Friday, 4 May 2018

French Indian Campaign - Game 11

Game 11 of the French Indian War campaign sees a British force attacking the French held Fort Presque Isle. As usual the campaign moves and background to the lead up to the battle can be found on Jonathan's blog Palouse Wargaming Journal.

While away last week, I started to try and streamline the rules used to help with my planned siege games. So this game was played with a few rule modifications I was trying out.

Orders of battle:

British
Commander Braddock (A0D2)
4 (2) Regular units
4 (2) Native Warband units
1 Artillery unit
Army Resolve = 11

French
Commander Contrecour (A2D2)
4 (2) Regular units
2 (1) Irregular units
1 Artillery unit
Army Resolve = 11

The numbers in brackets are numbers of regiments/units from the campaign game.

One of the rule changes was to change how I converted campaign commander attributes. In this case A0D2 and A2D2 and use them in the game. A = attack capability and D = defence capability. I had been adding the defence capability value to the army resolve and allowing an extra attack for each attack value. This proved to be to problematic with the attack value in previous games played and was also easily forgotten by me. So this time I simply added both values to the Army Resolve, which equals the number of units plus any capability values.

Anyway on to the game...

The tabletop setup for the Battle of Fort Presque Isle, the river is fordable by all units except artillery and is treated as difficult terrain. 
Knowing the British were on their way the French had been busy building some entrenchments to protect units covering their left flank.  
Native warbands swiftly move up on the British right flank.
British artillery are moved up and engage irregular infantry units positioned near the fort, and to support  the warband units. 
Just a random close up photo.
Volleys of musket fire from irregular unit with support from the fort force back some of the Warband units. This was another rule modification. Units are able to retire to reduce hits received by one, but are unable to move or shoot during their next turn. In this case Native Warband units quickly retired after sustaining a few hits to avoid elimination and reducing the army resolve.
British Grenadiers move up and cross the river to support the right flank attack.
The last unit of Irregulars moves behind the fort to help support units in the entrenchments.
Reinforced by Grenadiers the attack on the entrenchments is renewed.
The artillery dual continues with the fort artillery proving to be very inaccurate.

The combined Grenadier and Warband attack pays off after some excellent shooting (D3 dice rolls)  and defenders are starting to get worn down.
The entrenchments are cleared and the Grenadier unit turns its attention to the last remains threat to the flank of the Irregular unit. The remaining Warbands retired having provided valuable support to the attack. 
With their artillery unit eliminated the British line finally advances to assault the fort.
Having lost all units outside the fort, French resolve is starting to waver and the British know another  unit lost would most likely give them victory this day. However, the French successfully eliminate one of the attacking units. 
Finally the fort walls are scaled and to avoid further lost the French commander surrenders.

This was an interesting game to play with the British first trying to take and hold the entrenchments, before starting the assault on the fort. The difference between the forces and which swayed the game in the British favour was the Grenadier attack supported by the Warbands. French resolve started to dip considerably after their loss of the position and units.

So the British walk away with one depleted regiment of Regulars. Whilst the French lost their Irregulars and one Regular regiment. However, Contrecour was allowed to leave the fort with the remaining Regular regiment.

Friday, 27 April 2018

WW2 Air Support

Last week I was messing around with a quick WW2 game based upon One Hour Wargaming scenario 26 - Triple Line. When selecting some units for the game I came across a couple of planes I had not used on a tabletop for quite awhile, probably not since my last WW2 campaign.

The question was what rules to use for air support with the OHW WW2 rules variant using a D3 dice (see tab at top of blog for rules).

A stalled Allied attack gets some air support
The aim was to have some simple generic air support rules:

  • Aircraft can move a minimum of 18 inches and a maximum or 24 inches in any direction from their current position. After each move add 1 hit, as hits for aircraft also represent their available time over the battlefield.
  • They can move and shoot, attacking any unit within 6 inches with a combat of D3-1 hits.
  • AA guns can attack any aircraft within 24 inches with a combat of D3+1 hits. Other ground units cannot attack aircraft.
  • Other aircraft within 6 inches attack with a combat value of D3 hits.


Monday, 23 April 2018

Another ECW unit from the painting table

Before heading off to the airport, during that frustrating time when at a loose end waiting to go to the airport, I was able to finish basing another English Civil War (ECW) foot unit. This brings the number of units completed to 5 (3 foot and 2 mounted) of the intended total of 32 units. It keeps me at my self imposed target of completing 1 unit per week.

ECW unit of foot
My interim aim is to get 3 foot, 1 artillery, 1 dragoon, and 3 mounted painted per army as soon as I can. A combined total of 16 units. This size force will allow me to start playing a few small scale games using One-Hour Wargaming rules (or variant).  For me painting units always seems to get easier once an army is in use and I am just adding to an armies size.

Saturday, 21 April 2018

French Indian War - Game 10

The battle for Fort Oswego (July 1757) is the tenth game in the French Indian War campaign. Having lost their last game the French needed a victory urgently. The campaign background can be found on Jonathan's Palouse Wargaming Journal. Where he plans and plays the operational moves solo, and I play out the battles solo. An interesting combination suggested by Jonathan which is working out well.

Order of Battle:

British
3 (1) Militia units
1 Artillery unit with fort
Army resolve = 4

French
6 (2) Regular units
Commander Drucour (A0D1)
Army resolve = 7

At first glance is appears to be the French have a certain victory. They are double the number of infantry and of better quality being regulars. They also have a solid army resolve of 7 (1 for each unit plus 1 for their commander's D1 quality).

So how did the game go...

The French move forward as quickly as possible. No subtlety here, it is a straight forward storm Fort Oswego walls.
A couple of French units (including Grenadiers) are moving faster than the other lines which are trying to catch up. The delay provides the fort gun with more opportunities to target the reach line.
The first line of French begin the assault, while commander Drucour is having difficulties coordinating the second line.
The attack is in full swing with casualties mounting as the second French line arrives.
The first French unit is eliminated and the Grenadiers are suffering badly.
In a last gasp attack French grenadiers eliminate the artillery unit and storm the defensive wall making it into the fort. Adjacent infantry units are able to occupy the vacated square when the target unit is destroyed.
The militia within the fort are conducting themselves well. They counterattack to repulse and eliminate the grenadier unit.
Units from the French second line fill the gaps left by eliminated units.
The battle rages fiercely as the militia give good account of themselves and the French press forward their assault.

Everything seems lost as two militia units are lost and the French make it across the walls.
As more French units get inside the fort the remaining militia unit gallantly fights on (due to some low rolling against their army resolve).

I didn't get a photo of the last turns, but the militia eliminate another ranch unit and it was down to a roll on the French army resolve. A 3 scored on a D3 dice and French army resolve fails. A 2 is rolled, the French hold their nerve, and in the next and final turn the last militia unit succumbs.

When I setup this game I thought easy French win. But, it turned out to be a close run thing. Both sides lose a regiment. The British lose a regiment of militia and French a regiment of regulars. Success to the French, but at a price was paid.

Friday, 20 April 2018

Second hand books arrive

In the post today three recently purchased second-hand books arrived. Their delivery is well timed as I will be on a plane next week for a quick visit back to Wellington NZ, and will be needing something to read.
Recent additions to the wargaming library
I have always wanted a copy of Solo-Wargaming, by Donald Featherston, and finally decided to buy an original copy. While I do have a ebook version of this, I find it so much more enjoyable to browse and re-read sections of an actual book.

Discovering English Civil Wargaming, edited byJohn Tunstill with many chapters by George Gush, was purchased for my in-progress ECW project. This one will be in my carry on luggage next week. It is small and light.

Naval Wargames, by Barry J Carter, is a book I remember from the library when it first came out in 1975 as the rules within use a grid. Last year I played a few naval wargames as part of a 6x6 gaming challenge and enjoyed them. So when I saw this book I thought I would give it a try.

Wednesday, 18 April 2018

Progress on ECW project and additional WW2

Over the last couple of weeks I have been making steady progress on my English Civil War (ECW) project. 4 of the 32 units I need to paint have now been completed. In addition a few WW2 tanks made it on to the painting desk. They were some second hand models picked up from Hinds Figures Ltd when ordering a few additional Hinchliffe figures for my ECW units.

ECW units
Additional WW2 German units

Sunday, 15 April 2018

French Indian War - Game 9

I finally found some time to play through the Battle of Carillon. Game 9 of the French Indian War being fought out with Jonathan conducting the campaign moves (see Palouse Wargaming Journal). The battle is considered a key game and the victorious side will benefit politically in the campaign.

The previous post has the order of battle. However, looking at the setup it appears the French were not benefiting enough from their defensive position, and based upon a comment by Ross, I decided the French would have some more defences. So they were able to add some defences to provide additional cover.

Game setup with the French behind their defences
Having allowed the French some defences, I allowed the British to reposition their lines, which they did to avoid Fort Carillon as much as possible.
The British line advances en masse while light infantry and grenadiers move to out flank the French defence
Both side's artillery were creating a few hits on opposing forces.
French forces move to counter the flanking move
A view from Fort Carillon
Grenadiers and light infantry take up their positions on the flank
British suffer their first lost and prepare to move their second line into battle.
French defenders suffer a losses.
The contest was fierce with both sides taking hits.
The French army resolve ended with the loss of their commander who retired from the field wounded.

A victory to the British commanded by Monckton. Dieskau the French commander was wounded but survived. Both sides lost a regiment of regulars a piece.