Nothing Special   »   [go: up one dir, main page]

Showing posts with label Napoleonic. Show all posts
Showing posts with label Napoleonic. Show all posts

Sunday, 21 April 2024

Blucher AAR Day One of the Battle of Kulm

Monday April 8 we played a Napoleonic game using Blucher rules, this is the first time we've used these rules in ages! There were three of us on the night so Dave took the Russian side, George took on the French and I would umpire!

The scenario is based on day one of the Battle of Kulm, day two becomes quite a one sided affair but day one poses an interesting situation. A quick summary of the situation; the Battle of Dresden had been won by Napoleon and the Allied Armies are retiring, a French Corps believing the main French Army was pursuing the Allies moved to cut off their retreat. So we have Marshall Vandamme's Corps deploying into battle against the Allied Army's Advanced Guard of Russians led by General Ostermann-Tolstoy.

In the game victory can be achieved by occupying Straden and Priesten after 20 Plyer Turns or breaking the enemy Army.

    How the game unfolded;

Both sides initial moves are arrows outlined in black and their later moves are the arrows outlined in yellow...red 'blasts' are where close combat or volley duels ensued...

The Battle

The French advanced rapidly and planned to weaken the Russians with artillery and skirmish fire before closing in to defeat them with cold steel, the Russians decided to used the stream as a defence line and hold the required towns at all costs!

Unfortunately for the French there plan was scotched by the Dice Gods, they successfully closed to skirmish range and then proceeded to roll a lot of shite dice, at one point they had got a single 6 after rolling 54 dice! Meanwhile the Russian artillery was hitting the advancing French regularly and their Units advanced to the stream as planned.

With turns running out the French advanced to get in close and things started to get better for them. They captured Straden and finally got some 6's while using volley fire. Several Russian units were hit hard and the Russian 14th Division was virtually obliterated! The Russians then used Guardsmen to recapture Straden at bayonet point, pinned the French horsemen and pulled their right flank back away from the now rampaging French! It was looking dodgy for them but the French were out of time. The Russians had held on as required!

At the end of the 20th Player Turn the Russians occupied both the objectives but had lost 4 Units and had several teetering on destruction, the French dropping just short of breaking them!

A Russian victory!

Some Pictures...

The battlefield at the games start the Russians in the foreground, the Units are all concealed.

The French advance on Straden, the pre attack fire had worn the defenders down to a single fatigue Point!

On the French left they advanced rapidly and despite the Russian artillery raining death on the columns started pushing the Russian flank back.

In the centre of the battlefield the French (in background of picture) engaged the Russian 14th Division with Volley fire, one Brigade is destroyed and the second retired with a single Fatigue Point left!

The overall battlefield situation after 10 of the 20 Player turns the French are to the left, for the attacking French half the game was gone neither objective had been captured and no Russian Units had been destroyed at this point, not looking good!

The French after taking Straden were ejected by the Russian Guard, below the French assault Straden a second time but on this occasion the Russians hold on!

The Russian left flank during the second half of the game was in disorder, Units were everywhere, the artillery was running low on ammo and the French were closing in!

On the Russians right flank they hold Straden but their Units are not well placed, many have taken losses and the French are across the stream! At this point the French ran out of time, a Russian victory.

The original Blucher Dice Shako got a good workout on the night!

So a good night, the French suffered from very poor dice rolling and there game was pretty much consigned to the dustbin because of it! This is not an easy scenario for the French to win but it is definitely possible, in this game they inflicted a lot of casualties on the Russians so a good tactic would be to try to win by destroying Units threatening the objectives the Russians must hold onto. 

We decided we would play Blucher again next fortnight!

Lastly we would like to thank Tim who runs a great blog called Tales from a Wargame Shed for sharing this scenario for everyone to use! He has a lot of scenarios for various rule sets on his site, here is a link...

Tales from a Wargame Shed Link

Sunday, 19 September 2021

Blucher Waterloo 2021 AAR - TSOG Does Napoleon’s Last Battle Again!

A delayed AAR this time for a game played in June!

Here we go again! TSOG again recreated the Battle of Waterloo using Blucher rules on June 19, the closest weekend day we could get to the actual battle date of the 18th! We used the same scenario as last year including historical army deployment and reserve arrival. Tactically players were free to act as they wanted EXCEPT there would be no Reserve Movement prior to the Noon turn due to the muddy ground and the French could not move east of Frischermont unless they captured Hougoumont, La Haye Saint & La Haye or moved their entire Army east of the Brussels Road, this was to stop them using the loop hole in Bluchers Reserve Movement Rule and delaying the whole Prussian Army getting into action with just two or three Brigades!

The Armies Deploy!



Before the action begins Napoleon's view of the Allied Army...

... meanwhile Wellington can see some French Batteries and the II Corps deploying toward Hougoumont!

The Plans!

The French plan was to run the II Infantry Corps and III Cavalry Corps around and deep behind the Allied Army’s right flank, if this turned out to be successful the thrust would be reinforced, if not the main axis of attack would swing to the Allied left. Hmmm same as last year!

The Allied Army's plan was to hold the Mont Saint Jean Ridge to the last man! Interestingly again the same as last year!

The Prussian plan of attack was to be aggressive and capture Planceoit with the II & IV Corps while assisting in the Allied Army with the I Corps. Ah much more considered than last years plan!

The AAR!

The opening moves saw the French following their plan to the letter. The II Infantry Corps and III Cavalry Corps advanced past Hougomont leaving a Brigade to mask it and then around the Allied Army’s right flank. The British hampered by very low command control (eg low MO rolls!) sent the Brunswickers from the reserves to face this threat while launching an attack! Yes Vandeleur's Cavalry impetuously advanced on the French right!

The opening moves unfold...

With Napoleon acting vigorously (read that as high MO rolls!) the French continued their move around the Allied Army's right flank while sending the IV Cavalry Corps forward to meet impudent Allied Cavalry attack developing near Papalotte. The cavalry clash on there proved to be brief and vicious the Heavy French Horseman drove Vandeleur's Light Cavalry back with considerable losses!

Milhaud's IV Cavalry Corps advances to meet the Allied Horse...

...and with weight of numbers and horse the French drove the Allies back!

Overall view of the the Battlefield as the opening moves play out.
Note the Brunswickers are already withdrawing before the French flank attack while Vandeleur retires.

Reille and Kellermann pushed their men hard driving the outnumbered Brunswickers back and exposing the flank of the Allied main line! 

The Allied right flank was bent back by the French onrush but it did not break! Allied casualties were heavy though and Hougoumont was isolated! Wellington was having a bad day and was slow to react as the battle was hotting up.
A note here due to the special rules Wellington rolled his own MO dice (Intuitive Trait, the French were allowed to reroll one die of their choice) and was therefore able to view the total so could plan his MO use better...his problem was getting so few! On the other hand over those same few turns the French MO total was over twenty EVERY turn!

Kellermann's Cavalry avoid the Brunswicker's prepared positions leaving artillery to deal with them! 

The overall view at this same time shows the difficulty the Allies were finding themselves in at this point!

Napoleon now assembled a Grand Battery before the Allied Army with the I and Guard Corps Artillery, not only was his left hook looking promising but Milhaud's IV Cavalry Corps had swept through Papelotte and was now threatening the left flank of the Allies' defence position! Wellington activated part of his Cavalry Reserve to bolster his right while rallying  couple of retiring Brigades recovering some of their losses!

"Curses where are the Prussians!" a quote from the Allied Commander as he juggle his limited options, here some of the Allied Reserve Cavalry can be seen moving to block the French III Cavalry Corps.

On the Allied left an interesting situation was developing, the IV French Cavalry Corps had created an opportunity that turn out too good to be resisted by Napoleon...

Finally (well historically on time actually) Bulow's IV Prussian Corps arrived on the battlefield and with their Reserve Movement quickly pushed forward into the French flank. With his line of communications threatened Napoleon deployed the entire VI Corps with orders to occupy Frischermont. Due to excellent command control thanks tot the Imperial staff Officers he also pressed forward with the II Corps too and to top it all off the Grand Battery opened fire on the Allied Army on the ridge before them!

The race to Frischermont is on between the IV Prussian and VI French Corps!

Another view of the Prussian advance Planceoit can be seen in the top left of the picture.

Now Napoleon launched a major attack, while the Grand Battery bombarded the Allied Army the I Corps using Reserve Movement marched via Papalotte into a position to threaten rolling up the Allied Army which was still clinging onto the ridge behind La Haye Saint! Meanwhile on the French right flank the Prussians occupied Frischermont but the rest of their advance was hamstrung by the appearance of the Imperial Guards Heavy Cavalry, many infantry deploying into prepared positions and their weak cavalry retiring!

At this point of the battle the Allied Army was still suffering from low MO's while both the French and the Prussians seemed to have ample command opportunities both sides realising most of their MO requests! The Dice Gods were not on Wellington's side and it was telling!

The French right flank, the arrival of the French Guard cavalry stalled the Prussian advance and D'Elron's I Corps route march around the Allied Army's left can be seen...

The French Grand Battery at work firing on the Allied line, the troops in La Haye Saint were getting the worst of it!

Reille's II Corps continues to clear the ridge. Several of the French II Corps Units at this point were becoming quite brittle having been in action since the beginning of the game but with the assistance of the III Cavalry Corps they had battered the Allies before them. 

As the afternoon wore on the fighting was now general along the whole of the line! The Prussian I and II Corps had arrived and unlike the brethren of the IV Corps they pushed ahead aggressively taking on the French and diverting two of the I Corps Divisions from their main axis of advance! The attack on Wellington's left flank by the balance of the French I Corps and Milhaud's Cavalry started successfully and sucked in the last of the Allied Army's reserves. At last Wellington hit his straps and was now very active (i.e. the Allied MO dice rolls were much better!) but he now commanded a much reduced force...DOH!

The battle was in the balance! The French were in a good position but at last the Prussians were making their presence felt and time was running out as the sun began to set!

D'Erlon and Milhaud begin to roll up the Allied Army! In the background two French Divisions of the French I Corps face off against the Prussians!

With the Allied Army stretched to the limit and the Prussians still being held at bay the French deployed the Guard! This was the first time Napoleon became involved and his limited Command 'bonus' was used (he had the Immobile Leader Trait). All the infantry of the Guard were deployed for a grand assault on the Allies still defending the ridge!

The Guard deploy, as can be seen the massed French grand battery had expended virtually all its ammunition and was now dispersed but importantly they had 'blown away' the defenders of La Haye Saint and the depleted Allied Army could not reinforce the position!

The Prussians meanwhile even though engaging the rear of D'Erlon's I Corps had become cautious and their advance on Planceoit had stalled, it was now up to the French to gird up their loins and take advantage of the opportunity presented!

Even though Wellington had 'pulled his finger out' at this stage of the action and was now very active it was too late the French Guard can be seen advancing past the shattered remains of La Haye Saint and nearing the Allied lines!

The Guard took a final volley from the Allied defenders and charged home!

Another view of the French 'last throw of throw dice' supported by Reille's II Corps!
Of note you can just see the labels of a couple of the French II Corps units and they were nearing the end of their endurance like the Brigades of the Allied army/

The final moments of the action as the destruction of one of Picton's Brigades pushes the Allied Army to its breaking point and shattered Wellington's men flee northward! The Prussians quickly disengage and retire in an orderly fashion east along their lines of communication ready to fight another day!

The Summary!

Well a French victory and with a couple Player Turns up their sleeve a most unexpected outcome! Not to take anything away from this great French achievement (especially as I commanded them) but this result was influenced by the fact that for almost the entire game the Allied Army suffered from very poor MO rolling! Up until their seventh player turn (so early to mid afternoon game time) they did not get more than 10 MOs while rolling four dice meanwhile the French had a plethora of MOs and were very aggressive using them! Unlike last years game where the Allied Army had suffered just as badly that time they had successfully 'retired' many of their weak units so they never got anywhere near their Breaking Point, so this year we had a small Allied Army teetering on defeat with a couple of Player Turns to go against last time having a small Allied Army but far from breaking an important difference! That situation coupled with the Prussian failure to press their attacks handed the game to Napoleon! As usual Blucher Rules played well and allowed us to manage a big game in a reasonable time, we started at about 11:00am and were done (including a pizza and wine break) by 4:00pm! Thanks to all those involved and we'll probably try this again next year!

Monday, 9 November 2020

The Battle of Teugen-Hausen - Blucher AAR

A catch up AAR here, we played this game using Sam Mustafa's Blucher rules 5 weeks ago! Once again we used a scenario was sourced from the oldmeldrumwargamsgroup;


Historically in 1809 in wooded terrain the outnumbered French III Corps led by Marshall Davout were successful albeit at quite a cost in defeating the Austrian III and IV Corps.

A battle map showing the town locations and army moves (blue French and white Austrian) to help when reading the AAR...

The AAR

Dave and George commanded the Austrians and Maurice and I girded up our lions and took over the leadership of the French. Victory would go to the side that occupied Teugen and Hausen at the end of the game or broke the opposition's army (both had an Army Morale of 7 requiring the destruction of that many units to achieve victory).

The main French force advanced historically quickly occupying Teugen and heading toward Hausen, light cavalry covering the important road between Dinzling and Paring. The Austrians meanwhile un-historically deployed defensively along a waterway to the north of Hausen which they garrisoned while their reinforcements approached from Paring.

The French pressed forward slowly through the woodlands toward Hausen their cavalry successfully feinting toward Paring drawing the best of the Austrian reinforcements away from the main engagement, the Austrian Grenadier Division.

Even though outnumbered and raked by the Austrian artillery the French took advantage of the delay of Austrian reserves and charged the waterway defensive line in an attempt to score a coup and take Hausen. The fighting around Hausen was fierce and the French eventually broke the Austrian line but in doing so they had taken such losses they were unable to take the town itself.

The French had shot their bolt and were now in a precarious position as the Austrian reserves were finally approaching the French III Corps left flank when the heavens opened up! A thunderous storm arrived on the battlefield and both sides broke off the engagement!

So a draw, no one controlled both the towns required to win and neither side had lost the 7 units that would see them break! in fact both sides lost 3 units destroyed and 1 withdrawn but the French were in decidedly the worse condition with several other units teetering on breaking whilst the Austrian still had some fresh infantry they could commit. Yet another good game thanks the the oldmeldrumwargamsgroup!

Some pictures...I didn't get many this time round too busy playing!

At the start of the battle the forces face off on the Paring Dinzling road, the Austrians  IV Corps are on the left and Mountburn's light cavalry are deploying near the bridge on the right...

The Teugen (bottom right of picture) and Hausen (centre top of picture behind the bridge) area of the battle. In the foreground the 7th Legere Regiment leading the French II Corps forward. For those familiar with Blucher rules Davout being a vigorous leader allowed these 16 units to activate for just 8 'MOs'!

The Austrians view of the massed French regiments! Un-historically but very wisely the Austrian Commanders decided to let the outnumbered French try to capture Hausen!

The French attack III Corps the Austrian defences at Hausen!

The Dice Shako in use! A popular and useful Blucher accessory...

The French break the Austrian line around Hausen, below show the confusion as the French cross the stream only to see the Austrians too cross the stream trying to flank the attackers!
Marshall Davout is represented in this picture by the base with two mounted figures located by the bridge. Despite all this the Austrians have a firm hold on Hausen!

The next turn Marshall Davout joined his men across the stream!

With the battle coming to a close the Austrian reserve arrive in force through the woods threatening the French flank!

Overall views of the table at the end of game...


Thanks for looking!
Pity there is no official Blucher Discussion Forum to link this too...

Wednesday, 30 September 2020

Napoleonic Skirmish French vs Russians Song of Drums & Shakos AAR #8

Well we were set for some colonial action last Monday but George fell ill at the last moment so we played another Song of Drums and Shakos game as the rules, figures etc were all still close at hand from our last session. We played one of my home-grown scenarios and used French and Russians!

Jaunty French Voltigeurs taunt their Russian foes!

Capture the Bridge!

The French
Line Officer Lieutenant Francois 60 points Leader Pistol Sword
Light NCO Sergeant Davide 66 points NCO Light Musket Sword
Four Voltigeurs 128 points Elan Light Musket - shouldn't of had Elan DOH actually 200 points!
Five Fusiliers 130 points Musket - should have been four 
for 104 Points DOUBLE DOH!

The Russians
Officer Captain Beria 60 points Leader Pistol Sword
NCO Sergeant Budyonny 56 points NCO Musket Sword
Four Grenadiers Strong Musket
Five Musketeers 150 points Steadfast Musket

Scenario Rules
the Game is ten turns long
All non Leader & NCO eligible figures get the Leadership Activation bonus on turn of entry
Orchid, fields, fords & fences are difficult for movement
The bridge is two figures wide
The stream can only be crossed at the bridge and fords

Victory Conditions
Victory Points are determined at the end of turn ten only
1 VP per upright figure within 2L of the centre of the bridge
2 VP's per upright figure on the bridge
2 VP's per upright figure on the opposite side of the stream than it started
Note first and third conditions are cumulative

The AAR

Both sides entered the battlefield in two groups, the French light troops deftly negotiated the fields and prepared to ford the stream while Lieutenant Francois busy sipping Napoleon Brandy and smoking a Gauloises cigarette (I know the time line issues there!) lackadaisically led his Fusiliers forward. Meanwhile the Russians commanded by Captain Beria entered along the road and fanned out as they neared the bridge. The game then split into two actions as the French Voltigeurs crossed the stream and entered into a firefight with the Russian Musketeers while the French Fusiliers slowly moved up and faced off against the Russian Grenadiers. Both took light losses in the musketry duels and the final turns saw a lunge forward by all toward the bridge! The skirmish ended with the French in a better position despite losing three men to the Russians two casualties.

The Russians advanced keeping clear of the fields!

French Sergeant Davide urged his Voltigeurs on in a jaunty fashion!

Lieutenant Francios suffered from bad luck with the dice, he lagged behind his advancing men quickly leaving them out of his command range!

Overall view of our battlefield after two turns...

Turn three and Francios bad luck continued NO activations!

The Russians deploy to face their French foes! Taking fire as they moved.

The initial fire from the French Lights was very effective, one Russian casualty and another man knocked down!

The return fire from the Russians was just as effective two Voltigeurs were hit! After these initial volleys no further casualties were inflicted in this area despite the large amount hot lead filling the air!

Near the bridge both sides lost one man in an exchange of fire.
The Russians had their own dice rolling issues at this point, they would have loved to get their 'strong' Grenadiers into close combat with the French Fusiliers but lacked the initiative to do so!

View of the centre of the battlefield just before the dash to the bridge began!

Last turn and Sergeant Davide realised his men were not in the ideal position!

The final positions of the Russian Musketeers and French Voltigeurs all close enough to the bridge to earn VP's.

A last turn pot shot by Sergeant Davide just missed the Russians on the bridge! This figure couldn't move close enough to the bridge to gain a VP so hope to reduce the Russians VP's by taking out one on the bridge! 

Francios, his brandy and Gauloises finished caught up with his men and claimed a victory!

The Result...A French Victory! Well played Dave and Al!
French 15 VP's
Russian 14 VP's

A close game (even though I mixed up the French OOB!)! The French Voltigeurs Elan and Light status gave them a great advantage and probably made the difference in the game. Worth remembering when picking your forces for a game of Song of Drums and Shakos!