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!

Sunday, 6 September 2020

Napoleonic Skirmish Russians vs Ottomans Song of Drums & Shakos AAR #7

This fortnight we returned to the Song of Drums and Shakos rules, we played the Attack on the Farm House Scenario. Dave and Maurice took command of the colourful Ottomans and I girded up my loins and led the Russians. Last game we played in our Russo-Turkish War 'campaign' the Ottomans were given a drubbing by the Russians who defended their 'strong point' with vigour! In this game the Russians will be defending a farm house behind a stream. This time though the Ottomans have an even greater advantage in numbers, 29 to 12! The undisciplined but ferocious Bashi Bazouks hope to avenge their recent set back!

Privates Boris and Igor apparently swamped by Bashi Bazouks make a stand that will change the course of the battle!

The Story

Late August 1810

With Captain Popoff on leave to receive an award after his glorious victory over marauding Turks Sergeant Putin redeployed their small picket force from the bloody site of their last action to a farm house behind a small brook. This would allow the men time to regroup and rest. They believed they had broken contact with the Turks they had just defeated, they were wrong!
Meanwhile Bashi Bazouk leaders Yildiz and Arslan stung from their setback gathered reinforcements and pursued the cursed Russians and they vowed to catch them and slay them...all of them!
The Ottomans Boluk-bashi quickly reengaged their Russian quarry, they split their force into two wings and advanced

The Forces

Ottoman Bashi Bazouks - Attackers

Morale 15
‘Boluk-bashi’ (leaders); Berlin Yildiz & Baler Arslan
Q - 3
C - 2
Weapons - Pistol, Sword
Special Rules - Leader 
‘Bashi Bazouk’ Musket x 13
Q - 4
C - 2
Weapons - Musket
Special Rules -Strong (attack only), Poor Shot, Green and Unreliable
Bashi Bazouk’ Obsolete Firearm x 6
Q - 4
C - 2
Weapons - Obsolete Firearm, Sword
Special Rules - Strong (attack only), Poor Shot, Green and Unreliable 
‘Bashi Bazouk’ Obsolete Firearm x 8
Q - 4
C - 2
Weapons – Pistol, Sword
Special Rules - Strong (attack only), Poor Shot, Green and Unreliable
National Trait
Fury                         Once per game a close combat opponent may be killed by just beating                                       its modified die roll (no need to triple), this must be nominated before
                                rolling the die and may not be used against the Russian NCO

Imperial Russians- Defenders
Morale 7
NCO Sergeant Putin
Q - 3
C - 2
Weapon - Musket, Sword
Special Rules – NCO leadership range is 1M (scenario rule)
Musketeer x 10
Q - 4
C - 2
Weapon - Musket 
Special Rules - Steadfast
Jaeger Carabineer x 1 = 47 pts
Q - 4
C - 2
Weapon - Rifle
Special Rules - Light, Elan
National Trait
Stubborn                   Force Morale updated due to this

Scenario Special Rules
Woods don't reduce leadership range but give light cover and is difficult for movement.
The stream can be forded at any point at difficult movement rate.
Bridge is two figures wide.
Fences, the farm house and bridge sides give light cover.


The AAR

Our battlefield!
The Russians deployed a group of six Musketeers along the farm houses fence facing the
stream supported by Sergeant Putin and Jaeger Vassily and four Musketeers formed a
skirmish line masking the bridge.

 Arslan's group of Turks advanced down the road toward the bridge...

 ...while Yildiz's Bashis moved furtively through the woods!

Putin ordered an early volley which caused a casualty, in fact one of the Turks had his
head taken clean off which set back their advance as a few Bashis retired on seeing this
gore!
Note - with these Rules 'green' soldiers like these Bashis require a morale check when
'violent death' is caused by fire or close combat nearby!
Also where you see a shell by a figure/group of figures their weapons are unloaded.
  
Undeterred Yildiz's Bashis pushed forward, returning fire which resulted in a Russian
casualty, Vassily the Russian Jaeger had leapt the fence impetuously and was struck!

Meanwhile with Sergeant Putin's attention focused on the advance from the wood
Musketeers, Boris, Igor, Ivan and Fred fought a skilful delaying action! They begrudgingly
gave ground while inflicting losses on the Ottomans!

Seeing the red mist a Bashi charged and engaged Ivan in close combat (he rolled a double
six when activating allowing a bonus action) despite the Turk having the better melee
weapon and having a close combat bonus Ivan dealt with him swiftly, Ivan rolled a six and
the Turk rolled a one when determining the result! Another 'violent death' which caused
several other Bashis to hesitate. This flank was holding on by the skin of its teeth!

Ivan's luck did not hold as shortly after he was gutted by a wild sword wielding Bashi! Fred
withdrew to the farm at this point leaving Boris and Igor to handle a horde of Ottomans!

This overview shows the Turks having trouble crossing the stream faced by volley after
volley from the Musketeers manning the farm's fence while the Turks having crossed the
bridge were making headway albeit slowly!

Igor and Boris make their stand! For two full turns they held off the crowd of Bashis inflicting
losses...In the background the third Musketeer from the flank, Fred can be seen arriving at
the farm house just in time to help the defence as Bashis can be seen at trying to gain entry
to the yard!

 Finally Igor fell but Boris was able to decamp and retire to the farm house!

The sacrifice made by the Russians in the field meant that Yildiz's Bashis had no support
when they reach the farm's fence. It had cost the Turks several men to get close but
there was still enough of them to clinch a victory. Vicious hand to hand fighting ensued as
they came to grips with the Russian defenders! It was looking dire for the defenders...  

...but under Sergeant Putin's direct orders Igor took an aimed shot at a Bashi barely feet
from him and scored a hit, but not just any hit, his victim crashed to he ground writhing in
pain and in a screaming like a banshee

It was the pivotal point of the battle, the Russian were hard pressed and Arslan's men were
just about to engage them when Igor's well aimed shot not only put the fear of Allah into the
hearts of the Bashis but pushed them to the limit of their morale! They broke! many would
keep running to Istanbul! Arslan himself was injured in the stampede to the rear! The
Russian cheered heartily!
A point on rules here, the Turks were really unlucky with the morale dice at this point. Many
of the Turks took morale checks because of the 'violent death' which some failed, this took
them passed their 'force morale total' which required all figures to take a morale check and
to top it off one of their leaders Arslan failed his check totally seeing him flee which meant
the few survivors around him took a leader morale check, this cascade left them with little
chance of getting back into the fight! The rules reflect 'green' forces well!
The Ottomans can be seen fleeing!

Another exciting game of Song of Drums and Shakos resulting in a Russian victory, but it
was  a close run thing! The final casualty count didn't reflect how close the Ottomans came
to winning with 19! Turks lost to 6 Russians. At least a third of the Turkish losses resulted
from failing morale checks!

PS - I've finished reading the Song of Drums Large Battle rules now they look very
interesting so will get a run soon!

Thursday, 20 August 2020

Maurice Rules - First Game AAR - AWI

Last Monday we tried out the Maurice rule set by Sam Mustafa (coincidentally one of the players on the night was named Maurice...an omen?). My only armies for the period of time covered by the rules are from the American War of Independence so when using them we will be concentrating on that for the time being.

So with three of us I decided to be the rules man while the others played, this would be good as we'd be on a steep learning curve, also I don't mind doing this as you can't get your arse tanned! Both sides comprised around 68 points of units and being our first game we didn't use any Traits or Notables (sub commanders). The British would be attacking so gained an extra Trained Unit (selected Infantry). The British Morale started at 14 and the Americans had a starting Morale 15.

Here's the forces;

British (74 points including bonus attacking Unit)
1 x CnC
1 x Elite Infantry Unit
9 x Trained Infantry Units
1 x Trained Cavalry Unit
3 x Guns

Americans (67 points)
1 x CnC
5 x Trained Infantry Units
4 x Conscript Infantry Unit
1 x Irregular Infantry Unit
1 x Trained Cavalry Unit
3 x Guns

The Americans deployed one of their Units in the town (British Objective) and formed a line with their Conscripts in the front, their artillery on a nice bit of high ground and just under half their Units in reserve in columns. The British deployed in a mass of columns roughly facing the American centre.


No hiding what the British were up too on turn one! Keeping all their infantry in column, on open ground and within two base widths they were able to move everyone in a super single force. The American artillery bombarded this huge force on the first turn and with three bases caused three disruptions. A good start.


The British channelling Frederick the Great now split their infantry, one group fixed the American centre in place while six Units deployed in text book style threatening to roll up the American line. You can see in this picture American reserves deploying to face the British flank attack, good artillery firing on the first turn lead the Americans to keep firing when they should have been deploying! (noted for future games, don't leave open flanks!)


Both sides musketry was in general appalling and even though outgunned by the British regulars initially the American Conscripts gave as good as they got. At one point three British hits got triple one on the 'cause a disruption' roll (one being bad)!


American reinforcements arriving to face the British 'sledgehammer'...


First up on the flank as the sides faced off volleys were exchanged and again the musketry was pretty ineffectual due to bad rolling but the first loss was inflicted an American artillery Unit was destroyed.


The British then charged, the Americans counter charged some volleys were exchanged and things were looking shaky for the Continentals. The Americans had lost an infantry Unit and three Artillery Units but what was bad is they took the maximum Morale penalty for each loss (where were those fives and sixes when they were volleying?) and for four units lost had been reduced from 15 Morale points to just six! Note the British weren't getting it all their own way s several units sit with three disruptions and were tottering on breaking!


The duel in the centre continued!

The American town garrison watches the battle to their right develop!

The British left with the hill cleared prepare to roll up the American line...

... but before they did another American Unit broke and with their Morale down to minus one the Continentals fled (again the Americans got the maximum Morale Point penalty when losing a Unit)!

The game ended...

So a massive victory to the British in less than an hour and a half. We saw a mix a good tactics by the British, novice deployment by the Americans and some seriously bad luck for the Americans on the Morale Table rolls when losses occurred! The verdict was a resounding 'yes we'll play those again'! But will it be a good multiplayer game? Looking at this game if there had been left Wing and right Wing American players the left Wing player would have had a very quiet time! We'll try a few more two player games to get the hang of the rules then try a multiplayer game (I already have a idea for this that may negate the above situation)!

A side note, I do miss the Discussion Forum on Sam Mustafa's Honour site, it was a great central location for rules queries, seeing AAR's and what other players are doing, I believe there is a Facebook page but that's not for me...

Thanks for visiting the TSOG Blog!

Sunday, 9 August 2020

Dead Man's Hand AAR - Shoot out at the Ranch with No Name!

Last Monday we tried out Escape Games Dead Man's Hand Rules!

Setting the scene...1870, many Ranchers in the western valleys of Montana were having trouble with outlaws rustling doggies from their herds and then high tailing it into impenetrable mountains. The owners of The Ranch with no Name decided to make a stand against these low lifes and fight back!

The Sides...


The Action!













Okay what to say about the rules, well they are easy to learn and give a good and quick game, perfect for an evening gaming get together. I also have the follow up rule book which covers 'campaigns' so will need to look at that now as we will definitely be playing these rules again! Hmmm, now to build a Wild West town street setting!