by Charles S. Grant, from about 1982. I'm sure these were developed from his 'Table Top Teasers' series in 'Battle' / 'Military Modelling' magazine, and included here is 'Reserve Demolition'  which must have been 'Teaser' No.1 - I'm sure I still have a much-thumbed copy of the magazine it featured in!  Not  only that one, but the book has no less than 52 suggested scenarios, 'one for every week of the year' as the cover helpfully points out. By the time you'd played all those, you would have been ready for the next book - 'Programmed Wargames Scenarios'. Now this took things to another level - each of the 18 scenarios ( plus two mini-campaigns ) can apparently be played with one side  or even both sides 'programmed' -  "whose inital dispositions, orders and responses to battlefield events, were not known to the player beforehand".  Given that this is years before most of us had the use of personal computers, this was heady stuff.  I say 'apparently', because I admit that I don't think I ever summoned up the courage to actually play any of these!  Looks interesting, though, and aimed directly at the solo player.

A truly great double-act

Next,  the master of Scenarios teamed up with the late and much-lamented Stuart Asquith for 'Scenarios for All Ages' from 1996 , though I acquired mine much more recently. Another  'every week for a year' set of 52 scenarios , which Charles Grant  assures us are all different from those in the earlier book. Very much a horse and musket slant,  "For simplicity, the relative forces have been considered as units of infantry, light infantry, cavalry and artillery" - perfect for my purposes. Just as with the previous volumes,  every scenario complete with outline of the aims, map and ground, opposing  forces, deployments, success criteria and special rules.

Even if you don't like the rules - 30 scenarios!

Finally, and certainly not the least - Neil Thomas 'One Hour Wargames'. I suspect we either love or hate Mr Thomas - I am generally a fan.  His ability to boil down a period to its  essence , then create the simplest possible rules to reflect it, is just brilliant. Even if you don't fancy the rules, here are another 30 decent scenarios - well worth the price.  And two major advantages for me;  first, they assume a playing area  only 3 feet square, which is exactly what I have right now;  second, forces of typically  6 units each side - ditto.  'Scenarios for All Ages' assumes a 7 feet by 5 table -  well, maybe I can shrink it down?  But Neil has done the work for me. I think on the whole, we are likely to start with Mr Thomas' scenarios and Bob's Portable Napoleonic  ( suitably tweaked for 7YW ) rules.

Now, having been narrowly rebuffed at Tragers Grat , what is Von Kleist's next move?



Monday, 2 March 2020

The Whole Shooting Match

Probably too many words in the last posting, so let's just have a few pictures this time. I'll show the whole collection of painted Eric Knowles figures that I acquired,  thanks to David Crook.

First the Austrians - who are rather outnumbered, and so augmented by some Prussian guests.

 
General Dachs has at his disposal :

- Grenze Hussars , 'Regiment Creutzer' x 16
- dismounted Grenze Hussars  x8
- Field Gun and Crew x 2
- Jagers ( Prussian )   '1st and 2nd  Battalions F.Le. Noble'  x 32

In total 16 Cavalry,  40 infantry and 2 guns.    Names are as given by the late Eric Knowles, carefully labelled under their  bases, and who am I to disagree?

They could do with some proper Austrian infantry - I do have some, also from Eric's collection, but as yet unpainted. Given time, they will join the ranks ( many of  the unpainted figures had painting notes on slips of paper in the boxes naming the regiments they would represent, and it would seem nice to honour Eric's intentions ).   In the meantime, we hope the Jagers have been getting  accustomed to the delights of Vienna, surely a welcome change from dour Berlin..
 
Meanwhile the Prussians have their  von Kleist Frei Korps and friends :


- von Kleist Uhlans  x 16
- von Kleist Horse Grenadiers x 8
- von Kleist Frei Korps infantry x 16
- Line Fusliliers '44th Regiment'  x 22
- Field Gun and Crew x 2 

Which adds up to 24 cavalry, 38 infantry, 2 guns.

I think with these forces, I should be well able to run some sort of minor campaign ( albeit purely imaginary )  set in the marginal borderlands somewhere in mittel Europa,  and perhaps try out a few different sets of rules.  There are certainly enough troops here for very decent 'Portable Wargame' forces.

One of these contingents missed out on the action at Tragers Grat : the Prussian '44th Fusilier' regiment was still marching to join von Kleist.  In fact they were what David described as a 'Brucie Bonus' , for which I am very grateful, as they are splendid:


Eric's very thorough labelling under the bases organises them into 1st and 2nd Battalion, each of 9 figures, and a 4-figure 'Regimental HQ' .  They will conveniently make 2  'Portable Wargame' units, and under other rules may fight as a unified regiment.

I think the opposing forces have rested and recouped their strenghs after the recent  first encounter, and will soon be meeting again, on a new battlefield..






 

Wednesday, 26 February 2020

After the (first) Battle

Following on from the 'Action!'  of the previous posting, this time some thoughts on how my essay at 'The Portable Seven Years War'  turned out.

Men of the Match: Dachs and his 'Grenzer' foot face the Prussian masses

I should point out, this was the first 'proper' game I'd set up and played in many years - perhaps decades, so I really wasn't sure how it would go.  Would I 'get into it'?  Would it be fun, but also seem true?   The answer was 'yes' - I had a great time!  Events moved  quickly,  and results felt mostly 'right'.  It's interesting  how a narrative develops, units take on personalities, events go in unexpected ways, and the game seems to develop a life of its own -  often due to the effects of nothing more sophisticated than our old friend 'D6'.

Bob Cordery's 'Portable Napoleonic Wargame' rules played very well - of course!  Lovely and simple, by a few turns in  I was remembering the dice modifiers for firing pretty much  without needing to look them up.  This is surely how rules should work,  as long as the period feel is right.  Many of us have been through the 'more complicated  equals more realism' phase,  but I'm sure it's a dead end -  I'm convinced that  half of those complicated rules just get forgotten during play, anyway.   Given my lack of time and space,  Bob's quick, simple rules, set up for  a small playing area,  were ideal. 

Ah yes, the 'Period Feel'.  Obviously Bob's rules were meant for Napoleonics,  replete with the British squares at Waterloo, or the French column attacks sweeping all before them, but that's not the Seven Years' War. I won't claim to be an expert, but to  quote someone who is :

"Overall, [ 7YW]  formations and tactics tended to be simpler than in the later Napoleonic period : squares, skirmishers and battalion assault columns were essentially complications of later wars."
 

"The infantry was the most powerful of the three arms, being able to hold ground on its own and, unless of poor quality or disorganised by losses, able to see off cavalry with musket fire without forming square... Close-order infantry moved to the battlefield in column, and then formed into line to fight".

Those are from  Keith Flint's 'Honours of War' rules, and they seem to sum things up  well.  It was simple enough to just state  'No Squares' and 'No charging Columns',  and to remove the advantages for Cavalry attacking Infantry formed in Line.   I did  like the idea of taking a simple set of rules and actually  removing some details so they are even simpler - very satisfying!

Pundit von Lineker's spies were everywhere during the engagement, taking notes. Documents seen by 'sources' close to the action show such cryptic jottings as  'Grenze hold -  fire 2 Klst - hit  1 SP'.  From these it can be revealed   that 'unit of the day' was indeed the Austrian Grenze dismounted Hussars,  hurriedly retrained as Line Infantry - in their stalwart defence of the ridge, they fired 6 volleys and never missed, inflicting 3 SP losses and 3 retreats on the advancing Prussians.  They had the advantage of being  urged  on by their commander General Dachs - plus 1 on the dice - no doubt Dachs was a good steadying influence in defence.    At the other extreme, the poor Prussian gunners, fired six shots, only 2 hits -  a succession of '1's rolled!   These too had the supposed advantage of their commander personally overseeing things;  but perhaps Erich von Kleist is a fiercesome,  irascible,  red-faced  character who tends to put the gunners off their aim!

The other heroes of the hour were of course von Kleist's Uhlans, who kept up a see-sawing fight with the Austrian Hussars over six moves, inflicting 2 SP losses and 2 retreats before finally being wiped out.  They had taken an immediate loss in turn 1 to artilley fire,  and in that weakened state I hardly expected such herioics against the full-strength Hussars, but  fate (  in D6 form ) decided to make things much more interesting.

Interesting too , to compare with Bob Cordery's original  game of 'Porter's Ridge' - I think his attacking Americans took more SP losses more quickly , partly just due to  dice luck,  but  I noticed one or two occasions when a unit faced with a 'lose 1 SP or retreat' result in his game would choose to lose the SP  - presumably in an  effort to keep everything moving forward.  My commanders always took the 'retreat' rather than lose strength if they could , and thus held back the approach of 'Exhaustion point'.   Of course,  the absymal Prussian gunnery also played a part!    Another difference, I think, was that the linear tactics encouraged the attacking Prussians to depend on their musketry to sweep the defenders away, rather than an uphill charge , and resulting disavantage in close combat.   The Prussians hoped to use their fire to either wipe out the Grenzers on the ridge,  or to inflict retreats,   allowing  them to climb the ridge and advance to close combat on equal terms: they did not actually succeed, but the approach  seemed right to me.

Would I have added anything to the rules ?   Well,  fun though it was, I did wonder about that six-turn cavalry melee.  A dim memory took me back to Charles Grant ( 'The War Game' ) - didn't he decree a limit on the duration of a melee, owing to exhastion and disorganisation?  Sure enough he did:  after two turns of combat, if no conclusion reached, both sides to retreat two moves, then rest and re-organise other two. Four moves out of action? Wow, I didn't remember that.. But I might be tempted to impose some sort of ( less drastic ) restriction.

Musketry - I have a hunch that in the days of smooth-bore flintlocks, really effective fire only happened at pretty close ranges.  Bob's rules allow muskets to blaze away at 3 hexes range;  I wonder if they should be less effective, the further from the target they are?  Perhaps  a minus modifier for shooting at maximum range?  I wouldn't actually reduce the range, as muskets could be and often were used at quite long distances, but the effect would be significantly reduced.

Also, I suspect  there really was a difference between the 'first volley'  ( weapons loaded carefully, under little stress ) and subsequent discharges in the smoke, noise  and confusion of a firefight?  I might consider a plus modifier for first volley. I think that may be another borowing from Charles Grant - there's little new under the sun.

And one more - that line from Keith Flint about infantry repelling cavalry "unless of poor quality or disorganised by losses "  - hmm, yes.  If the cavalry managed to close, despite the musketry they faced,   and break into the infantry's formation, surely they should gain some advantage.   Perhaps if in the first turn of close combat the cavalry inflicted a hit on the infantry but did not suffer a hit in their turn, they should be given a 'plus' in the next round? Worth considering. perhaps?

I think that should be enough for now - let's not overload the cart with baggage. But I hope that Bob wouldn't mind me tinkering a little...  
  
Finally, I had a look at my bookshelf and came up with a couple of useful finds :



The Duffy book looks like an  excellent  introduction - an inscription inside tells me I read it in 1999, so my memory of it is hazy! The Nosworthy I suspect is another beast entirely, and may demand much greater commitment. Time and space, time and space..

So, the  baptism of fire - or at least of dice.  Was it time well spent? Will I do it again?  Yes indeed!   I think Dachs and von Kleist will meet again on the battlefield, and I rather hope they may  be commanding somewhat larger forces next time.  Apologies for a rather long pause to reflect after the action:  'events, dear boy, events...'  I hope some of these thoughts have been interesting, anyway!


Tuesday, 18 February 2020

Action!

Gen. Dachs Advance Guard lying in wait..
 
"At this stage of our war game saga it would not be amiss to stage a practical demonstration of how the rules as they have already been established govern an actual war game".   I really can't argue with Charles Grant, so here goes..

But first,  a special welcome to our first two followers, my old comrade  LiverpoolDave and none other than Bob 'Portable Wargame' Cordery.  It's an honour, and something of a responsibility*.  I hope I can keep your interest!

A word on the rules:  I decided to use  Bob's 'Portable Napoleonic Wargame' brigade-level game,  but I wanted to impart some flavour of the Seven Years' War period, especially its  linear infantry  tactics. Keeping things as simple as possible,  I made only these changes:

(i) Infantry  Square formation  is not allowed.

(ii) Infantry in  column may not 'charge'  i.e. move to close combat. Column is for marching, not attacking.

(iii) Horse Artillery  is not allowed.

(iv) I removed the modifier ( +1 or +2 ) for cavalry initiating  close combat against infantry in Line - and did  not use the 'infantry in line vs. Cavalry' hit resolution table. I considered a bonus for cavalry attacking infantry column, but the circumstances did not arise.

I thought these should be enough to ensure the infantry 'shook out' into line when approaching the enemy, and reflect their confidence in repelling cavalry with disciplined volley fire.   Perhaps the 'no column attack' rule is a bit harsh?  I admit I'm going with my dim and distant memory of Fredrician tactics;   your comments welcome..

The battle for Tragers Grat,  1760

Transporting  Bob's 'Porter's Ridge'  scenario to the Cruel Wars in Higher Germany, we have the somewhat obscure battle for the equally obscure  'Tragers Grat'.   

Having seen  the opposing brigades of Generals Dachs and Erich von Kleist, and  the contested terrain, in previous posts,  we have Dachs and his  Austrian  advance guard of 'Grenzer' foot, artillery and 'rifles' positioned on the ridge and in the woods,  awaiting their Prussian  foe. And so to battle..











Turn 1 : enter von Kleist. Note Austrian 'rifles' in the woods - dozing!
On Turn1 , Von Kleist's column marched up the road led by his splendid Uhlans, with 1st and 2nd von Kleist Friekorps foot following on. Too good a target for the Austrian guns to resist - target in column, and General Dachs in person urging on his gunners.   A hit - and first blood,  the Uhlans lose 1 Strength Point (SP).  Not a good start, but they were not shaken, as we shall see.   Unfortunately Dachs was so preoccupied with his guns that he entirely forgot to order his rifles unit to fire on the Prussian foot - within rifle range , and would have been unable to answer with their muskets. A grievous error!

On Turn 2,  the Austrian Hussars  appeared at the Northern end of the road, and deployed into line. Nothing daunted, von Kleist's Uhlans charged - and in the ensuing close combat, the Hussars lost 1 SP, levelling things up.  And so began an epic tussle between the two cavalry units, evenly matched - first one and then the other taking a hit and losing an SP or being being forced to retreat.  The Uhlans were down to only 1 SP after  Turn 3, but kept fighting back, and were only finally destroyed on Turn 7, leaving the Hussars themselves with only 1 SP remaining, and no doubt exhausted.  Von Kleist's Uhlans had done their part heroically, keeping the flank of their infantry protected from the Austrian Hussars.

Meanwhile the Prussian infantry columns ( joined by 1st and 2nd Jager foot  and with their gun in support)  deployed off the road,  formed battle line,  and by Turn 3  began their assault on the  Austrian position.
Turn 3:  Prussians Deploy. Uhlans and Hussars hotly engaged at top right

Austrian reinforcements arrived in the form of their two 'Wildganse'  Jager foot units  on turn 4 and turn 5, from West (the ridge) and North (the road), but on turn 4 disaster struck - their gun  having been first swept by FreiKorps Musketry, then took a second hit from the Prussian gun, and was destroyed!  A big loss to the defenders of the ridge.   However, this blow was softened by the subsequent performance of the Prussian gunners, who spent the next 4 four turns firing at the Grenzer foot on the ridge and  throwing a succession of '1's ,  missing every time!


The Prussian foot meanwhile advanced steadily, preferring to sweep the ridge with their formidable musketry rather than venture an uphill charge and close combat at subsequent disadvantage.  The Grenzers, joined by 1st 'WIldganse' jagers, returned fire equally steadily,  and both gave and took casualties and temporary retreats.  The Austrian rifles'  sniping  delayed the Prussian advance, but even with  the  cover of the woods they were gradually forced back by the weight of fire from the Prussian line battalions.   Casualties mounted on both sides, but  with Prussians getting more luck with 'retreat' results rather than SP losses, and by the end of turn 7  the Austrians had lost  7 SP  (against their 'Exhaustion Point' of 9) to the Prussians 5 . 



Turn 6 : Austrian reinforcements in action, musketry all along the line.
Turn 8 saw  battle joined between opposing Jager units  by the road in the North, with Uhlans now destroyed but Hussars severely weakened.  Austrian fortunes turned, as their musketry from the ridge took 2 SPs from the Freikorps foot, and the rifles one more SP in repelling a charge by Prussian Jagers into the woods. But Prussian muskets found their mark too.  8 SPs lost each,  only 1SP short of exhaustion on both sides..

And so Turn 9 saw a conclusion - the Prussian gunners finally found the range and took 1 SP from the Grenzer foot on the ridge, so the Austrians were certain to reach exhaustion. The rifles were further pushed back, and indeed out of the woods, by another  charge of Prussian Jagers, and the other Prussian Jager unit's musketry hit and destroyed their Austrian counterparts on the ridge.  General Dachs' defenders were thus well and truly exhausted, and the position on the ridge looking uncertain.  The Austrian Grenzers managed to stave off disaster at the last throw, however - their fire  removed one final SP from von Kleist's Frei Korps foot, and pushed the Prussians to exhaustion in their turn.

Turn 9 : Final Situation, mutual exhaustion!
And so we have the final situation - both sides exhausted and unable to advance.  The Austrians had  held on to the ridge , and von Kleist's men were in no state to attack it further,  but Dachs had lost 10 SPs to von Kleist's  9 SPs.  A tactical Austrian victory , having held the position?  But at greater loss - I think an honourable draw.  I had a lot of fun with this - I hope you have enjoyed it, too!

Next time - the after action analysis.  Confidential report by Herr Pundit von Lineker,  Head of Intelligence..






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*'but how shall we **** off, oh Lord?'


Tuesday, 11 February 2020

The Erich von Knowles Frei Korps

Many thanks to those who so very  kindly welcomed my first post.  Now I feel like the child  who rather enjoyed their first day at school,  before the realisation dawned that they had to go back every day..  Let's see if we can keep it up* .

Having looked at the Austrians last time,  now for their doughty opponents. Also acquired from the collecton of the late Eric Knowles, and thanks to David Crook,  here we have :

The Prussians :  General von Kleist's Brigade


I'm glad to say the Prussians are, as might be expected, a little less of a mongrel force than the Austrians. When David listed the items for sale there were several units of von Kleist's Frei Korps, so it seemed appropriate to keep them together, and add a leavening of other types.  This time modelled on the American Brigade in Bob Cordery's brigade-level example game from 'The Portable Napoleonic Wargame', they are as follows:

- Brigadier General  Erich von Kleist  - commander ( 6 Strength Points ) .  A little-known scion of the illustrious family;  owing to a hiccup in the officers recruiting process, actually a von Kleist Horse Grenadier,  rapidly  promoted.

- von Kleist Uhlans  ( 3 SPs)

- Artillery   ( 2 SPs )

- 1st and 2nd von Kleist Freikorps Foot  ( centre and right, each 4 SPs )

- 1st and 2nd Jager Foot ( rear and left, each 4SPs  ),  perhaps in two minds about having to fight against their former comrades, now flown to the Austrians.

Notable by their absence the famous Prussian Line infantry.   But as with the Austrians, those are waiting to be painted - I'll need some time (they've waited 40 years, so won't  mind a little longer).   As before, I have gone for one 'base' or one figure per SP, to avoid paper-based casualty recording.  All units rated 'Average' in Bob's rules - as were the Austrians except for their Rifle unit , which was nominally 'Elite'  - but did not quite live up to that, as we shall see..

And the scene of their first engagement :


For a first action, I thought I'd simply try the brigade-level game from Bob's book - 'Porter's Ridge', which he sets in the war of 1813 between Britain and the USA. Imagine it transposed to some rugged, romantic and sparsely-populated Germanic region. In the picture we are looking East :  General Dach's Austrians are to hold the ridge and woods, with help coming from the North and West, while von Kleist's Prussians enter along the Eastern road, from the South , aiming to 'take the high ground'.  The Eastern edge is the shore of a large, deep and no doubt chilly lake. All done with Kallistra 'Hexon' 10cm hexes, as many will have spotted - this is more or less my entire collection, but sufficent, as this is the only table space I have available too. Time and space, as always, time and space..

Next time, we march to the sound of the guns..



* my good friend LiverpoolDave said  - to quote Kenneth Williams in Carry on Camping, ‘getting it up is easy, it’s keeping it up that’s the hard part’.