Monday, September 28, 2020

Isted (or something like it)

Fresh on their defeat in the Sweipwald Woods, the Imperial army received intelligence that the Allies were encamped at the town of Isted.  This game is premised on the battle of Isted (1850) during the first Schleswig War of 1848-51 between Denmark and its rebellious, German-majority Duchies of Schleswig and Holstein.  The Imperials (red, commanded by me) are taking the Danes and the Allies (blue) the Duchies (commanded by Pete).  This was also a first try of a mix of the Charge! rules with a few parts of the Men Who Would Be Kings rules, but played on a grid. The Charge! parentage included no activation roles, a move and shoot action with only a half-movement penalty, and units under half strength retreating two full moves then only being capable of firing and defending. From TMWWBK came the shooting and melee dice mechanics.  Movement rates were based on those from Charge!  

Imperial infantry deployed from the NE

A larger Imperial army (6 infantry, 3 cavalry, 2 guns) has launched a pincer attack on the town of Isted, where the smaller Allied army (5 infantry, 2 cavalry, 2 guns) is encamped.  Two allied infantry units (Gurkas and the Westminsters) and a gun began the game in or near Isted, with the remainder at the table's edge directly south.  Three allied units began off table and would come on board in turn 2.  The Imperial army had 3 cavalry units, after a long night's ride, coming on board from the NW corner, 1 on turn 1, with the other two coming on board on turns 2 and 3.  The infantry began in NE corner, with about have coming on in turn 2. The off board starting positions were to keep the starting board a little less cluttered.

Allies move to defend Isted.

The Imperial cavalry came on board bit by bit but massed in the NW and kept out of rifle range.  The Imperial infantry advanced in waves towards Isted, supported by artillery fire.  

Allies in Isted, with additional forces advancing to the SE.

With the Gurkas and Westminsters infantry firmly ensconced in the houses of Isted, the Allies made a perhaps unwise decision to throw the Horse Guard, supported by Zouave and Bulgarian infantry, across the open ground at the advancing Imperial infantry.  Since Charge! allows closing fire, the Horse Guard charge dispatched the Irish Guard infantry but the Horse Guard was destroyed as well. 

Imperial line infantry and fusiliers lay heavy fire into the Allied Gurka infantry.

The Zouaves and Bulgarians exchanged fire with the Welch Fusiliers and Scot Light Infantry but did not markedly slow either.  Meanwhile, the Fusiliers and Imperial line infantry poured steady fire into the Gurkas in Isted, while the Bombay infantry slowly moved to the north approach to the town from the safety behind them.

Allied Zouaves and Bulgarian infantry attack from SE (upper left).

With the Imperial infantry advance going well, the Empire made a dire decision, which was to commit its now superior cavalry (3 squadrons vs. the lone allied unit of lancers). 

Imperial cavalry begins its advance from the west.

The reason for this was that the Gurka infantry had fallen back from its position in Isted, which meant that the Imperial assault on the town would begin in full in a turn or two. 

The Allied Gurkas have fallen back from heavy fire.

Imperial advance upon Isted.

The Imperial cavalry quickly skirted around to the SW side of Isted, perhaps too aggressively, as they were exposed to heavy fire from the Westminsters in the town as well artillery and infantry fire south the town.

Cavalry battle on eastern outskirt of Isted.

Bulgarians are moved further upon Imperial flank...

The result was that while the outnumbered Allied lancers were easily dispatched, the entirety of the Imperial cavalry took heavy fire and withdrew in disarray.  These heavy losses (15 figures!) pushed the Imperial army over 50% casualties, even though they had Allies on ropes (the allies were only a few figures removed from 50% themselves), with the Zouaves and Gurkas understrength and the Bulgarians under heavy fire from Imperial artillery. 

...which exposes them to heavy artillery fire, sending them into retreat.

Imperial Scots Light Infantry has secured part of Isted.

The over-aggressive charge of the Imperial cavalry thus cost the Empire the win. Another turn of steady rifle and artillery fire would have probably won the town for the Imperial red.

End game.

Streets of Isted.

The hybrid/mutant Charge!/Men Who Would Be Kings ("Charge Kings"?) rules were fast and refreshing with their absence of dice rolls for activations and morale.  Players made their moves and had to live with the consequences, as seen in the foolhardy committal of the Imperial cavalry, which had previously been doing a fine job of simply being a threat to the Allied left.  They need a little codification, as they are current simply the two rule books and one page of notes. The slowed rate of casualties from shooting (as set forth in prior games using TMWWBK) continues to give the correct feel of a slow trickle of casualties, unless several units are able to concentrate fire in which case an also correct feel is achieved.  Cavalry is extremely weak against rifle fire, which is correct from a late 19th century perspective, but makes their presence on the table a little hard to justify. 

9 comments:

  1. Visually terrific game and interesting rules . Have you tried these from Battle game of the month blog -
    google.com/document/u/0/d/140pXZQHOK2KG0t5x9o5soOI1UmRClDNLC1TReD2R0AQ

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    1. Link may be wrong, go the Battle game of month blog, look for the rules at the side. The ones you want are the Square Brigadier.

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  2. Great game, both in looks and your description.

    Cavalry can be problematic at this period. Their historical successes seem to be when they have been able to use their mobility to take advantage of a mistake by the enemy, exposed flank, gap in the line etc or when they were able to combine quick movement with dismounted fire action which just doesn't feel right with life guards!

    I'm going to add you to my reading list and look forward to reading more posts.

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    1. Thanks again, Ross! I the evidence of one game where two units of cavalry, carefully kept out of the action until late in the game, were able dispatch several opposing units in the span of two turns and win the game, so I think cavalry can be effective, its just a matter of the player resisting the temptation to move the toys!

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  3. Another inspirational game. Thanks! Charge! was the first rules book I bought, in London on Shaftsbury Avenue when I was 16. As I recall, the rules stressed simultaneous movement, large sized units and attention to unit formations. How does it play with 10 figure units and how did you handle the simultaneous movement? I agree with you, it is such a feeling of freedom to be able to move your units without requiring a roll for activation!

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    1. No simultaneous stuff - borrowing more from MWWBK with each unit getting an action (move, attack, shoot, or half move with a shoot). The big pull from Charge! is dumping diced activations altogether and using its morale system.
      I'm working to codify what exactly is kept from Charge! and what is not.

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    2. Current write-up of rules are here: https://portlandlittlewars.blogspot.com/p/charge-kipling.html

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  4. Splendid game, and also a pleasure to see your 'traditional' war-game armies develop.
    Michael

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