Thursday, 24 February 2022

The Darkest Day

 

photo from Sky News - I hope they won't mind me using it
 

I had planned to post a game report tonight - but given the news from Ukraine, it did not seem appropriate.  

This is the darkest day.  There is a hideous, brutal attack on freedom itself, and on all of us who value freedom.  Individually there may be  nothing we can do about it, but we can think, and feel, and we can speak. I hope our hearts and minds are with the people of Ukraine as they face the possible ruin of their hopes, for no remotely valid reasons.  I hold no grudge against the people of Russia; this barbarity springs from the mind of just one man.

We who share a hobby which  itself engages  with warfare, and involves a necessary interest in military history,  may need to take a pause to think about ourselves, too. There is perhaps a natural tendency to be curious and 'nerdily' interested about the mechanics and details of what is going on - but we should be mindful that this is not like a wargame, this is a very real, large-scale horror, unfolding in real time.  I am thus not going  to get into a 'what if' frame of mind, not going  to speculate about how things might turn out, and who might 'win'. There will be no 'winners', only different degrees of loss.  I'm afraid that there is little hope of 'the good guys winning', at least in the short term.  In the long term, we need to remember them,  keep thinking of them, and not forget what is being done to them today. 

We might also think about our hobby and our approach to it, as plenty of others would doutbless accuse us of glorifying the sort of violence unleashed today.  I have never really been able to put my finger on 'the reason why' my interests have bent this way, and I am not sure I could confidently defend against such attacks.  Perhaps at least by acquiring some knowledge, we are aware of the horrors of war, and hopefully less eager to promote the real thing as a result?  And of course we should be clear that we are only playing a game, which can, in the final analysis, have not the slightest resemblance to the real thing - thankfully.

Enough said, I think. I don't know if this has helped me, or any of you. I don't know how this will turn out - except that we can be sure that no good will come of it.  Stokes at the Grand Duchy of Stollen said 'there are no words', and he is probably more eloquent and profound as a result. But I wanted to at least say something,  not just let it go, as only pictures and sounds from 'a far-away country, of which we know little'.   I hope you will allow me that.

Keep well, and safe, everyone.  


Sunday, 13 February 2022

Soldier King campaign : Battle joined at Zouache

After rather too much thinking and many adjustments to the table, I finally made a start with the battle at Zouache in my 'Soldier King'  Seven Years War period campaign. Even then, due to issues of  'time and space' as ever, the despatch riders from the battle front have been somewhat delayed. But we can relay their contents now, and I can start by showing  an 'aerial view' of the battlefield: 

Austrian defenders await the onslaught

The armies are as described a couple of posts back : the Austrians are in position and awaitng the Prussian attack, with ( broadly ) their Botta d'Adorno infantry brigade, and their gunners covering the northern road and bridge,  the 'Grenzer' foot guarding the western approach, and the cavalry mostly held in reserve, save for the 'Schwarzer' Hussars  cunningly concealed on the wooded hill, hoping  to ambush the Prussian northern column. 

The Prussians have their infantry and guns arriving on the northern road, and their powerful cavalry (three regiments of elite Cuirassiers )  from the west.  I thought I'd add some uncertainty into the arrival timings, with the aid of the dice - each column would roll a dice each turn, with a 5 or 6 required to arrive on turn 1,  then a 4,5 or 6 on turn 2 and so on.  

The rules being used are from Bob Corderey's  'Portable Napoleonic Wargame' - the Division-level game,   with some improvised amendments for the Seven Years War period ( mainly to compel Infantry to deploy in line to fight , and not use squares or  attack columns ).   For command and initiative, I used Bob's playing-card driven activation system - the Austrians will get to activate 4,5 or 6 units per turn, and the more numerous Prussians 5,6 or 7 units. I completely arbitrarily decided that the daylight ( and thus the game)  would last 15 turns - a 'Neil Thomas' day?

And so to Turn 1 : which Prussian column would appear first? The dice were rolled, and neither column rolled high enough. The eerie calm about the town remained; for the Prussians, precious time ticked away. But on Turn 2, the dice favoured the Prussians, and both columns arrived on their respective roads. I decided that on the arrival move for each column, as many units could be introduced as the physical space and move distances allowed - the  activation  card system  would apply from the following turn. Accordingly, all three Prussian Cuirassier  regiments advanced up the western road, while in the North the von Kleist Brigade led, in march column along the road, followed by the field guns, then the 44th Fusilers moving South from the road, and finally the howitzer unit. 

Enter the Prussians..
 

Action was immediate - Prussian 1st Cuirassiers charging at the 1st Grenze infantry in their entrenched positon - and being repulsed. The  Grenzers' position controlled the road, and the Prussians would not be able to reach the bridge without contacting them. The other two Cuirassier units fanned out, 2nd regiment swinging North with the aim of outflanking the Grenzers. 

The defenders used the normal card activation system from the start, and drew  5 activations. And they started well - the 1st Grenzers let go a volley at their 1st Cuirassier attackers, scored a hit, and inflicted the first SP loss of the game.  The Austrian 'secret weapon' was unleashed - the Schwarzer Hussars emerged from the wooded, hill and came down 'like the wolf on the fold' charging the flank of the Prussian  Fusiliers!  Fortune was  with them - in the resulting close combat die roll, the Fusilers took a hit, and elected to lose 1 SP rather than  retreat  - because the rules would  allow the cavalry to simply follow up a retrest, and keep attacking.  First blood to the Austrians, 2 SPs to nil, and a sharp start to the action. 

Schwarzer Hussars pounce on Prussian column..

At the start of turn 3, artillery fire was an option, but both Prussian gun untis  were still limbered and on the move, and  the Austrian gun on the northern hill had no target in range. The initiative die roll gave Austria first move, and the dice continued well and truly in their favour  First the Grenzer foot fired again, this time  at 3rd Cuirassier, forcing a retreat - but also wounding the accompanying Brigadier - and 2 more SPs lost!  The Schwarzer Hussars charged again, and again the Fusiliers took a hit, this time opting to retreat  and allowing the Hussars to follow-up - which brought them into contact with the limbered-up Prussian field guns, a juicy target! The dice rolled, and again the Schwarzers won - the gun unit retreated one hex, and the Hussars again followed-up - that now  brought them into contact with the rear of the von Kleist brigade column.  Roll those dice again - they won again! Von Kleist brigade suffered a 'lose SP' result - and the rules say that where two foot units are in the dame hex, both units must suffer the SP loss. So, 1 SP loss for each of the Von Kleist units. Quite a spectacular run of victories for the Schwarzer Hussars - a raw unit, in their first fight!   

 

Schwarzers getting amongst 'em: chaos ensued!

 The Prussian main column had been thrown into thorough disarray by the rampaging Hussars.  Austrian General Dachs saw his chance for an 'aggressive defence', moving his 1st Grenzer Hussars over the North bridge to threaten the Prussian column even  more, and 1st Botta foot to the bridge in support.

 

Grenzers in a tight spot..

On their turn the Prussians drew 7 activations, much needed. In the West, the entrenched Grenzer foot suffered charges from both 1st and 3rd Cuirassiers  - the 1st were again repelled, but the 3rd did better, and the Grenzers suffered the first Austrian SP loss ( and being rated  'poor', they only had 3 SPs to start with ). How long could they hold out against repeated charges?  

Turn 3:in the North, defenders attack!  

In the North the Prussians tried to restore some order from the chaos inflicted by rampaging Austrian Hussars - Fusiliers and von Kleist foot hurriedly shaking out into battle lines against them, and the Howitzer unit making for the wooded hill. And so a tumultuous turn ended, with losses standing at Austrians 1SP, Prussians 6SP - a rocky start for the attackers! 

End of Turn 3 - a pretty good start

 The main Prussian column in the North has been thrown into confusion by the descent of the Schwarzer Hussars, its advance stopped in its tracks,  and the Austrians are throwing more cavalry forward, aiming to mulitply the chaos - but the numbers are with the attackers, and there are no less than three more infantry regiments waiting to enter the fight. In the West, the lone Grenzer foot unit looks to be in trouble against three Elite quality Heavy Cavalry units, but have inflicted some pain ( and 3 SP losses ) on their assailants and their brigade commander, and if the Prussian horse do eventually  brush past  and over the bridge, they will run into four more Austrian units.  So it looks interesting - and a good point to take a break, before this post gets a shade too long.  I hope this has been fun to read, as it certainly was to play, and now that the despatches  have started to arrive back at respective headquarters, there will be more to tell quite soon.   Until then, keep well, and safe, everyone. 


Monday, 24 January 2022

Ready to fight, and Turkish Tropicality

Having had a think about the setup,  here's the proposed layout for the climactic battle at Zouache in my 'Soldier King' campaign.  Many thanks to commenters who made very sensible suggestions regarding the layout: I have taken them on board!

Western approaches ( Prussian Cavalry route )  

It will be a battle for two river crossings , the Northern one being the destination of the Prussian Infantry force, and the Western one approached by their cavalry. I decided the attackers would start off-table, and I made a tentative Austrian deployment to defend the position. 

Looking North ( awaiting Prussian foot and guns )

This may all be subject to ( further! )  amendment, but in essence the Austrians have their  Botta d'Adorno brigade ( their best foot ) in the North awaiting the Prussian infantry, and their weaker Grenzer foot facing West and the expected cavalry column. Most Austrian cavalry is held in reserve, but the Schwarzer Hussars are cunningly concealed on a a wooded hill by the Northern road, ready to swoop on the flank of the approaching enemy columns.  Prussian order of arrival is yet to be decided, and the Dice Gods will play some sort of role in that.  The walled enclosures  stand in for 'entrenchments' and command both bridges - no attacker can cross the bridge before  the adjacent defences have been cleared. It may be a tough nut to crack..

 

Tropical 'Spit' kit : reassuringly few parts

Meanwhile, a shopping trip to Bury St. Edmunds this weekend allowed a visit to 'Model Junction' and a look at their fairly random selection of 1/72 scale model kits for WW2 vehicles and aircraft. I found an interesting ( and inexpensive) kit which may be useful for my 'D-Day Dodgers' Italian Campaign forces.  It's a  'Tropical' Spitfire VB/ VC , which will go very well with the P-40 Kittyhawk I already have.  The kit is  made by 'PM Model'  - a new name on me - and is from Turkey, though distributed via Bachmann.  It's a very simple kit, which suits me fine, and it has a choice of three suggested colour schemes and decal sets, these being for the RAF in Tunisia 1943,  the USAAF in North Africa 1943, and the Turkish Air Force 1942. That last one would be an unusual option for a kit-basher!  It turns out the Turks were very worried about being surrounded by German and Italian occupied territory plus Axis-aligned neighbours such as Bulgaria, and acquired as many combat aircraft as possible, mostly British, French and American types.  They  finally entered the war, on the Allied side, in February 1945.  I wonder if  anyone has thought of  a 'what-if ' campaign whereby Hitler decides to outflank the Soviets via Asia Minor in say, 1942? Leaving aside such wild surmise,  I think it might be fun to paint this as  the USAAF version - I seem to remember a photo of such an American-operated 'Spit' crash-landed on a beach in Sicily or Italy. 

Next time, back to  1757 'somewhere in Central Europe' as the Prussians make their  attempt on the river crossings at Zouache.  Meanwhile keep well, and safe, everyone. 

 


Thursday, 13 January 2022

Battle Planning : A Bit Of A Re-think

I've had a bit of a re-think.. In my last post, I set out the likely forces involved in the upcoming battle in my 'Soldier King' campaign, with the Prussians attacking their Austrian foes in defensive positions  at the town of Zouache.  I had established that I have sufficient troops to portray the opposing armies in Bob Cordery's Brigade Level 'Portable Wargame'.  All well and good, BUT what I have been worrying  about is the small size of battlefield I can use, relative to both those army sizes,  and  also the topographical layout of the area to be disputed.  

I think I should  show the campaign map, to illustrate my concerns. It looks like this: 

Zouache:  a river runs round it

The Austrians are of course positioned at Zouche. The Prussians have their infantry and guns advancing down the road from Wittingen in the North, while their cavalry has swung around to the West and is approaching from Stauffen.  As you can see, the town is in the bend of a  river - so there must be a bridge into the town on each approach road, which the Prussians are going to have to secure. It's the combination of river, two bridges, and town that I fear will  make things difficult to fit into a 9 by 9 grid. I had a go at a layout: 

Terrain: first draft
 

Hmm... I can fit the two bridges and the river in, with a bit of distance between so the defenders are stretched a little by the flanking cavalry column. But there's no space for the approach: if the Austrians contest the bridges, battle will be  joined immediately and all the fighting take place at the edge of the table, and being pretty static too.  I wondered if the Prussian cavalry might be assumed to have rushed the Western bridge, allowing a bit of manouevering once across, but that seems a bit unfair on the defenders - who are after all supposed to be 'entrenched'. If I put the river and bridges closer to the centre of the table, then maybe there's not much room for movement once the bridges have been crossed - they will be too close together.

I think the problem is maybe that I am  trying to cram too many troops and too much action into a small space, and it's just going to bog down.   Thinking time.. 

One option might be to 'mini-campaign' it. I did this quite successfully before, at Rahden earlier in this campaign. Draw a map of the general area, encompassing  multiple tables worth of terrain, and use map  movement to determine where and when contacts between opposing forces occur, transferring to a table when battle is joined. It worked quite well for Rahden, and also reminded me of Charles Grant's system used in 'Wargame Tactics', where the initial moves of larger tabletop battles were made on maps, allowing an element of  pre-game manoeuvre and surprise. However, I think in this case there's less of a case for map movements, as the position is fairly well decided already : the Austrians are pretty much dug-in at the town, and the Prussians are attacking from two directions, already obvious. Austrian cavalry  could be sent out to harrass the approaching Prussians, but that's about the only map-movement option, really. Hmmm...

So my next idea is to address the issue of numbers of troops and available space :  I can't increase the space available,  but maybe I can change the scale - 'zoom out', so to speak?  Maybe what I need is for the table to represent a larger area, so the troops are able to fit into less space, not move so fast across the table, and not shoot so far, as they do in the Brigade level game of The Portable Wargame.  And of course, I need look no further  than... the next chapter of Bob's book 'The Portable Napoleonic Wargame'! Here we have the Division level game, and I think it might just do the trick.  It allows two infantry units (notionally regiments, in a brigade )  to occupy the same grid area, and they move and shoot over shorter distances.  The forces available would translate into two or three infantry brigades and one or two cavalry brigades for each side (plus artillery units),  which would seems fairly manageable and hopefully make the table a bit less crowded. 

So, let's see how the forces might  now look - first the Austrians: 


    Commander - General Dachs :       6 SP       

    Botta d'Adorno Brigade ( 3 SP ) 

            - Three regiments  Botta d'Adorno  Line Infantry,   rated Average,   each  4 SP

    Grenzer Brigade ( 3 SP ) 

           - Two regiments  'Grenzer' foot , rated  Poor, each 3SP 

    Erzherhog Ferdinand Cuirassier regiment,.  rated Poor,  3SP 

    Grenze Hussar brigade  ( 3 SP ) 

             - Two regiments   Grenze Hussars,  rated Average,  each 3 SP

    'Schwarzen' Hussar Regiment,  rated Inferior,  2 SP

    Artillery battalion , rated Average, 2 SP

 Giving a total of  46 SP , and Exhaustion Point reached at a loss of  16 SP.

 

And the Prussians: 


 

        Commander - Generalleutnant  von Gehirne   :  6 SP 

        44th Fusilier Regiment,  rated Elite,  5 SP

        Jaeger Brigade ( 3 SP ) 

            - Three regiments  Jaegers ( fighting as Line infantry ) , rated Average, each 4 SP 

        Von Kleist Brigade ( 3 SP ) 

            - Two regiments  von Kleist Frei Korps,  rated Average, each 4 SP    

        Heavy Cavalry Brigade ( 3 SP ) 

            - Three Regiments  Cuirrassiers, rated Elite,  each 5 SP

        One  Battalion Field Guns and crews, rated Average,  2 SP

        One Battalion Howitzers and crews, rated Average, 2 SP

 Making  a total of  59 SP , and Exhaustion Point reached at a loss of  20 SP..

It's interesting that the Strength Points values of the armies have increased by about a quarter, partly at least due to the allocation of points to the Brigade commanders. Movement and firing distances are slightly shorter than in the 'Brigade' game, and two regiments can occupy one hex - so the my limited table space should feel a bit more spacious for the forces involved. 

Now I just need to figure out the terrain  - which still needs some hard thinking, I reckon, and battle may commence. But it's past my bedtime, so that will have to wait for the next post. With apologies for the slow progress on this, due to our old friends 'time and space, dear boy..' ( just work and domestic duties, really - and some  January/ Pandemic  ennui, I think ).   I am very aware that this has been very slow  - can't help comparing  with the fantastic amount of work put in by Nundanket on his planned Hohenfriedberg  game - now that's how to prepare for a battle! 

I will try to be a bit quicker with the next post, which may even see the forces engaged. Meanwhile keep well, and safe, everyone. 

     


Sunday, 2 January 2022

Battle Planning: thinking allowed

A Happy New Year to one and all!  Last time in the 'Soldier King' campaign, we set up the general situation for something of a climactic battle, as the Prussians launched their army into the attack on the Austrian forces at the city of Zouache. Having decided on a battle, I now have to work out how to turn it into a game, using the (somewhat  limited)  resources I have available.  It's quite a challenge, and I am not certain how I am going to make it work, but hope that with a little thought,  I will be able to  see a way forward. And it might be interesting to post my thoughts as I go - 'show your working', as the dreaded exam papers used to say.   

Despite my earlier concerns, one thing I do have is sufficient troops. Here is the defending Austrian force: 

General Dachs steps up

I am going to start by assuming they will be organised with troop designations and Strength Point (SP)  values from 'The Portable Wargame' , as follows:  

Commander - General Dachs :       6 SP       

Three battalions Botta d'Adorno  Line Infantry,   rated Average,   each  4 SP

Two  battalions  'Grenzer' foot , rated  Inferior , each 3SP 

One squadron  Erzherhog Ferdinand Cuirassiers.  rated Inferior,   2SP 

Two  squadrons  Grenzer Hussars,  rated Average,  each 3 SP

One squadron  'Schwarzen' Hussars.  rated Inferior,  2 SP

One gun and crew,  rated Average,  2 SP.

 Giving a total of  36 SP , and Exhaustion Point reached at a loss of 12 SP.

And the attacking Prussian array: 

Von Gehirne's powerful force


Commander - Generalleutnant  von Gehirne :  6 SP 

One battalion,   44th Fusilier Regiment,  rated Elite,  5 SP

Three battalions Jaegers ( fighting as Line infantry ) , rated Average, each 4 SP 

Two battalions  von Kleist Frei Korps,  rated Average, each 4 SP    

Three Squadrons  Cuirrassiers, rated Elite,  each 4 SP

Two Guns  and crews, rated Average, each 2 SP

 Making  a total of  47 SP , and Exhaustion Point reached at a loss of 16 SP.

To arrive at these SP values, I translated  the Soldier King troop quality 'Guards' to be Portable Wargame 'Elite',   while 'Veterans' in Soldier King became 'Average' , and 'Levy' became 'Inferior'. There is no separate representation of artillery in 'Soldier King' forces, so I have fairly arbitrarily allocated one gun to the defending Austrians, and two guns to the attacking Prussians ( this keeps the Strength Point 'ratio'  a bit more in line with the board game army strengths ). Bear in mind that although my first thought is to continue with 'Portable Wargame' rules, ( specifically the Napoleonic Brigade-level version,  with my own tweaks for the Seven Years War ), this is not set in stone, hence organisations/unit configurations  may change.  One concern is , with only a 3 foot square ( or 9 by 9 hexes )  battlefield, are these forces too large? 

I had worried that I would struggle to field all the required units in my customary formats - especially Prussian infantry, but the numerous Jaegers I acquired from the Eric Knowles collection were a big help, making up three battalions. They will fight as' Line' infantry, but I won't worry too much about that - after all in several  of the my earlier games they have served as Line, and sometimes even fought for the other side! I do have a couple of units of Prussian line infantry in the early stages of painting, but realistically they won't be ready in time for this game. So,  Jaegers it is, and the fiercesome Prussian drill masters will enjoy instilling/beating some discipline and order into them..  

The one area I almost did struggle with was light cavalry, given the Austrians needed three squadrons - Eric Knowles' trusty Grenze Hussars only provided two. But then I lighted on some of the plastic  Spencer-Smiths most generously gifted to me by Neil Patterson of the Aufklarungsabteilung blog,  and resplendent in a rather cool, if  basic, all-black uniform.  A quick basing job, and the 'Schwarzen Hussars' were recruited!  I assume these may have been inspired  by the  Prussian Ruesch Hussars or 'Deaths Heads'.  So again, we have some possibly Prussian troops lured to the other side, presumably by large bribes and the attractions of Viennese cafe society - so much more fun than Berlin! Here they are - 'button counters' may wish to look away now:

Latest recruits - the men in black

Yes, pretty basic, and maybe not too accurate, but needs must - perhaps fittingly, they are going to be rated 'Inferior'  quality in the rules. So they may just run away at the first  cannonade, anyway! Or they may perform wonders - we shall see. They'll do fine on the table, for now, and I will take a cue from Brigadier Peter Young, quoted in a fascinating blog post from Tragardmastare recently : 'with apologies to perfectionists in the sphere of military millinery'.   I'm also reminded of one of Conrad Kinch's 'Send Three and Fourpence' articles in Miniature Wargames magazine,  entitled something like 'The Art of Coarse Painting' - in which he adopts Management Consultant lingo re: 'Minimum Viable Product' (MVP). So, Ladies and Gentlemen, I give you the MVP (or as Google translator has it, Minimal Lebensfähiges Produkt )  Hussars..

So, we have our forces. Now for possibly the most difficult part - the table.  With nine hexes by nine, or 3 feet square available - bluntly, will the armies ( 21 units in all ) fit in?  This is where it may get interesting. But that will have to wait for the next post, as the hour is late, the candles almost burnt down, plenty more thought is  required, and I don't wish to overstay my welcome.

It remains to once again wish you all a very Happy New Year, let's hope 2022 is an improvement - though perhaps that won't be until our unwanted guest Mr. Omicron has done his worst. I predict a quiet January at home, which may at least allow some more  hobby time. Keep well, and safe (and 'boostered', if possible), everyone. 

Friday, 24 December 2021

Soldier King Campaign : a bloody big battle?

It really is time some wargaming got done. 

One minute it's early December, the next minute it's almost Xmas, it seems.. Real life intrudes far too much for my liking, 'time and space', as always are in short supply. Thankfully, the very sociable Mr. Omicron has not approached our door, as far as we know.  In between the shopping and card-writing (and not forgetting, also work), a small amount of hobby activity has taken place - concerning my Seven Years War campaign based on the 'Soldier King' boardgame.  

We left things at the end of Summer 1757, with a daring Austrian cavalry raid on a Prussian outpost, which made off with vital supplies but at some cost, one unit of Cuirassiers being lost; and a  superior  Prussian force still threatened to overrun the Austrian home territories.   The next campaign move therefore being Autumn 1757, I rolled dice for initiative, and Austria won the right to move first - buying them time to  organise some sort of defences.  The dice gods have a habit of getting things right, it seems - it would have been less interesting if Prussia had taken the initiative and possibly just overrun the hapless Austrians before they could get organised.  Rolling a further die gave them four 'marches' , i.e the opportunity to move four 'stacks' of units, each unit being allowed a maximum of two marches. These were used to reinforce the main Austrian army at the city of Zouache, with a small flank guard at the crossroads of  Landsburg - and both of those commands were able to use one 'march' activation to entrench.   Austrian forces are notably weaker than the Prussians, but have made the best of their precarious situation.  With apologies for less-than exciting illustrations, here is the situation:

Zouache on the river, Landsburg to the NE
 

So, Prussian turn next - they rolled a splendid six marches.  A dilemma presented itself - would they go for the blunt instrument of a straightforward attack on the main Austrian force at Zouache, or try to manoeuvre and outflank them? The lightly-held outpost at Landsburg is more valuable for recruitment, so taking it would be a longer-term benefit ( with the winter recruiting season approaching ) , and would outflank the enemy main force and threaten to cut its communications, and leave the Austrian homeland in danger.  However, the season was late, ( this is the last turn before winter ) the roads somewhat indirect,  and the limitation of two 'marches' per unit would not have allowed exploitation of any advantage if Landsburg was taken. If the Austrian main force could simply be attacked and defeated now, their resistance would be at an end, and the campaign won.  Given all that, I put it to the Dice Gods : roll one die, with a roll of 1 or 2 meanng 'manoeuvre', and 3 to 6  'attack'. I rolled... a '3', so 'attack' it is! 

With plenty of moves available, the Prussians were able to marshal their forces and launch a two-pronged attack - with their infantry approaching Zouache from the North, while cavalry swung in from the West. And so, battle will be joined. 

In 'Soldier King' units, the defending Austrians have the following: 

        Infantry : 3 units Veterans,   2 units Levies 

        Cavalry  :  1 unit Heavy ( Levies ) , 3 units Light ( 2 veteran, 1 Levy ) 

While Prussia's attacking army is as folows: 

    Infantry : 1 unit Guard, 5 units Veterans 

    Cavalry : 3 units Guard Heavy. 

Prussians (blue) stronger in all departments

Translating to The Portable Wargame, that would be about 28 Strength Points of Austrians versus 37 Strength Points for the Prussians. Quite an advantage to the attackers, but against 'entrenched' defenders, that should even things up a bit. 

I now have to decide exactly how to play this out - in particular, have I even got enough figures? That's a lot of Prussian infantry units!  I may need to hurry up and finish painting the troops I recently made  a start on.  Or, perhaps try different rules and/or a different representation of units? Some more  thinking will be needed. Owing to circumstances ( i.e the amazing spread of Omicron ) I do not have any social engagements at all over the next week or so - there should at least  be plenty of  time to spend on this, once the big day is out of the way, leftovers eaten and the washing-up done...

So I hope to report on this fairly soon - in the meantime here's wishing a very merry Xmas to all my readers and followers!  Let's hope things are brighter in 2022. Keep safe, and well, everyone. 


Sunday, 5 December 2021

A fine day out: Broadside 2021

TYesterday I paid a visit to Gillingham, Kent for the 'Broadside 2021' show staged by Milton Hundred Wargames Club - and a thoroughly pleasant day it turned out to be.

The venue was the Medway Park Sports Centre, a new location for the show, and it was a big improvement on the old Sittingbourne venue, which was quite small  ( and when I went their in 2019 they had to open doors for ventilation, not sure that would have been good for Covid and in December!).   As you can see, the new venue is a cavernous sports hall, there was masses of space and ventilation was fine.  I was also impressed by the level of face-covering, quite a contrast to last month at SELWG and  Salute where hardly anyone ( myself included ) was covered-up. Our new 'friend' Mr.  Omicron has changed people's attitudes, it seems. 

Enough of that, on with the show. I met my good friend Dave 'St Cyr' at the venue,  and we fell easily into our usual routine of  'games, then lunch, then traders'.  It's not a large show, and that made it all rather relaxing, plenty of time to see the games and chat to the players if we felt like it - I always feel a lot  of time pressure at Salute!   There were 14 club  games listed on the program, plus some trader's participation games, an in contrast to Salute I think the no-show rate was very low, or maybe even zero - good news.  I thought the standard of games was pretty high, there were a lot of really nice-looking tables, and plenty of time to watch and chat. 

Montenotte: French columns coming from all directions..
 

I think our favourite was  'The Battle of Montenotte, 1796'  staged by Postie's Rejects; a refight of Napoleon Bonaparte's first battle as Commander-in-Chief  of the Army of Italy.   Dave was always going to be interested in this, he's a complete Napoleonic nut!  It was an interesting and 'different' game, being more 'Revolutionary' Wars  than 'Napoleonic', with the French mass-conscript columns taking on the Ancien Regime  Linear warfare Austrians - plus, I really liked the wooded North Italian terrain.  We were warmly welcomed by the Rejects and given a thorough and interesting explanation. We went back at intervals to see progress - which went as per the historical event, with a convincing win for Napoleon. The Austrians always looked to have a tough gig, with French columns emerging from the woods on all sides. 

the end is nigh: note nearest Austrians in full retreat..

 

'Who were those masked men?'
 

Several other games looked good, and here's a selection of the ones I managed to photograph: 

Ireland 1798 : rebels mass to assault the castle

 Real Time Wargames are always interesting, and were only 2 years later than the Rejects with their 'The Year of Liberty: 10mm Irish Rebellion 1798' mini-campaign game. One of their trademark  'twists' being  that  players represent the various British district commanders, who are in fact rivals trying to best each other, as much as the rebels.   Again, we were made thoroughly welcome and given an enthusiastic explanation. I think they said they had completed four games in the course of the day!  

 Shepway Wargames Club put on an impressively  large 1914 game  'You Will Be Home Before the Leaves Fall' , played down the length of a long table, complete with Taube and Bleriot spotter planes flying over the battlefield. 

 

 Old Fritz  appeared to be doing pretty well, with lancers securing a vital bridge, as the local populace (including a party of nuns)  rushed to escape, and presumably blocked the road.

 

Gravesend Gamers Guild played 'Cold War Gets Hot: Team Yankee 1985'  with masses of armour and Tornado airstrikes.  

Deal Wargames Society ran a great-looking Vietnam War participation game, 'On the Way To Hue' 

 

South East Essex ( SEEMS )  put on 'An Affair of Outposts'  set in the Peninsular War (I think) using 'Rebels and Patriots' rules  Napoleonic variant    


 


 That's all the games I photographed - I'm slightly embarrassed to say I omitted to get pictures of the game which was declared 'best in show' - I think that was Friday Night Fire Fight with 'Warmachine Invason'. Sorry I missed 'em!

 After a quick sandwich and a chat,  we toured the traders -  I have to admit that they weren't exactly looking rushed off their feet by the afternoon, so one felt duty bound to spend a little! 

I went for transport for my 7YW forces and  housing for 30YW,  courtesy of Parkfield Miniatures (metal wagon) , 1/72nd models ( HaT baggage wagon )  and Blotz  ( medieval house and shop ). I like a good supply convoy scenario, so  they'll do nicely. 


 

Dave picked up a bag of trees and some cardboard buildings from the Bring and Buy, at a bargain price, so we may be a step closer to seeing his Napoleonic troops take to the table.  Finally  I sadly failed to  find any excuse to buy from  this stall - aimed at Live Action Role Players, it seems.


 And that's about it. I had a thoroughly pleasant day, it was relaxed and friendly, well-organised by the  Milton Hundred club and a much improved venue. I wonder if the attendance was maybe  a bit sparse, which is perhaps not surprising in current circumstances - the large hall did not seem crowded, but it would have easily soaked up a big crowd without feeling anywhere near rammed.  Anyway, we saw several very nice games and enjoyed talking to the players,  and  made a few essential purchases, can't ask for much more.  A slight bonus for me is the nostalgia factor, having lived in Gillingham as a small child, and then grown up in Sittingourne, home of the Milton Hundred club ( I even had a chat with some chaps from local Rainham Wargames Club, of which I was a teenage member c.1976-81! ).  

The organisers  have already scheduled Broadside 2022 for June, and I will put that in next year's diary (when I get one!). In the summer, you could probably do the show,  and then visit the historic Chatham Dockyard, just down the hill.. Let's hope life is a bit better by then -  meanwhile many thanks to all who worked to put on yesterday's show, and all who ran games and tradestands, hope to see you next year!  

 

 

In the meantime keep safe, and well, everyone.  

**UPDATE** : more and much better pictures in Big Lee's report, and he says the organisers told him attendance was pretty good, comparable to past years. The larger hall was clearly a good move!