Tuesday, December 29, 2020

Rezonville (or something like it)

Allied forces approach Rezonville.
 
Scouting ahead of the Allied main army, two squadrons of the South African Mounted Infantry approached the village of Rezonville, which they found already occupied by Imperial Hussars and Lancers, whom were also scouting ahead of the Imperial army. 

Starting positions - Allies to the left, Empire to the right. Imperial cavalry is already in the town.

As the Allied army approached from the ridge which tapered off just outside of Rezonville, the South African scouts decided to engage the Imperial cavalry immediately.

Cavalry clash in town.

In the resulting melee neither side seized a significant advantage, although the lancers escaped with a single casualty. Both sides withdrew their cavalry as the infantry approached, in what was shaping up to be the largest battle in the Empire-Alliance war thus far (70 infantry, 10 cavalry, and 2 guns per side).

Cavalry clash as seen from the church bell tower (which needs a bell!).

With the majority of the Empire infantry in position to occupy and take cover in the village, the Allies planned to move their artillery to the end of the ridge and shell occupied houses until they were useless as cover.  The Empire, however, countered these moves by advancing the Guards on its left against the Allied right, tying up a gun.  I'll use photo captions to report of the rest of the game...

Allied infantry advances along the ridge.

The cavalry is scattered, with Hussars fleeing down the main street of the town. The Empire infantry advances.

At upper left, the Imperial guard units begin their diversionary attack on the Allied right. In the center, Allied troops start to stream towards the town.

The Guards diversionary attack underway.

French line infantry moves to support the Allied right from the attack of the Guards.

Allied Gurkas and Bulgarians attack the Cheshire Rifles volunteers and West Surrey line infantry who have taken cover in the town.

Allies finally get their other gun situated atop the end of the ridge...

...while the Empire has got a counter-battery gun set on a small rise just beyond the town.

The Guards now taking intense fire from the Allied defenders on the ridge, while the attack on the town heats up.



The West Surreys and Cheshire Rifles defending the town.

The Guards continue to advance and pour fire upon the Allied gun on the ridge, reducing it to just 1 crewman, but at a dreadful cost...

The Allied Zouaves and 2nd Bombay infantry units crest the ridge to join the attack on the town, with the Zouaves pausing to rake the Guards with flanking fire, 

With this volley the Scots Guards go understrength and begin to fall back. The Irish Guards keep shooting away.

Hoping that the Guards will push through and create a gap or a understrength target for easy pickin's, the lancers move into position to charge.

Instead, the Irish Guards are reduced to half strength, then charged by the 1st Turkish and overrun, while the Allied Mounted Infantry moves up the flanks. The Imperial Lancers move back towards town as the Guard's diversionary attack is decidedly broken.

Meanwhile, the two Bulgarian units and the Gurkas have been heaping fire into the houses occupied by the Allies.

But the Gurkas are redued to half strength by counter-fire, and the Lancers are able to charge them from the rear and overrun them, and then crash into the weaker of the two Bulgarian regiments.

The Bulgarians hold their own though and they remain locked in combat into the next round.

While the Bulgarians do defeat the Lancers, they are reduced to half-strength and begin to fall back. The Allied French and 2nd Bombays join the attack on the town.

2nd Bombays exchange fire with the town defenders.

Since the Allied Zouaves had managed to approach the town at full strength, they risked a full assault on the West Surrey line infantry occupied one of the houses.  They are successful in carrying the house and the West Surreys are completely overrun.  However, on the Royal Rifles counterattack and retake the house and push the Zouaves back out.

Meanwhile, the Welch Fusiliers are able to scatter the other Bulgarian infantry unit, then combined fire from the town and the Fusiliers scatter the 2nd Bombays as well.

The "third wave" of the assault, constituting the Turks and French, now comes to the front. They chip away at the Cheshire Rifles some more and disable the Imperial gun assisting in the defense of the town.  Meanwhile, the Zouaves are able to break the Imperial Bengal infantry.

Casualties are very high for both sides, in excess of 40 figures on both sides!  The battle balances on the edge of a knife!

The Royal Rifles keep up a furious rate of fire...

...as do the volunteer rifles.

In the end, however, it is another round of fire from the Zouaves that causes a casualty on the Bengal that ends the game with a narrow Allied victory.


This game was played using the gridded-Charge! variant used previously, and after the flurry of 28mm games in late November and earlier this month I was a little rusty! I had to mulligan some shooting attacks because I was counting long range at -1 to hit when its really just supposed to require 3 hits instead of 2 to remove a figure.  Some of the cavalry vs. infantry melees were also messed up because infantry needs 2 hits to remove a cavalry figure but cavalry only needs 1 to remove an infantry figure.  

Artillery rules might need some work - does an artillery unit start withdrawing when it has been reduced to half strength like infantry and cavalry? If so, this is harsh as artillery are only crewed by 4 figures, and an artillery unit with 2 crew figures would only be throwing 4 dice to hit anyway.  The Allied plan was to shell the town with the aim of simply reducing the efficacy of the cover as opposed to actually causing casualties, but the crew of the gun which was in range of the town was rapidly reduced and then destroyed by counterbattery fire of from an Imperial gun.  Silencing an enemy's guns via artillery duel is certainly realistic enough (there's a particularly futile scene in The Debacle by Zola where French artillery is annihilated by more modern Prussian artillery), but there's a gamification threat where players could start tending to resolve artillery superiority before anything else, which feels more WWI than the Wells-ian toy soldier feel I'm aiming for. 

I did use the prisoner rules as currently drafted (roll a dice for an casualty from a melee, on a 6 its a prisoner; if the unit is half strength, a prisoner is taken on a 4-6), but this resulted in only 3 prisoners taken by the Empire and 2 by the Alliance, and meant that the Irish Guards died to the man. Again looking to Wells, perhaps something more formulaic and less dependent on dice would give the desired result?

Set-up loosely based upon on, and name taken from, part of the Battle of Mars-la-Tour, August 16, 1870.

10 comments:

  1. Very, very cool, Spencer! Love the nostalgic, classic look of these - in 54mm, of course!

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  2. Visually stunning game, interesting to read of the rules too.

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  3. Bravo, Sir. HGW would be proud of you - nice to see the SA Mounted Infantry in action :) Thank you for cheering up my Christmas :) Happy New Year

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  4. Well d*** now I want to paint up a few more exotic units and get the 54s back on the table!

    Still, a most enjoyable report! All the best for the new year!

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  5. Another great looking game and write up! Bulgarians and Gurkhas brigaded together, fighting a Franco-Prussian battle and somehow you make me think "of course". I cut my teeth on Charge and would love to see your mods, if you'd care to share. I hope we can play some more games together in 2021.

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    1. You can waste a lot of time spinning your wheels trying to get armies with matching appropriate uniforms. Better to just put the red jackets on one side and the rest on the other! (Although I'll be adding quite a few French infantry soon and these mish-mash armies might fade into the mythic past)
      The rules I'm using are here: https://portlandlittlewars.blogspot.com/p/charge-kipling.html

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  6. Thanks everyone! I would have responded earlier but I have been slammed at work.

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  7. Rats, now I want to go spend $500 on big figures!
    I may have to accept 42mm instead. Still tempted by the Spencer Smith STS line...

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