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Saturday, 4 April 2009

New GHQ Crusaders


To exploit the full possibilities of Benghazi Handicap I needed to acquire some later tanks than those I already had, having concentrated in my gaming so far on the period before Operation Battleaxe. So a couple of packs of GHQ Crusader 1s were ordered from Wargames Emporium of Sheffield (excellent service and good price). This gives me a perfect BKC regiment of 9 tanks plus one extra for the command stand. I have decided that ''Swanning About' looks good fun for my next battle, so these chaps will represent the 6th RTR in their first outing. The colour scheme may not be accurate: I chose a kind of generic Crusader scheme, using Humbrol 67 (panzer grey) over Humbrol 63 (sand). Tracks were painted brown (Humbrol 186) with a little highlighting in Light Stone (Humbrol 121).



I'm hoping to fight the scenario next week, so a battle report should follow in the not too distant future. I also want to fight the Battle of Bir el Gubi at some stage, so I will eventually need four more packs of these guys to create 3 Crusader regiments.

Also recently added are these two buildings from Timecast. I was looking for something that might represent Fort Capuzzo in a 'Rally Forward' refight (and of course stand in for other desert forts in the future). I was thinking at one stage of scratchbuilding something, but a representation of a real desert fort would probably take up too much room on the board: plus the additional problem that I couldn't be bothered with the hassle! What I needed was something that would give more of a sense of a desert fort than my current GHQ civilian buildings, and I think these models do the job. They are from the Middle Eastern and North African range, code 17/004. As usual with Timecast they are good quality castings, with just a few bubbles along the crenelations which were quickly filled.

Wandering off period, I also wanted to say that I have added a link to the Grand Duchy of Stollen blog. Can't imagine why I didn't add the link earlier. Stokes Schwartz has created a wonderfully inspiring Old School look for his SYW battles which is a must-see if you are into this period.

'Til next time!

Tuesday, 10 March 2009

SYW Rules


Seven Years War Wargames Rules

Inspired by Donald Featherstone

Introduction

Here is the promised rule set. The basic structure of Move-Fire-Melee is unchanged from the early Featherstone set from which they are developed. However, the rules have been extensively altered in the movement, melee and firing sections, but I think I can claim they are no more complex than the originals. The morale section is probably the least altered. A basic organisational and command system has been tacked on. The rules deal with Austrians and Prussians only. My own 'normal' units have 5 bases for line infantry, 4 bases for light infantry and cavalry, and artillery usually used as single bases, but occasionally 2 or 3 bases strong. 
All dice are D6 unless specified.

Of course, any comments (good or bad) are encouraged, and all questions will be answered. Should anybody actually fight a game with these rules, I demand to know the results!


Organisation and Command

These rules are designed for 25-30mm miniatures, mounted together on bases. Base sizes I use are roughly 40mm x 40mm for line and light infantry, 50mm x 50mm for cavalry and 60mm wide x deep enough for your guns for artillery. A base has 4 line infantry, 2 light infantry or 2 cavalry figures. Artillery bases have one gun model with crew figures, and represent ‘positional’ artillery of the 6-12pdr class.

A battalion of infantry or a regiment of cavalry should have between 4 and 6 bases. Artillery batteries should have between 1 and 4 bases. Standard formations for infantry and cavalry are line (all stands next to each other) or march column (all stands one behind the other). An ‘L’, ‘U’ or square shaped line may be formed to counter flank and rear threats, and an irregular line may adopted to conform with terrain features. Other formations are only allowed when necessary due to terrain restrictions. Light infantry may adopt any formation provided all bases touch each other. Any infantry or cavalry unit reduced by fighting to a single base is removed.

Battalions, regiments and batteries are the basic game units. They should be organised into brigades of 2 to 6 units. Cavalry and infantry cannot be mixed within brigades. Each brigade will have a brigade commander. Units of the brigade must normally stay within 8 inches of their commander. Any unit outside this distance may only move if it rolls a 4,5 or 6.

Light infantry battalions, light cavalry regiments and artillery batteries can act as independent units which need not be part of a brigade formation (but can be if desired).

Rating of Brigade Commanders (optional) – brigade commanders can be rated deficient, dependable or distinguished. These ratings can be decided arbitrarily or diced for as below:
Prussian - 1, deficient; 2,3,4, dependable; 5,6, distinguished.
Austrian – 1,2, deficient; 3,4,5, dependable; 6, distinguished.

Deficient commanders have a 4 inch command distance, and must dice at the start of each move. If a 1 is thrown they suffer a loss of nerve that move and their brigade halts. Only units with friendly units belonging to the same brigade between them and the enemy may move forward. Movement away from the enemy is allowed.

Dependable commanders act as normal at all times.

Distinguished commanders have a command distance of 12 inches, and must dice at the start of each move. If a 6 is thrown the commander shows tactical brilliance that move and all units in the brigade receive an additional 3 inch move bonus. This is a ‘free’ bonus that does not affect firing and can be added to any move.

The Commanding General represents the player and is not rated. He can influence the game through helping the morale of units to which he attaches himself, and by encouraging his brigade commanders. The Commanding General may always move first. If he moves into contact with a brigade commander, a deficient officer becomes dependable, a dependable officer becomes distinguished, and a distinguished officer shows tactical brilliance on a throw of 5 or 6. The effect ceases when the Commanding General moves away.

There is no system of orders.


Turn Sequence

1. Charges   2. Move   3. Fire + Morale   4. Melee + Morale   5. Rally throws.

Charges 

Charges take place when one or more units are brought into direct contact with an enemy unit or units using normal movement. As long as at least half the attacking unit is within move distance, the whole unit may move into contact. The attacker can then declare that he has forced a melee. 

Infantry of any kind may not charge cavalry; light infantry may only charge other light infantry. Light infantry and light cavalry may move out of turn to evade contact; light infantry may fire out of turn as they do so. 

Units from a brigade led by a deficient commander may be prevented from charging – they do not charge if 1 or 2 is thrown.

Units from a brigade led by a distinguished commander, and all Prussian cavalry, may counter-charge on a throw of 3, 4, 5 or 6 (subject to the above exceptions); other units may counter charge on a 5 or 6. 

Flank or rear attacks. A unit may be attacked in flank if at least part of the attacking unit is behind its front at the start of the attacking move. If the entire attacking unit is behind the front of the defender, the unit may be attacked in rear.

If a unit is able to be attacked in flank or rear, the force being attacked must throw one dice and act in accordance with the appropriate part of the Morale section. Units able to ‘fight as normal’ may then counter-charge, subject to the usual throws.

A unit that has adopted an ‘L’ or ‘U’ shaped formation may choose whether to make the morale throw or not. Units in square do not need to throw. 

Firing in the charge phase by attackers. When a unit is charging, adjacent friendly units (within the limits of their range) can fire during the charge phase on the enemy being attacked, thus giving covering fire. The chargers themselves may also fire on the defenders. Throw a dice to decide the range as below, if necessary. If the defenders are reduced to half strength they have to throw for pre-contact morale. 

Firing in the charge phase by defenders. Attacked troops who can fire will always do so, and chargers moving in to attack must take fire from all units whose line of fire they cross. If their numbers are reduced to half they must throw for pre-contact morale. The troops under attack and their supporting units may have to decide at what range they may fire on their attackers. To do this they throw a dice  - for example, if the choice is between short and medium range, a throw of 1, 2 or 3 would mean medium range, 4, 5 or 6 short range. Add one to throw for guards or grenadiers, deduct 1 from throw for ‘poor’ units. 

If a unit being attacked evades, falls back or routs, the attacking unit may continue to advance up to the limit of its move, if it wishes. If this results in contact with further enemy units, fight the new melee as normal. 

Hand to hand combat resulting from charges is resolved in the Melee phase


Moving


Players dice first to determine order of movement – the winner decides whether to move first or second. Mark units that have not moved.

Normal Moves
Line Infantry........... 6 inches in line: 9 inches in march column
Light Infantry......... 9 inches at all times
Cavalry.................... 10 inches in line; 15 inches in march column
Light cavalry........... 12 inches in line; 18 inches in march column
Artillery.................. 8 inches; 12 inches on road
Horse Artillery....... 10 inches; 15 inches on road
Transport................ 6 inches; 9 inches on road
Command figures... 18 inches

1. Only light infantry can move through woods, up steep hills, through marshland, through and around houses etc., at their normal rate as given above. All other arms move at half normal rate on these occasions.

2. Artillery takes half a move to limber or unlimber. They may only unlimber and fire if they do not move as well. Unlimbered artillery cannot move, but may pivot in place, in which case it cannot fire.

3. Fences, walls etc that are deemed climbable take half a move to cross. These obstacles are impassable to artillery or transport.

4. Formation changes take half a line move for Prussian infantry or cavalry (unless ‘poor’ quality). Move the leading stand the reduced distance, then the remaining stands are moved into the new formation regardless of distance. All other units take a full move to change formation. Light infantry, and routing units, do not deduct to change formation.

5. Units cannot move if in an ‘L’, ‘U’ or square shaped formation. They must reform into line or column before moving.

6. Cavalry mounting or dismounting takes half a move. Replace each cavalry base with a dismounted base. Dismounted cavalry fight as light infantry.

7. Troops voluntarily passing through friendly units move at half rate.

8. Infantry and cavalry can move backwards at half normal rate. Infantry, cavalry and limbered artillery may make an incline move at up to 45º at half normal rate. Light infantry and light cavalry can use normal rate in both situations.

9. A march column is a maximum of 1 base wide. Any other formation counts as line.


Firing

1. General.

All firing is simultaneous.
All hits are subject to saving throws; hits not saved count as casualties. Record all casualties inflicted on a unit and remove a base for every 4 casualties. It takes 4 casualties to remove any base, regardless of type or how many model figures are on the base. Casualties are cumulative from one move to the next.
Units that have fired in the charge phase cannot fire again in the fire phase.

Attached officers. If a brigade commander or Commanding General is attached to a unit that suffers casualties, one dice is thrown and a 6 means the officer is lost, with no saving throw.

2. Infantry Firing.

A unit fires volleys in proportion to its numbers by throwing one AVERAGE DICE per base. Deduct one dice if moving and firing. Light troops and units classed as ‘poor’ deduct one dice. Guards and Grenadiers always add one dice to the number thrown. The range of musket fire is 12 inches and hits are registered as follows:

At 12 inches to 6 inches – deduct 3 and the remainder are hits.
Under 6 inches – deduct 2 and the remainder are hits.

Odd numbers. A unit may have 1, 2 or 3 casualties noted against it. A full dice is thrown per base on the table regardless of how many casualties the unit has taken.

Light troops with rifles have a range of 18 inches – at 9 to 18 inches they deduct 3 from the dice, at under 9 inches deduct 2.

Cavalry carbines have a range of 8 inches – at 4 to 8 inches they deduct 3 from the dice, at under 4 inches they deduct 2. Cavalry only fire dismounted.

Deployment for firing. Infantry may fire 45º left or right of the direction they are facing.
Troops situated on higher ground may fire over the heads of friendly troops provided the target is no closer than 6 inches to the friendly unit.

3. Artillery firing.

Ammunition. Each gun has 10 rounds per battle (coloured plastic counters or dice being used). It may fire one successful round per move. If the gun misses with its first shot it may have one more shot that move if desired. When a gun runs out of ammunition it may no longer fire unless ammunition is brought across from another gun under normal move conditions (a limber may be used for this).

Firing Artillery. When a gun is fired, the target is nominated and a dice is thrown. If the target is over 4 feet away from the gun then a hit is registered by a throw of 6.

Target 3 to 4 feet – hit registered by 5 or 6
Target 2 to 3 feet – hit registered by 4, 5 or 6
Target 1 to 2 feet – hit registered by 3, 4, 5 or 6
Target 6 inches to 1 foot – hit registered by 2, 3, 4, 5 or 6
Target under 6 inches – hit is automatic

When a hit is registered, the player throws 1 AVERAGE DICE and the total is the number of hits the gun has caused. Deduct one from the dice for every casualty currently recorded on the artillery base, or if firing counter battery.

Position of artillery when firing. Artillery has unlimited range on the wargames table, being only restricted in its targets by natural obstacles such as hills or houses etc.
Guns can fire over their own troops if the gun is sited on a higher level such as a hilltop and the enemy are not closer than 6 inches. Dead ground behind woods or houses when firing from a hill is 12 inches.
Unless the gun is on high ground, the target must be that enemy force its fire would first encounter.
Guns may fire 45º left or right of the direction they are facing.

4. Saving throws from firing

Throw one dice for each hit on infantry or cavalry units or on limbered artillery bases. All dice that fall 5 or 6 count as saved hits. Firing hits (not melee hits) on light infantry and unlimbered artillery are saved on a 4, 5, or 6.
Units under cover add one to their saving throw.


Melee

Fighting takes place simultaneously, and hits are determined as follows:

1. One round of fighting takes place per move.

2. One AVERAGE DICE is thrown for every base of the units involved (including bases not in contact with the enemy), except for bases facing to the flank or rear, or bases not in the first rank. Units with casualties still count every base as a full dice, as with firing.

3. Guards or grenadier infantry or cuirassiers always add one dice to the number thrown. Cavalry fighting infantry or artillery always add one dice. Units classed as ‘poor’, light cavalry and light infantry deduct one dice, unless light infantry are fighting in houses, woods or marshes. Guns deduct one dice, but always throw a minimum of 1 dice.

4. Count half the total dice score as hits, rounding down. A base is removed for every four casualties caused after saving throws.

5. Casualties having been determined and removed, both forces now have to check their morale – see Morale section. Should both sides’ morale rating enable them to stay in their present positions, a further round of fighting will take place at the conclusion of the next move; this carries on until one or both units withdraw or are destroyed.

Impetus bonus. An attacking force is deemed to have a certain shock value known as impetus – which means that for the first turn of melee only the attacker can add 1 dice to the number they throw. The bonus is subject to the following conditions:

(a) Troops charging uphill, or at defences such as walls, fences, houses etc., or charging across a river ford do not get impetus bonus.
(b) Troops charging downhill get double impetus bonus (2 dice).
(c) If a unit is counter-charged, neither side gets an impetus bonus.

Attached officers. If a brigade commander or Commanding General is attached to a unit in melee, throw one dice at the end of each turn of melee. A 6 means the officer is lost, with no saving throw.

Overwhelming numbers. If a force is outnumbered 2 to 1 by similar troops or by cavalry, or 3 to 1 light troops against line or infantry against cavalry, then the weaker force must immediately throw for morale as per appropriate section in Morale.

Reinforcing a melee. If force A moves first and attacks force B, then it is quite fair for force B to move reinforcing troops from adjacent positions into the melee – these troops will get impetus bonus if applicable.
Troops reinforcing a melee that has already been going on for one or more moves do not get impetus bonus.

Troops retreating voluntarily from a melee. Such troops must throw a dice: 1, 2 or 3 they are routed, 4, 5 or 6 they fall back. If cavalry fighting infantry, add one to dice.

Guns in melees. If a gun is overrun (has to fall back or rout), then a dice is thrown and 4, 5 or 6 means the retreating troops have managed to get their gun away. It can limber up if unlimbered and move away the rest of its move. 1, 2 or 3 means that the gun has been lost.

Saving throws in melee

Throw one dice for each hit. All dice that fall 5 or 6 count as saved hits.
Units under cover add one to their saving throw.


Morale

1. Pre contact morale. If a unit is reduced to 50% by firing, if a unit on its immediate flank routs (within 6 inches), or if a friendly unit is forced by morale to rout through it, then that unit must roll a dice for morale. A score of 5 or 6 means they fight on; 3 or 4 means fall back half a move in good order facing the enemy; 1 or 2 means rout a full move and end up facing away from the enemy.

2. Following a melee. On conclusion of one turn of melee fighting both units involved throw a die. If one side outnumbers the other by at least one full base, it adds one to its score. Results are as per pre contact morale.
If the overwhelming numbers rule is being used, only the outnumbered force throws for morale. For results see separate section below. 

3. Commanding General or Brigade commander killed. If Commanding General, all friendly units within 12 inches check morale as above. If brigade commander, all units in the brigade check. Brigade continues as if with a deficient commander.

4. Subsequent actions of units affected. When a unit falls back this counts as its movement in the next turn. Apart from this it may continue as normal. When a unit routs this also counts as its movement in the next turn, but an attempt must be made to rally the unit at the end of that turn. A 4, 5 or 6 means the unit has rallied, and it may turn and face the enemy. If a 1, 2 or 3 is thrown the unit continues to rout. A unit which continues to rout may only then be rallied in subsequent moves if a brigade commander or the Commanding General moves into contact. The unit must now roll 5 or 6 to rally. If this fails the unit cannot be rallied and retreats off the table.
If, during the course of its retreat, any routing unit reaches the edge of the playing area then it must be removed from the game. Units falling back halt at the table edge.
If a brigade commander or the Commanding General succeeds in rallying a routing unit, the officer must stay with the unit for the rest of the battle.

5. Overwhelming numbers. Smaller unit throws one dice: 5 or 6 means fight as normal; 3 or 4 means surrender if no friendly unit within 6 inches, otherwise fall back; 1 or 2 means rout.

6. Flank or rear attacks. Before melee, throw one dice. 5 or 6 means turn and fight as normal (including counter-charging and firing at attackers), 3 or 4 turn and fight with half eligible bases (rounded down), 1 or 2 rout. Deduct one from dice if attacked in rear. Units already routing that are attacked in flank or rear are destroyed.

7. Surrender. Units are removed and count as destroyed. Units accepting a surrender cannot move next turn. Routing units which contact an enemy unit surrender. In cases of surrender, attached officers are lost on a throw of 6 as normal.

8. Units in cover, with a brigade commander attached or grenadier, guards and cuirassier units add one to any morale dice. Units with Commanding General attached add 2 to their throw. Units classed as ‘poor’ always deduct one from their morale dice.

9. Artillery does not check morale.

10. Never dice more than once per move for morale, except when a check for reaction to a flank or rear attack has been made and the unit fights on.


Houses

Large houses can hold 3 bases of troops, small houses 2 bases. Bases may be placed behind the house or left off table. Troops concealed in houses count as being under cover. They are meleed as normal using the cover saving throw.
At the commencement of the game a dice is thrown to find out from which direction the wind is blowing – 1, north; 2, east; 3, north-west; 4, west; 5, south-east; 6, south. When a house is hit by artillery fire, a dice is thrown to see if the house has caught fire. If a 1 or 2 is thrown it is on fire and must be evacuated by its occupants that move unless they wish to perish within it. In the case of a village the next house in the direction of the wind within 6 inches may catch fire on the next move - use the same throw.


Deployment

In an encounter battle, units may deploy up to 12 inches from their baseline. The players each throw a dice and the higher scorer decides whether to deploy first or second. The first player then deploys one brigade or independent unit. The second player does the same and deployment then continues alternately.
Record the number of units on each side – half this total (rounded down) is the army’s breaking point (see Army Morale).
Deployment for other scenarios will be tailored to each individual set up.


Army Morale and Winning the Game

Add up the number of units in each army – half this total (rounded down) is the army’s breaking point. At the end of each move, each unit destroyed, removed from play or routing counts as one unit lost; each unit at half strength or lower but still in good morale or only falling back counts as half a unit lost. The first army to reach its breaking point loses the game. If both sides reach their breaking point in the same move, the game is drawn.
If the game has to end before either side reaches its breaking point, an army which has lost at least 2 more units than its opponent is the loser. If this is not the case, the game is drawn.


Amendments

Like any set of rules these will change over time. I intend to include these changes as they occur by editing the rules post, and then flagging up the changes in this section.

Change number one - as a result of reading Brent Nosworthy's Anatomy of Victory, movement, note 4, has been changed to give a greater distinction between Prussian and Austrian drill, and to include Prussian cavalry in that distinction.
Change number two - third paragraph of Melee section amended, again giving slightly more advantage to the Prussians as a result of reading Nosworthy and Duffy.
Change number three - Melee process, point 2, amended.
Change number 4 - morale section: distance within which a routing unit affects other units to its flank increased to 6".
Change number 5 - created additional first sequence in the move to cater for charges, and moved all the appropriate bits of the rules to that section. This makes playing the move easier to understand.
Change number 6 - removed the 12"-18" range for musket fire. Reduced rifle and carbine ranges in proportion.



Monday, 2 March 2009

A Thank You


So, the blog has now passed the 2000 visits mark. Just a short post to say thanks to any and all who have visited, and an especial thanks if you have taken the trouble to post a comment.

Posts in the pipeline are another Benghazi Handicap AAR (probably 'Rally Forward'), a Polish scenario and maybe a set of 18th Century rules (simple) developed from the Featherstonian set already posted. I know, just what the wargaming world needs, another set of rules. Well, it keeps me happy!

A few photos just to make the post a bit more worthwhile. Thanks again everyone.

Swiss pikemen of the Italian Wars (15mm). This unit was part of the army sold to finance my SYW collection. Gone but not forgotten!

French heavy cavalry of the Italian Wars.

Advancing Polish hordes from a 2007
game.



Monday, 2 February 2009

Encirclement or Breakout


This is a scenario from the Charles Grant and Stuart Asquith book Scenarios for all Ages.
The scenario map from the book is shown above, which as you can see uses a 7' x 5' table. I myself will have to make the scenario fit onto a 6' x 6' table, but this shouldn't cause any problems.
The idea is that the Red force (which will be the Austrians in my refight) has been pursuing Blue force 2 (the Prussians) with the object of bringing them to battle. Unfortunately this has brought Red force too deep into enemy territory and it now encounters two further Blue forces (1 and 3). Red is now outnumbered 2 to 1 and in danger of being surrounded. Red forces must breakout or be encircled and destroyed.
The terrain symbols are fairly obvious: the rounded, dotted shapes are small hills, and there is a stream to the south-east. I have no stream sections so this will be shown by a meandering line of bushes and trees representing the vegetation along the stream banks. The various forces are set up in their deployment areas as shown on the map. One thing missing from the scenario as published is detail on what formations and facing are assumed: for example, is Red force in column, still chasing Blue and so facing north-west? Or have they deployed into an all round defence? I decided to lay out the terrain and then deploy the forces as seemed reasonable, trying to give a mix of formations and facings to provide a challenge to both players. Thus all forces would be set out on the table by me before the start of the game. Once my opponent arrived, the highest roller on a dice would get to play the Prussians. This would also have the advantage of getting the game started quickly.
I was able to provide forces that fitted the published scenario almost exactly, except that one Prussian infantry unit would have to be light infantry. I would also be using the battle to test a simple set of rules I have devised, originally inspired by the horse and musket rules of Donald Featherstone. The forces were therefore organised into brigades with an overall commanding general. They were as follows:

RED (Austrian)

Commanding General

Infantry Brigade - Brigade Commander
1st and 2nd Battalions, IR10 Wolfenbuttel
1st and 2nd Battalions, IR37 Josef Esterhazy

Cavalry Brigade - Brigade Commander
KR10 Stampach
DR6 Liechtenstein

Artillery Battery

BLUE (Prussian)

Force 1 - Brigade Commander
DR6 Schorlemmer
1st and 2nd Battalions, IR1 von Winterfeldt

Force 2 - Commanding General

Cavalry Brigade - Brigade Commander
KR8 von Rochow
DR9 Herzog George

Infantry Brigade - Brigade Commander
1st and 2nd Battalions, IR33 de la Motte

Artillery Battery

Force 3 - Brigade Commander
Wedel Grenadier Battalion
Kremzow Grenadier Battalion

Jager Battalion

Artillery Battery

Victory Conditions
These would be exactly as in the book. Red must get at least 80% of his force off the table (any edge) to win. If he loses 60% or more of his force he has lost. Between these figures the game is drawn. Therefore, once all surviving Red forces have left the table, the game ends and losses are assessed. (Red starts the game with 30 stands):
If Red has lost 6 stands or less - Red wins
If Red has lost 18 stands or more - Red loses
If Red has lost 7 to 17 stands, the game is drawn.


The Game.
The course of the game is shown in the subsequent shots. I deployed all the forces before Paul arrived as already mentioned. Order of movement of the 4 participating forces was decided each move by dice rolls.

Terrain set up and opening dispositions.

Austrian intentions start to emerge. They are heading for the east table edge, but do they also intend to attack Prussian Force 3? Their cavalry is about to be charged in flank by the Prussian dragoons of Force 2.

The Austrian Cuirassiers distinguish themselves by not only turning to face and countercharging, but winning the following melee. This only gets them into more trouble as their accompanying dragoons abandon them for the attractions of the table edge. They are left facing Prussian Force 2 alone.

Hungarian infantry cross the stream with dragoons from Force 1 in hot pursuit.

Prussian Force 3 is under command of a deficient brigadier, and doesn't move much the whole game. The Austrians of 1st Battalion, IR10, confront them supported only by the artillery. In this way the Prussians are held off, though IR10 will pay the price by eventually being destroyed.

The Prussians are closing in. The Austrian cuirassiers have predictably been destroyed in their melee, but their gallant action has delayed the Prussian cavalry of Force 2. They now hasten to catch up with the retreating Austrians.

One Austrian battalion has already escaped over the baseline. The 1st Battalion of the Hungarians is forced to turn and engage pursuing dragoons in a desperate melee at the stream, in which they manage to force back the cavalrymen and gain some breathing space.

Overview as the game enters its final phase.

The Hungarians of regiment Josef Esterhazy make their final dash for the table edge, along with the artillery. The leading Prussian infantry (from Force 1) are almost up with them.

Prussians of IR1 form line for a farewell volley at the retreating Hungarians. Prussian cuirassiers of KR8 hope to make a final charge into the rear of the disappearing Austrian artillery.

The artillery are caught before they can exit the edge and are destroyed
in the final action of the game.

The Austrians have gone. Final dispositions of the Prussian forces.

Result
After 9 moves the Austrians have left the table and have lost 15 stands. The game is therefore drawn. On the evidence of this game, an Austrian victory would be tough to achieve. Losing only 20% of your force in the retreat would need excellent tactics and a bit of luck. On the other hand, the Prussians came quite close to winning this game, and they seem to have the easier task. Nevertheless, this is an interesting and fun scenario.
Actual playing time was 2.5 hours.

Wednesday, 28 January 2009

New Prussian Jager


Readers of some of my earlier posts will know painting is not my favourite part of the hobby. Nevertheless, progress is occasionally made, and I have been able to add these Prussian jager to my Seven Years War collection recently.

The figures are, of course, RSM95s (what else?). I decided to create a composite battalion of four stands, for a bit of variety. The two stands on the left are from the Feldjager-Corps zu Fuss, what you might call the 'normal' Prussian jager. The other two stands are from the jager detachment of Frei-Corps Le Noble. These latter stands use the 'Austrian Jager Advancing' figure from RSM, with the hat plume removed, plus a standard officer figure. All painted mostly in Humbrol enamels with the odd acrilic colour for the detail areas, then finished with a coat of acrylic matt varnish.

I intend to give these chaps their first outing in my next game, which will be a refight of the Grant/Asquith scenario 'Encirclement or Breakout', from their book Scenarios For All Ages. With luck a report of the action should form my next post. Bet you can't wait!


Saturday, 24 January 2009

First Battle of Mechilli - The Refight


And so, under the light of a blazing desert sun (or rather under the light of a blazing high wattage bulb), the refight commences. By a strange coincidence, it is 68 years almost to the day since the actual battle. See the previous post on this blog for details of situation and forces. I'll describe the refight by using captioned photos.


A reminder of the set-up. Palm trees added from solo run to give a real
desert flavour! Italian baseline to left, British baseline to right.

Deployment of 42nd Artillery Regt. in and around Mechilli. IIIrd Medium Tank Battalion, deployed on Ras el Mechilli, can be seen on the left. The light tanks were deployed west of Mechilli, just off the bottom left of the photo. The Italians were commanded by myself.

The British were commanded by Paul James. Foolishly, I mentioned in the previous post about this battle that the tracks were really only there for visual effect. Paul rather disagreed with that and decided to attack down the track in column! This is the end of move 1. As there was only one British artillery unit (just 3 attacks in BKC) there was not much chance of inflicting significant damage with the artillery, so Paul decided that using smoke might be more useful. The British FAO is seen on the hill in the foreground.

Paul didn't get as many orders in as he had hoped during the first 3 moves, but he managed to deploy his light tanks off the track on the Mechilli side of the Wadi el Ramla. Unfortunately the Italians then took the initiative and in move 3 managed to knock out 4 MkVI tanks. The light L3s have moved up to support the infantry in Mechilli.

On move 4 the Hussars pulled back, after first knocking out the 47mm ATG guarding the track at Mechilli. The artillery covered their withdrawal by plastering the Italian M13s with smoke.

A reduced 7th Hussars (with their attached portees) consider their next move.

Overview later during move 4. 2nd RTR have arrived, and Paul is determined to continue with the use of the Mechilli track as his main axis. The 11th Hussars have used flank deployment and are approaching Mechilli in the left of the picture. On the Italian baseline, their reinforcements have also arrived, but failed command rolls are preventing their effective advance. Bersaglieri can be seen on the left, medium tanks on the right. The 75mm battery is behind the crest of the Ras el Mechilli.

Move 4 and 11th Hussars arrive on the Italian right flank. Discerning readers will note that 2 of these Rolls Royces have had a quick conversion job to give them an open topped turret with anti-tank rifle. This gives them some fighting power against Italian tankettes and armoured cars.

Closer view of the Italian right flank. The Italian command rolls are only intermittently successful, and the orders to face the new threat are so far not forthcoming.

End of move 4. The smoke has been taken away. The Bersaglieri and the 75mm guns of the 12th Artillery Regt have managed to make a move forward from their deployment area.

Move 5. 2nd RTR have got in a number of orders and have pushed down the track past Mechilli, distributing fire all around as they go. Smoke again covers their right flank. With suporting fire from 7th Hussars they have taken on IIIrd Medium Tank Battalion decisively, knocking out three and pushing back the fourth. 11th Hussars have managed to knock out the Italian 20mm AA gun on their side of Mechilli.
The Italians in
Mechilli are reacting with some return fire - one of the MkVIs in the column has been suppressed, and will be knocked out next move. The British tanks are now head to head with the Bersaglieri, who are desperately trying to clear the line of fire of their anti-tank gun and bring it into action. Behind the smoke, the strong V Tank Battalion have finally passed a command roll and are heading over to counter the British tanks. Any thoughts they had of advancing across the Wadi el Ramla have been abandoned.

A9 and portees of 7th Hussars providing supporting fire for 2nd RTR, as the game moves into its final phase.

Move 6. 2nd RTR abandon the track and send the A13s of 'A' Squadron across the rough ground to face the advancing Italian tanks of Vth Battalion. The rest of the regiment is off hunting L3s around Mechilli, and 2 of the Italian light tanks have already been destroyed. A solitary A9 is left to face the Bersaglieri. An attempt to mask the Bersaglieri with smoke is only partly sucessful - you can see the 47mm gun has scored 2 hits on the A9. 7th Hussars are back in the game (with a run of 4 successful command rolls) - the A9 and portees move forward to assist against the Italian mediums, whilst their light tanks have got in amongst the Italian 75mm battery. This latter unit has suffered from failed command rolls and has not even managed to deploy properly. It has been forced to do so by the destruction of its transport, and the command unit has been overrun and forced to join one of the gun sections. The initiative is now very much with the British, with the Italians on the back foot. However, the Italian infantry in Mechilli continue to fight back and claim a MkVI on the main track, as well as 2 of the Rolls Royces from 11th Hussars (foreground).

Another view of move 6, concentrating on the Ras el Mechilli area.

Move 7. Holy double Jerboah! The only double one (command bonus) to occur in the game. 11th Hussars, having lost 2 armoured cars to the anti-tank rifles of the Italians at Mechilli, pull back the surviving car which now tries to infiltrate in behind the Bersaglieri.

Overview of move 7, the last of the game. There is fierce fighting on the Ras el Mechilli, the British losing a MkVI to opportunity fire whilst the Italians lose the leading M13, plus another suppressed. However, the decisive action takes place in Mechilli. In the British phase, the last L3s are destroyed and the 'Defence of Mechilli' rule comes into force before the Italian phase commences. Unfortunately there are 6 British AFVs within 10cm, so 6 dice are rolled and all the surviving Italian units fall back more than 10cm and are destroyed. This takes Italian losses to 17 units, 3 over their breakpoint. They must try to score 5 or less to carry on, but predictably they fail and so the British win. British losses were 8 units (all AFVs). They have achieved one of their minor objectives by capturing Mechilli and so claim a minor victory.
The Italians must abandon the area.


Wash Up.
A good game, which took three hours to play. The scenario fulfils a number of the conditions mentioned by Bob Mackenzie in his blog article - most importantly, although an attack/defence game, the defence is a mobile one and there are many decisions to make on both sides. Both players had plenty of opportunity to move lead and roll dice. I congratulate Paul - his determination to push up that track, and keep pushing until he was right in amongst the Italians paid off in the end.

Myself on left, Paul James on right. I think our next scenario will be Seven Years War, so watch this space.


Thursday, 1 January 2009

Action at Mechilli, January 24th 1941


I always find historical scenarios fun and satisfying to play. The problem is finding the information you need for a historical re-fight, and having the right miniatures available. Hence, the 12 ready made scenarios in Benghazi Handicap, by Frank Chadwick, are of great interest if, like me, you wargame the Western Desert campaign. The scenarios are well worked out with detailed forces and generally cover small actions or smallish parts of bigger battles, which means the forces involved are of a reasonable size, and are easy to field if you already wargame the period. They are designed to go with the Command Decision - Test of Battle rules, but these use the same basic level of play (one figure base or vehicle = one platoon) as the set I use, Blitzkrieg Commander. With this in mind, I expected the adaption to BKC to be straightforward, and was keen to try out some of the actions described. For my first re-fight, I chose scenario 3, 'First Batlle of Mechilli'. I had two sources of my own to refer to for this battle, Barrie Pitt's Wavells Offensive and Ian Walker's Iron Hulls, Iron Hearts. Reading them gave me confidence that Frank had the overall feel of the action correct.

Deciding the basic opposing forces was indeed easy enough, and they are shown below. Terrain needed a bit more thought, but not too much more. With 6mm miniatures, I thought the battle could be set successfully on a 4' x 4' table, and this seemed to work out OK. The wadis were an obvious problem; rather than gouge out the appropriate furrows in my TSS tiles, I cut out some shapes from light brown felt which could be placed in the right position. There were gaps between the shapes which allowed the passage of troops, in line with Frank's concept of 'broken banks'. They could have some scenic scatter on top to improve their appearance.

The main problem was understanding scenario concepts like deployment, objectives and victory conditions from a rule set I didn't have, and which consequently I didn't fully appreciate. Thanks to the guys on the CD - TOB forum for sorting out a few basic points. It was, of course, important to get these things right. Setting up the opposing forces on the terrain and having at it wouldn't replicate the historical action. Units need to be deployed correctly in time and space and have the right objectives.

Getting all this sorted took a week or so of part-time thought and tinkering (I don't have the quickest brain in the world for this sort of thing), and culminated in a solo run through to see if the scenario worked. As I thought, it turned out to be an uphill struggle for the Brits, and a bit of further tinkering was needed. Readers will see the forces and set up below, but basically the Italians out-gun the British, and this needs to be balanced by reflecting the greater training and battle skills that the British had. To do this, I raised the Command Values of the British formations above their normal level to give them a really significant advantage in issuing orders for movement and firing.

One or two minor compromises in equipment were needed to cater for models which I didn't have (like the SP 75mm gun and FIAT armoured cars of the Italians). I also 'lost' one of the Italian 47mm anti-tank guns, partly because I only had 2 models and partly to reduce the Italian firepower advantage slightly. I don't want this to be an essay on BKC, but some further points might be of interest to those familiar with these rules. Firstly, of course, it is necessary to use the 'Fixed Formations' optional rule for a historical re-fight. Secondly, the 'Brigade Troops' from the original Benghazi Handicap scenario were mixed down into the formations, so that the battlegroup CO commanded the most important formation on each side and any Brigade level units were attached to formations as I saw fit. Also, the special rule for the defence of Mechilli had to be adapted for BKC, as did the rules for actually capturing a BUA (in the absence of any infantry on the British side). Finally, Ian Walker's book gave me a finish time for the original action of 1330 (a time not provided in Mr Chadwick's book). This would give a game length of 11 turns in BKC (up to 30 minutes a turn). With the modest forces involved, I felt it unlikely the game would ever get to that number of turns. As there was also plenty of daylight left when the original battle ended, there seemed no point in setting a turn limit. In the end, the scenario and forces using Blitzkrieg Commander came out like this:


Mechilli

‘Benghazi Handicap’ scenario adapted for BKC. Table size 4’ x 4’

British

Initial Troops: Advanced Guard, 4th Armoured Brigade:

7th Hussars + D Battery, 3rd RHA: HQ (CV9), 7xMkVI, 1xA9, 2x2pdr portee

F Battery, 4th RHA: FAO (CV8), 1x25pdr unit (off table), 3 assets

Reinforcements: Main Body, 4th Armoured Brigade:

2nd RTR: CO (CV9), 3xMkVI, 3xA13, 2xA9, 1xA10, 1xRR a/c (ATR, recce)

B Squadron, 11th Hussars: HQ (CV9), 1xRR a/c (mg), 2xRR a/c (ATR)

25% - 6 units; 50% & Breakpoint - 12 units; Points - 1050

Initial troops deploy up to 10cm from baseline. Reinforcements deploy in same way on move 4 (command phase). 11th Hussars may use flank deployment in first two thirds of table, but on the left flank only.


Italians

Initial Troops: Elements of 80th Sabratha Division + Advanced Guard, Special Armoured Brigade:

III Battalion, 42nd Artillery Regt: HQ (CV7), 3xinfantry units, 1xmortar unit, 1x47mm ATG + tow, 1x20mm AA + tow

III Medium Tank Battalion: HQ (CV7), 4x M13/40

LX Light Tank Battalion: HQ (CV7), 4 L3/35

Reinforcements: Main Body, Special Armoured Brigade:

V Medium Tank Battalion: CO (CV8), 6xM13/40, 1xAB40 (recce)

Bersaglieri Motorcycle Company (+): HQ (CV7), 2xm/c units, 1xm/c unit (mmg), 1x47mm ATG + tow

II Battalion, 12th Artillery Regt: FAO/HQ (CV7), 2x75mm gun units + tows (on table)

Initial Troops: 42nd Artillery deploy in Mechilli or within 10cm of the BUA. May be dug in. Other formations deploy anywhere up to 25cm from baseline. Reinforcements arrive on move 3 (command phase) and deploy up to 10cm from baseline. No flank deployment allowed.

25% - 7; 50% & Breakpoint - 14; Points - 1030


Other Game Conditions.
Initial troops deployment: Deploy opposing formations one at a time, Italians first. British play first.
Defence of Mechilli special rule: If at the end of any turn there are unsuppressed British AFVs within 10cm of Mechilli, but no unsuppressed Italian AFVs within the same radius, each Italian unit in or within 10cm of Mechilli dices for fallback. Throw 1 dice for each British unsuppressed AFV within the radius.
Capturing Mechilli: the British have no infantry, so to capture Mechilli there must be no Italian units within the BUA, and more unsuppressed British units than unsuppressed Italian units within 10cm of Mechilli
Terrain: Wadis are impassable except at gaps. Rough ground counts as dense terrain to all vehicle units.
Victory conditions: No turn limit. Italian minor objective is to have 25% of their units on the far side of the Wadi el Ramla. Major objective is to have 50% of their units on the far side of the wadi.
British minor objectives are to capture Mechilli and to exit 25% of units off Italian baseline. Major objective is to exit 50% of units off Italian baseline. Achieving both minor objectives counts as achieving a major objective.
Breaking your opponent’s battlegroup will end the game, but you will only win if you have achieved at least one of your objectives.
Combined HQ/FAO: command unit may act as one or the other using normal rules, but may not act as both in the same turn.
Special Rules: Units of Italian III Battalion, 42nd Artillery are counted as 'fragile' and 'reluctant'.


Finally, a picture of the terrain as used for the solo run-through. Owners of the Benghazi Handicap book will see I have simplified the pattern of tracks, but they are really only there for visual effect. Italian baseline to left, British baseline to right. The Wadi el Ramla runs from centre top to bottom right. Mechilli is at the junction of the tracks. The hill near the Italian baseline was called the Ras el Mechilli. The scenic scatter made of tiny stones represents areas of rough ground. TSS tiles and hills, felt tracks and wadis, GHQ buildings.

Watch this space for the full refight of the scenario. Battle takes place Friday 23rd January.