Here they are acting up a bit near the start of the game.
As with the first test I enlarged both the battlefield and the forces to make better use of the 8 ft x 6 ft playing area. In doing so I tried to keep to the spirit of the scenario but gave potential Victory Points for various bits of terrain and allowed free deployment within the same start lines as the original.
Here is my map with deployment areas marked.
And an edited version of the briefings for both sides:
FRENCH
The blue line shows your deployment limit and the map gives some idea of the size of standard units, please allow a bit more space for large units.
Background and objective
The Chevalier de Neuvalee failed twice in his attempt to break across the border into Grunburg county of the Elektorate of Reikland (A vassal of the Empire). That was the two actions at St Ulrich. It is now a day later and Neuvalee has retreated to high ground overlooking the village of Kutzdorf. Some of the St Ulrich units are recovering but his army has been reinforced by more French, and a light infantry unit from Savoy. However, the Reikland forces and their Imperial backers have been emboldened by victory and are pressing on into this area of French influence. Your orders are to nip this invasion in the bud before things get serious, so you are to take and hold Kutzdorf villlage (1 Army Point) and counter attack the Count of Grunburg's force and drive it away. In case of the need for further reinforcements it is vital you do not lose the high ground (1 Army point for each Hill) or the road North of Kutzdorf (1 Army Point).
Intelligence
Grunburg's force is slightly larger than yours and he has more artillery and more light infantry. Also the Elite units of the Erbprinz Grenadiers and the Grunburg Dragoon Regiment, which inflicted such damage at St Ulrich, are believed to be in the forefront of this invading force. They can be expected to be deployed up to the red line on the map.
IMPERIAL
The red line shows your deployment limit ................
Background and objective
The Chevalier de Neuvalee failed twice in his attempt to break across the border into Grunburg county of the Elektorate of Reikland (A vassal of the Empire). That was the two actions at St Ulrich. It is now a day later and Neuvalee has evidently retreated to high ground overlooking the village of Kutzdorf. However, the Reikland forces and your Imperial backers have been emboldened by victory and you have been ordered to press on into this area of French influence and cause further embarrassment for the French and Savoy army. So your initial aim is to take and hold Kutzdorf village (1 Army Point) as a forward base and attack the Chevalier on the high ground to command the terrain beyond (1 Army point for each Hill). Obviously, in order to proceed once the French are beaten, you will need also to command the road North of Kutzdorf (1 Army Point).
Intelligence
Your Grunburg/Imperial force is slightly larger than your opponent and you have more artillery and more light infantry. You can expect most of the regiments that took part at St Ulrich to be recovering some way off by now, but reconnaissance suggests that they have been replaced by even more, and fresh, troops. They can be expected to be deployed up to the blue line on the map, and the presence of small skirmishing parties indicates that light infantry are now present too.
And the Orders of Battle for each side giving the names of the units from my pseudo-historical Imagi-nation armies and their quality and size for the purposes of HoW. We have found that, with diffrent figure and base sizes, the number of bases per unit is less important than the frontage falling into a common width (for us between 21 and 26 cm for a standard infantry battalion). For 3 units battalion gun models have been used within this concept.
FRENCH/SAVOY (Guy)
Unit Nr
|
Unit Name
|
Quality
|
Nr of bases
|
Size of unit
|
Comments
|
Commanding General
|
Chevalier de Neuvalee
|
Unrated
|
1
|
||
1st Infantry Brigade Commander
|
Baron Joubarbe
|
Dependable
|
1
|
||
1
|
1st Bn Languedoc Inf regiment
|
standard
|
4
|
standard
|
|
2
|
2nd Bn Languedoc Inf regiment
|
standard
|
4
|
standard
|
|
3
|
Battalion Infanterie de la Marine
|
standard
|
5
|
Large
|
inc Bn gun
|
4
|
1st Royal Artillery Battery
|
standard
|
1
|
standard
|
Medium
|
2nd Infantry Brigade Commander
|
General D’Ancolie
|
Dependable
|
1
|
||
5
|
1st Bn La Reine Inf regiment
|
standard
|
4
|
standard
|
|
6
|
2nd Bn La Reine Inf regiment
|
standard
|
4
|
standard
|
|
7
|
Grenadiers of Hainault
|
Superior
|
4
|
small
|
|
8
|
2nd Royal Artillery Battery
|
standard
|
1
|
standard
|
Medium
|
Independent Battalion
|
Arquebusiers d’Argentiere (Light Inf)
|
Inferior
|
5
|
standard
|
|
Cavalry Brigade Commander
|
Comte de Berard
|
Dashing
|
1
|
||
9
|
Royal Dragoon Regiment
|
Superior
|
7
|
Large
|
|
10
|
1st Apchon Dragoons
|
standard
|
6
|
standard
|
|
11
|
2nd Apchon Dragoons
|
standard
|
6
|
standard
|
|
TOTAL
|
55
|
||||
Army Break Point
|
6
|
IMPERIAL/REIKLAND (Ken)
Unit Nr
|
Unit Name
|
Quality
|
Size of unit
|
Nr of bases
|
Comments
|
Commanding General
|
General Count Von Grunburg
|
Unrated
|
1
|
||
Infantry Brigade Commander
|
General Von Reife
|
Dependable
|
1
|
||
14
|
1st Bn 3rd Grunburg Infantry Regiment
|
standard
|
standard
|
4
|
|
15
|
2nd Bn 3rd Grunburg Infantry Regiment
|
standard
|
standard
|
4
|
|
16
|
Erbprinz Infantry Regiment
|
Superior
|
large
|
6
|
|
17
|
Hessian Inf Bn Canitz
|
standard
|
standard
|
5
|
inc Bn gun
|
18
|
Hessian Inf Bn Prinz Ysenburg
|
standard
|
standard
|
5
|
inc Bn gun
|
19
|
1st Reikland Artillery Battery
|
standard
|
standard
|
1
|
Medium
|
Artillery Brigade Commander
|
Colonel von Kugel
|
Dependable
|
|||
20
|
2nd Reikland Artillery Battery
|
standard
|
standard
|
1
|
Medium
|
21
|
3rd Reikland Artillery Battery
|
standard
|
standard
|
1
|
Medium
|
Cavalry Brigade Commander
|
General Von Kingsegg
|
Dependable
|
1
|
||
22
|
1st Finkenstein Dragoons
|
standard
|
standard
|
6
|
|
23
|
2nd Finkenstein Dragoons
|
standard
|
standard
|
6
|
|
Independent regiment
|
|||||
24
|
Grunburg Dragoon Regiment
|
Superior
|
large
|
7
|
|
Light Infantry Brigade Commander
|
General von Kotztoter
|
Dashing
|
|||
25
|
Liccaner Grenz Light inf battalion
|
inferior
|
standard
|
5
|
|
26
|
Le Noble Jager Battalion
|
inferior
|
standard
|
5
|
|
TOTAL
|
59
|
||||
Army Break Point
|
7
|
Although the Imperial side was designated the Attacker the original scenario did not make them very significantly larger so neither did I. I did, however, give the Reikland army two large and superior units. The objectives were intended to give both sides an incentive to attack, but the game got off to a hesitant start with both wargamers using up many of their "quota' of "1s" in the first two moves!
These two photos show the position at the end of Move 1, both gamers were, in my opinion, over influenced by the deployments shown in the book.
Second Battalion of Lanquedoc mounted the crest too, led by Baron Joubarbe |
Count von Grunburg's view of the Hessian advance. General von Reife watches from the gun position so he can also keep tabs on the other half of his brigade. |
Le Noble Jager Battalion backs up the Grenzers and is now near enough to be visible. |
Not committing himself but Guy wheels the Royal Dragoons to make any Imperial attack West of Kutzdorf very difficult |
A closer view of the Prinz Ysenburg battalion's engagement with the Hainault Grenadiers; the battalion gun enables "infantry" fire at 30cm instead of 20cm. |
The Liccaner Grenz battalion, being inferior light infantry in accordance with the rules, had to keep retreating to more than 60cm from the enemy before it could start to recover lost hits. |
This was the point we decided to repair to "The Butcher's Arms" for a well deserved lunch and a pint. (Alison's vegetarian club sandwich made to my recommended ingredients was a-maz-ing! - thank you)
So this was the situation during Move 5:
View from the French right hand hill |
The situation during Move 7:
View from the French left hand hill |
At this point Ken had his first stroke of luck. Up to now all dice rolls for casualties among leaders had been negative for both sides but as General D'Ancolie led La Reine forward he was severely injured by a round from a Reikland battery and his place taken by a "Dithering" subordinate. Luckily for Guy Neuvalee was within 15cm so was able to mitigate the ditherer's uncertainty somewhat!
A closer view of the Marine column about to approach Kutzdorf............ |
As the French right wing advanced the Light infantry of both sides had recovered and began a fire fight in the large woods |
Despite the losses to the supporting wing the forward wing of Apchon pushed back the first wing of Finkenstein.......... |
At this stage (Move 11) it felt, visually, like Guy's French had only a slight upper hand, as, except for cavalry, Ken had been constantly giving ground and losing units. I was keeping a private check on Army Points lost and at this time it was French 2.5 and Imperial 4.5, with two French generals now dithering and no one having any terrain points.
As the cavalry melee resolved Apchon 1 broke and were caught up by Finkenstein 2 and slaughtered! |
It was now around 6pm and we'd played 12 Moves. Coincidentally that was the amount I had written in my notebook at the start as an aim and it coincided with the time my visitors had to go. The following two photos give a general view at the end (with the exception of the Canitz battalion which Ken had taken out of line to have a play with frontages compared to his own figures!) To be honest it was a bit scrappy for both sides. Army Points lost were now - French 3.5 and Imperial 4.5, and neither had anything for terrain since the French were in possession of their hills and road at the start and no longer had Kutzdorf. Ken claimed that if we had played one more move he could have evened up the points, and no one disputed that so both "Military Gentlemen of the 18th century" called it an honourable draw.
Some more thoughts on "Honours of War"
As a balanced wargame this scenario is a bit strange but as a rules learning game for us all it was great. The deployment used by both sides gave plenty of room for manoeuvre and that's just what they did all day. The command structure rules kept discipline most of the time and each commander had some tough decisions about how to keep the action going with diverse brigades on a wide front. To me it felt like an 18th century battle should, and with two 18th century enthusiasts in charge we had no silly situations or gamesmanship to worry about, they were both in learning mode but both very astute wargamers. Overall a huge plus and I'm loving the games played so far with HoW.
This scenario introduced Light Infantry and past experience in other rules had made me very wary so I gave the French one as well as the two Imperial battalions of the original scenario. However, I was pleasantly surprised that, as long as you make them "inferior" they are far from the super units that reading the rules makes them appear. They cannot easily take on line units, and I'm happy with the balance.
On the down side I'm having a few issues. I don't like that any unit with 5 hits is automatically out of the game; I'd prefer to see some dice chance and/or rallying by a general and then a longer recovery time. Even the "large" and "superior" Erbprinz Grenadiers could not withstand a volley added to a canister salvo. Ken had no chance to withdraw them at 3 hits as the rules suggest. A bit like Black Powder I think these rules are best for really big games where you can afford to lose units quickly as long as you can back them up with successive waves. In this medium sized engagement poor Ken had really run out of winning options once his infantry attack failed. Guy thought that in reality his army would have stayed on the defensive after that, holding the high ground, but he wanted to make a game of it by counter attacking. That went on to prove what we have seen in other HoW games that he who can stay stationary to shoot before a melee usually comes out on top. That may need fixing somehow as there is little incentive for infantry to attack with cold steel - maybe that is deliberate and it's our tactics at fault? (Think of the French at Quebec!).
I'm not happy that wounded or killed leaders are replaced immediately always with some lower capability replacement. I'd prefer, say, a D/Average number of turns at lower level then dice for the quality of a replacement from the C-in-C's staff pool.
Grazing fire makes it very detrimental to arrange your battle array as historically realistic successive lines. We reduced the effectiveness against third lines but I think we need to do that for second lines too.
Sorry to winge, I love you really HoW! Any readers thoughts welcome and apologies if these issues have been dealt with on the HoW Forum but I've never made time to peruse it.
Thanks to Ken and Guy for making the journey and giving up a working day to keep this old pensioner entertained! I really enjoyed it, and this is what wargaming is about to me - a leisurely day playing a historically serious game but in an Imagi-nations context allowing the occasional moment of hilarity. HoW has a basic structure on which layers of imagination can be applied, or pure history if you wish.
This scenario introduced Light Infantry and past experience in other rules had made me very wary so I gave the French one as well as the two Imperial battalions of the original scenario. However, I was pleasantly surprised that, as long as you make them "inferior" they are far from the super units that reading the rules makes them appear. They cannot easily take on line units, and I'm happy with the balance.
On the down side I'm having a few issues. I don't like that any unit with 5 hits is automatically out of the game; I'd prefer to see some dice chance and/or rallying by a general and then a longer recovery time. Even the "large" and "superior" Erbprinz Grenadiers could not withstand a volley added to a canister salvo. Ken had no chance to withdraw them at 3 hits as the rules suggest. A bit like Black Powder I think these rules are best for really big games where you can afford to lose units quickly as long as you can back them up with successive waves. In this medium sized engagement poor Ken had really run out of winning options once his infantry attack failed. Guy thought that in reality his army would have stayed on the defensive after that, holding the high ground, but he wanted to make a game of it by counter attacking. That went on to prove what we have seen in other HoW games that he who can stay stationary to shoot before a melee usually comes out on top. That may need fixing somehow as there is little incentive for infantry to attack with cold steel - maybe that is deliberate and it's our tactics at fault? (Think of the French at Quebec!).
I'm not happy that wounded or killed leaders are replaced immediately always with some lower capability replacement. I'd prefer, say, a D/Average number of turns at lower level then dice for the quality of a replacement from the C-in-C's staff pool.
Grazing fire makes it very detrimental to arrange your battle array as historically realistic successive lines. We reduced the effectiveness against third lines but I think we need to do that for second lines too.
Sorry to winge, I love you really HoW! Any readers thoughts welcome and apologies if these issues have been dealt with on the HoW Forum but I've never made time to peruse it.
Thanks to Ken and Guy for making the journey and giving up a working day to keep this old pensioner entertained! I really enjoyed it, and this is what wargaming is about to me - a leisurely day playing a historically serious game but in an Imagi-nations context allowing the occasional moment of hilarity. HoW has a basic structure on which layers of imagination can be applied, or pure history if you wish.
Chris,
ReplyDeleteGreat report and photographs. The observations on the rules are very useful and I tend to agree with all,of them. The replacement commanders in particular are worthy of further consideration.
I think you are right re the melee vs fire I think it's more to do with the tactics :) the charge was ( in my opinion) announced when it was felt the enemy were wavering and likely to break otherwise prepare to be shot.
Chris,
ReplyDeleteAn excellent photo report and beautifully painted figures, a easy read that I shall read again tomorrow to savour the 18th century feel of battle you have achieved with flying colours.
Willz
Excellent stuff Chris, certainly inspirational for people like myself who are starting out in 18th century
DeleteGreat post Chris, really enjoyed your version of the battle and your thoughts on the rules. Great pics too.
ReplyDeleteAll the best, Stu.
Excellent post and a terrific looking game. Very nice figures on a good table top - what is there not to like?
ReplyDeleteRegarding the rules - I am tending to favour dropping the grazing fire which for me adds a level of complexity, can be darned annoying and does tend to deter having lines behind the first. Especially annoying when faced with superior artillery. I like the idea of withdrawing "done for units" and allowing a longer recupperation time but feel that it would take too long and then at what point is a unit actually broken? The current rule does work sort of. For musketry I agree with Graham - fire fights are actually what a melee was and the cold steel only used when the opposition was wavering, and that is how most of our games are played.
Overall I think you are right and the rules suit bigger games with ability for reserves to be deployed. But I do like them.
Thank you all for your comments, especially Graham and Paul for backing up my feelings, paerticulary about tactics - I will probably have to warn players at the start "be very wary if you intend to attack with the bayonet". Willz - hope you keep coming back for more and that great little casualty figure will get a lot of use! Kerry and Stuart - thank youfor taking the time to visit and digest all this. Hopefully I will also get some comments from chaps not in the AMG Forum!
ReplyDeleteChris, excellent looking game and report. I probably agree with you about done for units and the effectiveness of artillery but I quite like the annoying factor that grazing fire gives to the games. There were long debates on the HoW forum about artillery ranges being too long for cannister and even for using larger units as it allegedly skewed the unit size to range ratio. So what. The do give an excellent game and as you know are really easy to pick up. Natasha sends you a hug by the way.
ReplyDeleteThank you Colin for your insights. It's good to get alternative perspectives. At the moment there is very little about HoW I'm not prepared to live with, I merely worry that the more games I have, particularly when I get onto own-devised scenarios, the more pressing the need to bend them to conform with how I feel. I'm hoping Ken and Guy will be willing to be regular visitors here and we can develop views together, pulling on those who care to volunteer their own experiences.
ReplyDeleteYes I am missing the warm feeling of having Natasha around; I hope she is giving you as much satisfaction as she did me :-)
Chris, Great scenario, lovely set up and figures. Great report with super pix..........just what I needed!
ReplyDeleteKeep it up Chris! (Your modular terrain looks particularly very special !)
Thank you Kevin for being so supportive. I must try to write up our Napoleonic weekend next.
ReplyDeleteAfternoon Chris,
ReplyDeleteAlthough I am a follower, your post didnt come up on my browser? so thanks for the email.
A lovely looking game, I knew it would be a very neat layout by the way.
As Colin has said, we changed the artillery ranges for cannister, and counterd grazing fire by careful and thoughtful deployment of the troops, although one can still be caught out.
I know what you are saying about rallying and the suddenness of a unit reaching five.I may be wrong but I thought that better quality units could rally one point off them, if they remained stationary, but withing range of the enemy. Obviously they can still run the risk of being shot but if one cant retire then it is sometimes worth a risk. But what do I know, we haven't played HOW since the AMG [is that too many mnemonics ] Still a lovely game, well done.
Thanks Robbie. I'm never quite sure whether being a "follower" has any practical advantage, or is just a morale boost for the blog writer! According to the rules it's only inferior types that have more difficulty rallying off, but any unit, any size, is done for with 5 hits. Our large unit had 2 hits prior to moving into charge/musket range then suffered 3 more so routed but had no chance to run and be rallied . I'm thinking that Superior or Large units should not be "Done For" until they suffer 6 Hits (and both in this case would give 7). That at least would mean when they rout on 5 they can try to rally eventually. Conversely Inferior or Small units should be penalised more but I think that is a stage too far yet.
ReplyDeleteChris, thanks for posting a most absorbing report of a fine looking game.
ReplyDeleteAs for bending the rules, basically I'm all for it. We all tend to make tweaks and changes to rules we buy. Winge away Chris! I might well learn something to my advantage.
On specific points - the slant against infantry charging in is indeed deliberate - attacking a well-ordered line is a challenge and it needs proper support (i.e. weakening by arty and a superiority in numbers).
I personally wouldn't alter the 'done for at 5 hits' concept as it would slow games down. I have in fact had the occasional contrasting complaint that the rally rules make units too durable - as most rule writers find, you can't please all the people all the time!
Killed/wounded leaders - yes, others have decided to make a roll to decide the class of the replacement. I tend to think of replacements as subordinates probably a bit unprepared for being thrust into a command situation, and I have a natural tendency to see the loss of a commander as a bad thing.
Grazing fire - try to develop the discipline to keep your second (and third lines) separated by 30cm. This, after all, was the typical spacing between successive lines in the SYW. But of course, if you don't like the rules, change them.
Best wishes, Keith.
I should have mentioned, regarding infantry charging in, I have recently adopted an amendment which allows them a +1 charge bonus as for cavalry. It seems to me that infantry actually charging in did intimidate their opponents, as for example the British often found. Full details in the amendments download on the forum.
ReplyDeleteKeith
ReplyDeleteThank you very much indeed for taking the trouble to read this and for your very helpful comments. Despite all the variations on what you have created the community of 18th century enthusiasts I move in seems keen on them and you should feel very proud of what you have achieved.
That looks like an excellent way to spend a few hours. A very creditable little action.
ReplyDeleteHi Chris and thanks for sharing such a wonderfully detailed battle report complete with a crtitique of HoW and all supplemented by a sensational array of photographs. Outstanding terrain, figures and overall layout looks like is sprung right off the pages of the early Miniature Wargames. Great, great read!
ReplyDeleteThanks Carlo and Conrad for finding the time to catch up with this. A very enjoyable day giving itself to an interesting report to write, so thank you for your appreciative comments.
ReplyDeleteChris - that's one of the nicest battle reports I've read in some time - a good narrative, with enough technical to tie it in to the rule set.. good pictures and a lovely table... I do like your deployment map by the way - what do you use??
ReplyDeleteSteve, thank you for your very kind words. The deployment map is using elements of the free PDF download of map squares advertised by Henry Hyde when he started his publishing company earlier this year http://gladiuspublications.com/. As always I modify things with Photoshop to suit my own purposes. The map for this one in April was created in Photoshop from scratch http://notjustoldschool.blogspot.co.uk/2016/04/second-rank-and-file-test-game-coming.html
ReplyDelete