The next game was all set up for an action at Rezonville, itself a small part of the battle of Mars le Tour during the Franco-Prussian War. Unfortunately my "wargaming germ pod" co-member bowed out as he had recently come in close proximity to positive Covid test results. Thinking about smaller games that can be played via video conference, I reset the table and tried out the "Blasthof Bridge" scenario from Charge! Or How to Play Wargames (1962) by Charles Grant (1967) by Lawford and Young. If you have ever searched for "old school wargames" or similar, it is highly likely you will find this game featured.
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Starting positions, Allies at bottom, Empire at top. |
In this game, my Imperial (red) troops played the part of the Electoral Army, and my Allied (blues, greens, and greys) that of the Imperial Army from the scenario. Based on the number of figures stated in the scenario, I ended up with:
Allied army:
3 infantry units (5th Cheshire Volunteer Rifles, 2nd Bulgarian infantry, 1st Turkish infantry)
3 cavalry units (S.African Mounted Infantry, Governor General's Horse Guards, 13th Lancers)
2 artillery pieces
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Allies in starting position. |
Imperial Army:
Four regiments of infantry (Irish Guards, 7th Bengal, Scots Guards, West Surrey Line Infantry)
Two squadrons cavalry (2nd Life Guards, 5th Dragoon Guards)
Two artillery.
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Empire army in starting position.
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I used my
Charge! rules variant, with the new additions of (1) no diagonal moves for movement or firing distances and (b) cavalry movement increased to 5 squares. Taking away diagonal moves shortens firing ranges a bit, and the increased cavalry movement makes it possible for a cavalry unit to be out of range of rifle fire, and yet be able to close for melee on a charge. I hoped this prevented cavalry from being shot completely to pieces before doing anything.
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After first moves. |
So it was that both sides pushed their cavalry out on to their flanks at careful distances, while the infantry and artillery trundled more slowly forward in the centers.
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13th Lancers ford the river Blast.
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Imperial line, 5th Dragoons in foreground. |
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After second moves.
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The Imperials came to decide on the 7th Bengal infantry crossing the river, supported by the Scots Guard and West Surrey, while the Irish Guards and an artillery battery would take positions atop Blasthof hill. The Allies clustered most of their forces around the farm while sending the 13th Lancers and Turkish infantry across the river.
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5th Dragoons and Irish Guards move towards hill.
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There followed some long range artillery and a little rifle fire, with a casualty or two on each side.
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After third move.
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Fourth move.
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However, both the allied artillery units were able to score long range hits on the Imperial artillery atop Blasthof Hill, reducing it to half strength. This created a perfect opportunity for the Bombay Lancers, so they charged the gun. This caused me to clarify the rules to say that an understrength unit must make two moves to its starting edge
on its turn(s), otherwise players would not be able to exploit situations such as this. Artillery always offers closing fire at close range, but the gun only threw 4 dice due, and scored one hit which was soaked (two hits required at close range to cause a casualty). Artillery crews run when engaged in melee, the the gun was overrun.
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13th Lancers take the Imperial gun....
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The lancers, still at full strength, used their follow-up attack to slam into the Irish Guards (also at full strenth). Units engaged from a follow-up attack do not get closing fire (its chaos!), so it was 10 dice vs 10 dice. Cavalry hits on 4+ and infantry at 5+. Infantry also needs to two hits to cause a cavalry casualty, so the result was great slaughter, with 8 Guardsmen slain (actually 7 slain and 1 taken prisoner) to one lancer.
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...and sweep into the Irish Guards...
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So, at the cost of one lancer, the Allied cavalry were able to take out a gun and an entire unit of infantry!
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...and the Irish Guard take heavy casualties and fall back.
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On the following turn, though, the remaining Imperial artillery scored a good hit on the Turkish infantry (2 casualties), allowing the 5th Dragoons to risk a charge. The closing fire dice were crap so the Dragoons hit the Turks at full strength, routing them.
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Dragoons attacking the Turkish infantry.
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This moved the focus of the battle to the bridge and the farm. The West Surreys gained the bridge and opened fire on allied artillery batteries, while the 7th Bengal fired into the Cheshire Volunteers at close range. Unfortunately Imperial dice rolls were not very good and all this small arms fire did little to the Allied line.
It sounds like a fun game. The photos are great. i look forward to reading more on your blog. Indeed, i've already bookmarked it.
ReplyDeleteThanks for following, Alan! I think I need one more light added to my table set up. Colors can appear different based on angle of photo - if you look above you will see one photo where the game cloth looks like a different color!
DeleteNifty looking Old School game. I enjoyed the battle report and photos.
ReplyDeleteOlder rules, especially with absence of activation rolls and morale rolls, can be a refreshing change of pace.
DeleteWhat an enjoyable battle report and lovely figures, just the tonic for the times.
ReplyDeleteThanks as always!
DeleteMagnificent looking game!
ReplyDeleteEventually one gets the hang of it! ;)
DeleteThank you. Enjoyable report, great photos and excellent figures.
ReplyDeleteThanks for reading!
DeleteA wonderful take on such a classic scenario. Very enjoyable indeed!.
ReplyDeleteRegards,
Paul.
Its a funny scenario. I was skeptical of the board set-up at the beginning but it develops into a nice game once you're a few moves in.
DeleteWow I really muddled that all up, didn't I!!
ReplyDeleteLooks great and reads like a fun game.
ReplyDeleteI don't know how many times I've replayed it in different periods and various rules but I can't remember a dud. Featherstone may have written the 1st book I ever bought on wargaming But Charge! was the first set of rules that I bought, back in '72! (Bought a reprint of Little Wars at the same time) Ahh the excitement!
A set-up from Trimos River from 'War Games' is next. Will be played by video conference.
DeleteI've enjoyed reading your reports of battles, and am very grateful that you have published the rules you devised and used. AS I get older, I find 'old school' style toy soldier style games, with no pretensions to being historical simulations, far more attractive ways of spending my spare time.
ReplyDeleteI'm looking forward to fighting battles with them myself, though I shall be using much smaller figures - as I already have 10mm armies - on smaller playing areas that I can leave set up to continue later, if necessary.
I'm not really convinced of the "simulation vs game" divide. I think when players don't like a rule which has a good-on-paper-because-its-based-on-history premise, they voice that displeasure as "this is too much of a simulation." Conversely, when a rule goes their way, they tell their disgruntled opponent "hey these are just beer and pretzel rules!"
DeleteI haven't found "old school" games to be less simulation-ist (or of less pretension!) than anything more recent. If anything, I've noticed that 9 out of 10 (hyperbole alert!) rulebooks swear in their introductions that you are about to read rules "for fun" or a "game not a simulation."
What the 1960s-70s games DO seem to have in common is a lack of activation rolls and morale rolls, and while combat is still reliant on dice, the lack of dice rolling for orders/morale really reduces the possibility of the games outcome being swung by bad dice.
Anyways, thanks for reading and I hope the rules work out well for you!
Lovely Old School gaming, Spencer!
ReplyDeleteNow that is just showing off.
ReplyDelete