Sunday, 12 March 2017

Longstreet - Four Player Mini Campaign Game 3 AAR

This is the third scenario of our three game 1863 mini campaign. Game wise both the Confederates and Federals have won a game so this is the clincher. The Epic Points situation is a different matter with 6 between first and forth. I foresee a lot of Epic 'actions' coming up in this last game! As a twist though after the battle players will get dealt the usual six Campaign Cards required after a regular 1863 campaign game with the only card of interest being the 'Name In The Papers' one which of course allocates Epic Points to the recipient(s) and that could easily change the final Epic Point standings. Again we ran through the mini 'Post Game Process'. Units recovered their stragglers which were half their losses, all active units rolled to see if their Elan dropped and a Hero roll was carried out for each engaged regiment. The Leader’s traits/abilities again didn't change. Each player’s base values were then tallied up and additional 'historical' units added to keep them around the total point value of 210. I used “historically” available units and now the whole of the Union Vth Corps is engaged and the Rebels have received fresh men from Rhode's Division as a top up as the other units of Ewell’s IInd Corps converge on the area.
 Brigadier General Gordons Georgian's move to destroy the Union Vth Corps left flank...


June 30 1863 late afternoon:

The action at Round Top Ridge had seen the Southern forces of General Early defeated and they retired south westwards rapidly reforming on the banks of Codorus Creek. There early halted his men and form a defensive line as he was buoyed in his hopes of holding the Yankees and men from Rhode’s Division would be able to reinforce him before nightfall.
Federal General Sykes was confident after beating the Confederates and he pursued the Rebels closely as his regiments were relatively fresh and his overall numbers were strengthened by the arrival of the balance of the Corps 2nd Division. He believed he could deal a crushing blow to Early’s Division while they were in retreat and isolated, he was unaware that more Rebels were nearby. As soon as the Southerners stopped as Codorus Creek he deployed all his available troops for an attack. There was still several hours of good light and he considered hitting the Confederate forces again before they could rest and be reinforced and while his own men were flushed with success was the best course of action.
Just before 6:00pm on June 30 1863 General Sykes army surged forward, the Battle of Codorus Creek began…

Battle 3 - Battle of Codorus Creek

Scenarios and Forces

Forces are balanced at approximately 210 points per command.
From defenders view the River Crossing Battlefield is to their left flank and the Tree Line is the one to the right of it...
Scenario special rules and objectives are in place.
The Break Point Total is 33

The Tree Line Battlefield

USA Dave 7 Epic Points
Vth Corps 2nd Division 1st & 2nd Brigades
Brigadier General Ayres (European Service & Wealthy)
1st Brigade
3rd US Regulars                                    I           S          V          4 Bases Hero
4th, 6th, 12th & 14th US Regulars           I           S          V          6 Bases Hero
2nd Brigade
2nd, 7th & 10th US Regulars                  I           C          V          8 Bases Hero
11th & 17th US Regulars                        I           S          V          7 Bases Hero
9th NY Cavalry                                      C          S          R          3 Bases
1st Ohio Light Battery C (Part)                A                                  3 Napoleons
Total 31 Bases
CSA Pete 13 Epic Points
IInd Corps Early’s Division Gordon’s & Smith’s Brigades, Rhode's Division Iverson's Brigade
Brigadier General Gordon (Friend in State House & Wealthy)
Gordon’s & Smith's Brigades
13th, 26th, 31st & 38th GA                     I           C          V          7 Bases Hero
31st VA, 60th & 61st GA                        I           S          V          6 Bases
49th & 52nd VA                                     I           S          V          6 Bases Hero
Iverson's Brigade – Reinforcement turn 5
20th & 23rd NC                                      I           S          V          8 Bases
White’s Cavalry                                     C          S          V          2 Bases
Green’s Battery (Part)                            A                                  2 Napoleon 1 Howitzer
Total 32 Bases
The River Crossing Battlefield
USA Stu 9 Epic Points
Vth Corps 3nd Division 1st & 3rd Brigades
Brigadier General Crawford (Fire & Brimstone Preacher & Scout)
1st Brigade
1st & 2nd PA Res                                  I           S          V          4 Bases
6th & 13th PA Res                                 I           S          R          5 Bases
3rd Brigade
5th 9th & 10th PA Res                           I           S          V          5 Bases Hero
11th & 12th PA Res                               I           S          V          4 Bases Hero
140th & 146th NY                                  I           S          V          8 Bases
17th PA Cavalry                                    C          S          V          3 Bases Hero
1st NY Battery C (Part)                          A                                  3 Light Rifles
Total 32 Bases
Optional on D6 4,5,6 roll may combine below from two into one unit:
1st & 2nd PA Res + 6th & 13th PA Res
5th 9th & 10th PA Res + 11th & 12th PA Res
CSA Alan 9 Epic Points
IInd Corps Early’s Division Avery’s & Hay’s Brigades, Rhode's Division Iverson's Brigade
Colonel Avery (Fire & Brimstone Preacher & Political Savvy)
Avery’s Brigade
21st & 57th NC                                      I           S          V          6 Bases Hero
6th NC Rgt & 1st NC Bn                         I           S          R          7 Bases
Hay’s Brigade
5th & 6th LA                                          I           C          V          5 Bases Hero
7th & 8th & 9th LA                                 I           S          R          8 Based
Iverson's Brigade
5th & 12th NC                                        I           S          V          6 Bases
Green’s Battery (Part)                            A                                  3 Napoleons
Total 35 Bases
The History
The Union Vth Corps commanders, Ayres and Crawford were quick to assess the Rebels position at Codorus Creek even though it looked formidable with a river and forest covering their frontage they were certain they could attack it successfully. The Federals focused their line of advance on the Rebels river positions leaving only two regiments and a battery to cover their left.
The Yankees took casualties as they advanced the lead units of Ayres Brigade were dispersed completely. Quickly the men in blue were at the river bank duelling with the Rebels and the musketry favoured them. Losses on both sides rose steadily!
As the first Union troops crossed the river in two locations the Rebels started to reinforce their left and emerging from the thick forest.
The Rebels of Avery's Brigade on the far left of the Confederate position were broken by the flood of Crawford’s Yankees that were crossing the Codorus while Ayres troops were not only halted at the other crossing but suffered great casualties.
At this point of the battle just as Brigadier General Gordons North Carolinians were about to envelope the central Union regiments the Confederate leaders decided their losses were too great to continue the action and ordered their commands to withdrawal! The Union forces of Vth Corps had scored a great success!
USA victory
Alan 3 Epic Points, lost 18 bases, Epic Points running total is 12
Dave 4 Epic Points, lost 17 bases, Epic Points running total is 11
Pete 2 Epic Points, lost 11 bases, Epic Points running total is 15 Campaign Winner!
Stu 5 Epic Points, lost 8 bases, Epic Points running total is 14
Some Pictures and AAR
The game begins, the CSA is to the right of picture, the river scenario is closest and the forest line one is futherest. The Union Corps can already be seen moving from units from its left flank to the centre. The CSA artillery fires with little effect!
The Union attack continues to develop, CSA infantry have already advanced from the tree line to try to interdict the Union move toward Codorus Creek. 
After destroying the Union Cavalry in the centre the Rebels return to the tree line as the Yankee artillery deploys, in front of Codorus Creek the Union right moves forward. The Rebel artillery is still proving rather ineffective expecialy on their right where the Bad Fuses card is played!

The massed Union attack unfolds on Codorus Creek, the Yankees are stalled by the 'the couldn't hit an elephant' and 'confusion' cards but the Rebels are slow to redeploy their right (me!). Two abortive charge turns slow the movement of reserves!
A Rebel Yell charge by the right flank fails and does no more than stop the other troops moving to aid their comrades. The first Union troops can be seen crossing the Creek this turn. Clever placement of poor terrain on the Rebel side of the Creek during the deployment is hampering their defensive fire!
The abortive Rebel Yell charge! Three bases out of six make contact and are roundly beaten!
The Union army is cross the Creek!
 A couple of turns later and the Union own the banks of Codorus Creek! On the right of this pricture the first Yankees engage the entrenched Rebs and on the right a second Federal regiment crosses the Creek in the centre to replace one already destroyed by the desparte defenders. At this point even though attacking the Union losses are exactly the same as the defenders, the Yankees are firing like men possessed!
The unit positions near the end of the penultimate turn, both sides are finally fully engaged. Top left you can see the Rebel right has finally locked horns with the Union men. In the centre toward the top you can also see just behind the Yankee regiment across the Creek a regiment of North Carolinans is about to come into play! Only a few bases are required to break either side at the end of the turn so everything is depending on who gets the initiative for turn 12!
Turn 12 and the Federals get the initiative, they destroy several Rebel bases and roll a SIX on a D6 to secure the victory! The picture shows the Rebel left denuded of troops and the building objective ripe for the picking. In the centre and on the right the Union positions are less secure...NO MATTER the Rebs were licked!
A very enjoyable game! It ran smoothly as everyone has a few games of Longstreet under their belts now. There was only one slip up of rules and that was on the last turn calculating a single melee result but that luckily would have had no effect on the overall game.
The Federal tactic of concentrating on one Rebel player caught us Southerners off balance and I was slow to react thinking the river line would be stronger than it turned out to be! I launched two charges (one aborted by the confusion card) both of which slowed my redeployment!
The game ran 12 turns. It was so close it appeared whoever got the initiative on turn 12 would win and that turned out to be the case, both sides were fully engaged and both were nine bases short of the 'break point' losing at least half a dozen bases was a sure thing so odds were very short of a result in the first player turn!

No one was critically short of cards at he games end so that was good.
There's interest in the group to try a full nine game campaign! I'm not sure if my current 6mm ACW armies are big enough to field two 1865 Union forces I may have to place an order with Baccus! Also I may look at completing those couple of outstanding sceanrios I have sitting on the to do list and also try the Olustee one with four players as it was dessigned!
Also next game we are featuring a major House Rule change to test it...

Tuesday, 7 March 2017

The Story of Sergeant Snake Eyes - Song of Drums & Shakos

For those who remember we recently played an Austrian vs Russian game of Song of Drums & Shakos...well here are the pictures that have now been freed from my partners camera!

Both side entered from the same edge of the battle field separated by a hill, the Austrians are in the background...

An ineffective volley is loosed by the Russian infantry!

Austrian Jagers lurking on the hilltop among the trees...

The Jagers spy some particularly looking nasty Russian Grenadiers in the distance!

The side face off then Sergeant Snake Eyes makes his appearance!

'Anything but a double one will work' famous last words says Sergeant Snake eyes...

Next turn "anything but a triple one and we're good" well unless of course you're Sergeant Snake eyes!

The rest is on the original post!

Stay tuned I'm sure Sergeant Snake-Eyes is bound to rear his head again at some stage!

Friday, 3 March 2017

1/56 German 5cm Granatwerfer 36 Complete

Well finished up the "find a use for extra Italeri German WW 2 prone figures by building a 1/56 German 5cm Granatwerfer 36 Project"...

Some interesting stuff about these mortars; there was a three man crew, two users laid prone either side of it one aiming and one loading and firing, the third guy was for smoking and drinking Schnapps I suppose or maybe even for spotting. After loading the round the aimer looked away while he held the two main handles and pressed down the mortar's base and the firer looked away and pulled the trigger! Sounded a lot of work! The other big thing of interest for us gamers about this mortar is it didn't have smoke rounds! What the heck...

Anyway here are the finished pictures, I like how these turned out I hope the basing inspires others to use those 'extra' prone German Italeri WW 2 figures!!!!


Monday, 20 February 2017

1/56 German 5cm Granatwerfer 36 Scratchbuild

Okay so I've almost finished assembling and painting all my Italeri WW II Germans but what to do with dso many prone figures?

Well I've made some snipers...

I've also got an Artillery FOO

I of course went with the standard MG34 duo, not super useful in gaming but...

And I've still got two left grrrrr...

Alright how about using them with a Granatwerfer 36 on a base and have a kneeling figure on a separate base that can be a number two or when no mortar is required can be a regular Soldat...

I got my 1/6 Dragon 5cm Granatwerfer 36 and scaled it down to make this with some styrene, pins and brass tube..

It's not perfect but will suffice for gaming!

I'll now build a second one and a few plain ammo boxes.

Saved buying a specialised figure and used up the last of my prone figures I find them very limiting for gaming!

Cheers (lieterally!)

Wednesday, 8 February 2017

Return To Song of Drums & Shakos - Austrians vs Russians!

Our last Monday night game theme was Napoleonic's and we trotted out some 28mm figures and the Song of Drums and Shakos rules. For something different we had Austrians up against Russians.

The Situation:

Russia October 1812

The Franco-Austrian forces of the 7th French and the Austrian Corps clash with the Russians of Lieutenant Generals Essen's Corps around Voskrinitza. Near the battles end Russians of the Staroinguermanlandski (!) Infantry covered the forces withdrawal, there were many skirmishes as the Austrians pressured the Russians!

The Troops:

Line Officer 60pts
Line NCO 56pts
4 Line Grenadiers 128pts
5 Line Musketeers 150pts
Point Total 394

Line Officer 60pts
Grenzer NCO 70pts
4 Grenzers 180pts
4 line Infantry 96pts
Point Total 406
The Game:

Since this was a skirmish both sides entered the table top randomly and we both came on at the opposite ends of the same side of the battlefield separated by a forested 'hill'.

The first few turns saw a lot of jockeying for position. The Austrian Jaegers using their light troop abilities got into the woods on the hill and got off the  first volley, this was followed by a volley from the Austrian line troops the first Russian casualties occurred.

The Russian return fire was not very accurate and as they started to suffer from lethal Austrian volleys they decided to close on the Austrians as their Grenadiers would be at an advantage in melee!
At this point welcome Sergeant Snake-Eyes! A crucial volley was required to cover the advance of the grenadiers, it was decided to throw two D6 to get a couple of actions, there was a cry of 'Anything but a double one will work'...up came double one! The Austrian got in another effective volley as a result!

Undeterred the very next turn the Russians pressed forward again, this time Sergeant Snake_Eyes tried to gain three actions so rolled three D6s again with anything but a one resulting in success. up went the call "anything but a triple one and we're good" up came three ones! I've never seen dice rolling like it and I doubt I'll ever see it again! Despite the Russian Sergeant and his infantry failing to activate the Russian Grenadiers got to grips with the Austrian infantry and they were up in the melee when their morale cracked...the game was over!
Thankfully for Imperial Russia Sergeant Snake-Eyes survived so he will be able to grace our table top again at some point!


Unfortunately I took the nights pictures on my partner's camera and she's lost the download cable so there's not much in the way of pictures at the moment. Once she finds the cable I'll update the post! I took these end of game pictures as I packed everything up.

Overall view, losses were 6 Ruskies to 1 Austrian. you can see most of the surviving Russians in flight...

The Austrian view of the end of the battle...

The Russian view at the end of the game, Sergeant Snake-Eyes is on the far right!

Next gaming night will be ACW themed using Longstreet rules!