Showing posts with label Enfilade. Show all posts
Showing posts with label Enfilade. Show all posts

Tuesday, June 6, 2023

A Gentleman's War in Olympia

I was initially not planning on attending Enfilade this year (I had not been since pre-covid in 2019). My feeling is that Enfilade gets a bit dull after two or three times, as the same games are mostly run over and over again, and that a lot of the time, I ended up with Portland-area people playing in my games. But my good acquaintance and fellow shiny toy soldier nut Nick S. from California was going to be at Enfilade this year, and it occurred to me that this, indeed, if anything, was the true purpose of attending a gaming convention - to play a game with a true fellow enthusiast face-to-face, which otherwise would not or could not have occurred.

Since I lived closer, I volunteered to haul my toy soldier French and British armies up to Olympia for a game of A Gentleman's War. Nick agreed to this arrangement in a heartbeat, and so it was...

I did random draw from my terrain tiles for the table setup. Nick picked the French and I took the British. 

I recall that I won the toss but decided to try and deploy opposite of the town - I thought the hills and woods provided some interesting approaches. In A Gentleman's War you can deploy up to 18" from your table edge, so the French started the game mostly in the houses or in the woods.

My plan was to mostly ignore the French forces clustered in the houses and church, and shift to my right against the lone house (the 'North House') on the French left.

I attached a general to the my gun on the central hill, allowing me to reroll a missed 'to hit' dice, and started chipping away at some of the French regulars neatly standing in close order around the North House.  Meanwhile the Irish Guards would hook around the hill, and advance with skirmishers deployed. They would be followed by a regiment of British regulars and the Hussars.
 
On the opposite flank (no photos, really), a detachment of Nick's tirailleurs in skirmish order clashed with Kings Royal Rifles skirmisher detachment and sent them running. And some good artillery fire took out a full half of my other detachment of KRR.

Irish Guards on the move.

Nick's French line infantry got tired of getting shot at by my artillery on the hill, so they advanced out from North House to face the Irish Guards.
I did not do a very good job concealing my Hussars, and they ended up taking casualties from artillery fire.

The French Dragoons were unfortunately never deployed beyond the cover those woods...

I apparently completely failed to take any pictures of all the action on my right flank. The Irish Guards advance and came under heavy concentrated fire from two regiments of French Line Infantry. The Guards fell back and ran off table.  While the British Line infantry in support tried to get in position, the Hussars charged over the hill and and into the flank of a French Line unit.

...the French Line unit had a commander attached and Nick was able to burn a lot of hold cards, so the French were able to turn to face the charging Hussars and let loose some closing fire. The Hussars still 'won' the resulting melee even though there was now not much of the unit remaining. The French fell back and the Hussars followed up, and again the French were able to turn to face and offer closing fire at point blank range! 'Twas the end of the Hussars.

Having thwarted me on my right, Nick had his infantry advance out from the South Houses and Church (I was close to breaking point anyway, calculated as half of total figures, having lost the Hussars, the Irish Guards, and almost all the KRR as well as some artillery crew and regular infantry here and there)

A maxim gun, the remaining KRR skirmishers, and some Royal Artillery took out some French regulars but as you can see, the British position was not strong...

British left, at end of game.

So Nick won the game, rather handily.  My advice is to not try flanking attacks that cause your units to have their back to a table edge! They have a tendency to run right off the table!

A Gentleman's War continues to be my favorite toy soldier ruleset thus far. I think the only thing we got wrong was at the end of the game we started putting entire 12-figure units of regular infantry into skirmish order. Only light infantry units can be completely in open order - regular units can only deploy up to half their men as a skirmisher screen.

Nick gave me a box of oddball Britains figures, including two bands. I gave him my tirailleurs unit, as I am working on a "second generation" casting of that figure.

Nick and I then got dinner at the hotel restaurant, which was slammed. This caused us to be 20 minutes late to the next game session, for which I was rewarded by my GM giving my seat away to someone else. Phooey.  

The next day I was not signed up for any games, but Pete roped me into trying the Perry Brother's Valor and Fortitude rules with his Minifigs collection, which I always enjoy pushing around.  My opponent was Jesse L., who moved from Portland to Seattle last year (or so), so that was enjoyable to play against him once again.

Thursday, May 30, 2019

Ravenna (1512)


I decided to run Ravenna at Enfilade because I thought it presented a unique scenario opportunity. Occurring on Easter Day, 1512, the Spanish had dug a defensive ditch, clearly hoping for a poorly considered French frontal assault on said ditch, as had happened at Cerignola a few years earlier. Instead, the French bombarded the Spanish lines with cannon fire for several hours ("the most violent cannonade between armies in the field that the world had yet seen"), until the Spanish infantry fell back into the low ground behind the earthwork, which presented an opportunity for the French to attack. Additionally, the French were able to present flanking fire from across the Ronco River into the Spanish heavy cavalry, who decided they would rather charge the enemy than stand around being shot upon. I thought this to be a perfect scenario, a "defend a position" game, but where the defenders don't start on the target position.

So, the set-up was both sides arrayed roughly equal distance from the earthwork, with some of the Spanish men at arms in a more forward position relative to the rest of the Spanish forces. The French moved first. Play would continue until both sides have suffered cumulative combined losses of 18 units – artillery pieces do not count towards this total. When the casualty mark is hit, the current side in play may complete its turn. Points would then be awarded as follows:


(Above: the initial set-up, perhaps after the conclusion of the first French moves. The French are on the right and the Spanish on the left.  Both sides' light cavalry are closest. The Spanish men-at-arms who started in a forward position can be seen at the very top center.)

1. For each of the three sections of the earthworks, the side with more units on the “platform” will score 3 points (a unit counts as on the platform if half its figures are on the platform). Artillery pieces do not count.
2. On each flank, draw an imaginary line continuing out from the front of the platform to the edge of the table, and another line running back from the edge of the platform to the “rear” table edge. The side with more units in this zone will score 3 points (see below).\
3. The side which destroyed/routed the most units scores 3 bonus points.
4. Each side receives one bonus point for each enemy leader destroyed or routed or slain in a duel.

The earthwork counted as slowing movement to half-speed, but not as rough ground (and thus affecting shooting or melee). Units could not target units on the opposite side of the earthwork terrain piece unless the shooting unit was on the piece. Units on the earthwork's platform gained a +1 stamina bonus if being attacked from the "French" side of the earthwork.

(Above: another move or two into the game.  The Spanish are manning their defensive works, and the French are beginning their assaults on the same.)

There were several custom Lion Rampant rules (or perhaps "streamlined" rules is a better way of putting it) in play:

1. Pikes were always considered to be in close order, unless they fell below half casualties or were disordered.
2. Landskneckt and Spanish infantry units (of any type – pikes, bucklermen, arquebusiers) had the "Tough" rule - When this unit fails a Morale/Courage test, the player must reroll one or both of the dice. The new results stands, even if it is of worse result than the initial roll. This rule is intended keep units on the table longer – and it works!
3. When any Landsknecht units fight another Landsknecht unit, "Bad War" ensues, and both sides will reroll all missed melee to-hit rolls.
4. Skirmishing cavalry (ginettes and stradiots) could move a full move instead of a half move when skirmishing, and neither suffered a -1 to hit on that ranged attack (both had javelins at 6" range). Both could evade but without a skirmish action, with that evasion being at the full move distance and not half.
5. Spanish Pike is classed as "Terrible" and can reroll missed Attack To Hit dice once. French Gendarmes are also Terrible but not Spanish men-at-arms.
6. All 'Wild Charge' rules were removed.
7.  If a unit failed its activation roll, and its leader was within 12", it could reroll that activation. Can only be used once per turn.

In history, the French were able to take the Spanish flanks, and then dogpile on the fierce Spanish infantry in the center to eventually win the day. In my game, the Spanish left (the men-at-arms) lingered around, bloodying the French Gendarmes to the point where they were reluctant to make a final assault on the flank. On the Spanish right, the Ginette light cavalry, having dispatched the stradiots, was not faring well against the French mounted crossbows and bowmen. At that moment, the Ginette commander decided to challenge the French mounted crossbow leader to duel, which the Spaniard won 2 hits to 1. In the following courage checks many of the French units fell back, and out of the flank zone!

(Above: a big beautiful hot mess of infantry combat! I hink the unit of French landsknechts have just successfully pushed back some Spanish defenders in the center...)

Meanwhile, the battle on the earthwork was a hot mess of miniature melees, with Spanish forces being pushed off the terrain piece, then counterattacking and pushing the French back out. At one point the French player controlling a small reserve of Gendarmes under the French commander Gaston de Foix himself, charged and poured up and over the earthwork itself! They in turn were repulsed by Spanish infantry. The French, however, were getting the better of the Spanish, and when the 18-units-lost mark was hit, the French easily scored the +3 bonus points for destroying/routing more units.

I then tallied the scores, doubled-checked them, and read them out loud. The French scored points for most casualties caused (3 points), barely winning the light-cavalry side zone (3 points), and four Spanish leaders slain/routed (4 points), for a total of 10 victory points. The Spanish scored 3 points apiece for the opposite flank zone and two earthwork zones (9 points) and two points for slain/routed French leaders (2 points), for a total of 11 points! It was pretty easy to realize that the duel won by the Spanish was a critical bonus point! Additionally, the game could have easily gone to the French, either by securing one more zone or by simply winning the duel they lost!

As an observer and non-player I thought this game was pretty exciting to watch. I would run it again except that it doesn't fit on my home table and I'm reluctant to haul all the miniatures elsewhere to play it!

I did not take many photos, but here are some that other people took...

(Photo by Dean Motoyama

(Photo by Kevin Smyth)

Wednesday, May 29, 2019

Enfilade 2019

Last weekend I again attended Enfilade!, the annual NHMGS convention, in Olympia, Washington. Like last year I ran two games in the two sessions on Friday and participated as a player the rest of the weekend.

My first game was the rigorously playtested Isola della Scala (for six players). While the first playtest, while not completed, resulted in a fairly balanced result, and the second result (run at Ambuscade!) saw a Venetian victory due to some spectacular dice-rolling, the Enfilade-version of this scenario saw the French absolutely steamroll the Venetians, destroying many, many Venetian units and burning many, many tents! Fortunately (?), the reason for this was evident to everyone involved (including the Venetian players, who, if they were feeling put out by the table results, did a great job of concealing it): some bad dice rolling (the Venetian center did not wake up quickly enough) and some extraordinarily bad dice rolls on the Venetian right (which needed to make a stout defense of the camp). As such, the game was over in just barely 2 hours. This really put a cloud over the rest of the weekend for me, because when you host a game you want it to be competitive for both sides.

(Above: things underway in the Isola della Scala game)

(Above: things underway in the Isola della Scala game)

(Above: the French close in on the Venetian camp)

(Above: participants participating)

(Above: three tents set afire)


(Above: my, that's a lot of tents on fire!)




(Above: someone else's pod-racer game)

My second game was the Battle of Ravenna (for eight players), which I had only done a playtest-by-proxy for using the Barletta scenario. This game was much more satisfactory, with interesting and compelling actions on the flanks between the French and Spanish cavalry, and an real slugfest between masses of infantry over the Spanish earthworks in the middle. While the Spanish took more casualties, they were also able to secure more victory conditions, including winning the game's one and only duel between officers (each officer killed/destroyed/routed was a +1 bonus point) which was effectively the tie-breaker as the Spanish won the game 11 points to 10!


(Above: Ravenna game underway)
 
(Song of Drums and Tomahawks game

(Above: Ravenna game)

(Above: Ravenna game, the first French troops are assaulting the earthwork)

(Above: Dave Sullivan's Irish rebellion game)

Saturday I played in Dean's Black Power 2 game, Sven's Deus Vult game, and Doug's Hussars Rampant game. Hussars Rampant is a variant of the Lion Rampant Doug has cooked up that is for nothing but Napoleonic cavalry, and I found it very enjoyable.

(Above: Dean's Black Power 2 game)

(Above: diorama from Dean's Black Power 2 game)

(Above: diorama from Dean's Black Power 2 game)

(Above: diorama from Dean's Black Power 2 game)

(Above: artillery and crew from Dean's Black Power 2 game)

(Above: these three units of American militia in Pete's Rebels & Patriots game were painted by me!)

(Above: Sven's Deus Vult game)

(Above: Sven's Deus Vult game)

(Above: Doug's Hussars Rampant game)

(Above: Doug's Hussars Rampant game)

(Above: Doug's Hussars Rampant game)

(Above: Doug's Hussars Rampant game)

(Above: Doug's Hussars Rampant game)

Sunday I played in Bill's Men Who Would Be Kings game set during the Boxer Rebellion (sorry, no pics).

I sold some old Dark Ages plastic figures at the Bring & Buy, and managed to pick up these 122 Swiss Renaissance figures at a great price. I don't really need them (wish they would have been at the B&B last year!), but you can never have big enough armies, amiright?


Thursday, May 31, 2018

ENFILADE! 2018

Last weekend was Enfilade at the Olympia Red Lion. I hitched a ride with Gabe again and we made great time, arriving a little after 11:00 a.m.  Luckily the hall was already open and I was also able to check in early, so by noon my Fornovo game was already set up and my suitcase was unpacked, leaving me two hours to just mill around and wait for the players to arrive.  I ran the Fornovo game consecutively in Periods A and B on Friday.

BATTLE OF FORNOVO


The first game was an absolute blast!  I was blessed with two very players on the Italian side who were well versed and experienced Dragon Rampant players who voluntarily took up coaching the other players around them and explaining basic mechanics. This essentially caused there to be three GMs instead of just me and made the game move very quickly.  The game itself was very competitive for the entire 3.5 hours it took to play. The artillery played exactly as I wanted it to (some early successes followed by irrelevance thereout) and while the Italian light cavalry did not get wiped out as it did in playtests it did not deliver a killing stroke on the escaping French baggage either.  In the center and the French right/Italian left there was lots of heavy cavalry charges and counter-charges and infantry melee.  Each side had 100 points worth of troops and the first to fall to 50 or less was the loser. Over 3 hours in and the both sides were at about 54 and 56 (or so) and suddenly there was a lot of conferencing by each side about how to get the last few points without risking losing too many in exchange.  The dramatic finish was provided by a lateral shot by a unit of Italian arquebusiers upon the royal body of Charles VIII (King of France) himself!  Also, Chris from Cigar Box Battles played in this game and generously gifted me TWO of his great play mats! Thanks Chris!




The second game was not quite as dramatic, with the Italians winning by an almost 20 point margin (!), although this was largely accomplished by the Italians managing to withdraw almost 20 points worth of units out of the melee zone and back towards their own board edge – the Italians also succeeded in destroying 3 of the 4 French guns.  The gaming hall seemed impossibly loud Friday night which made running this game a challenge – I'm guessing the loudness was due to most the attendees having finally arrived and everyone's voices not being raw and hoarse yet!
 
BATTLE OF TEWKESBURY

Having run two games on Friday I was free on Saturday to play in three games.  First up was Dean's War of the Roses Lion Rampant game based on the battle of Tewkesbury.  My units made up the Lancastrian right, and consisted of three foot men-at-arms units, an archer unit, and foot yeomen unit.   








I was able to move all five of my units from their starting position, over a bridge, and into deployment against the far right edge of the board, from which I destroyed to flanking mounted yeoman Yorkist units and some handgunners.  THEN I moved all the same units back over the bridge and into the center fray where I made a good show of making it a close game.  For me, lots of fun since I felt moving a lot of units even if not victorious.

BATTLE OF THE FORD OF THE BISCUITS

The next game was Dave's Battle of the Ford of Biscuits game set in 16th century Ireland using Pikeman's Lament.  I took one look at the board and saw a company of saffron-clad Irish lads consisting of some heavily-armored gallowglass types (forlorn hope), pikes, and four units of commanded shot.  In Pikeman's Lament units within 12" of their officer get a +1 on their activation rolls, so again, all my units had a 5+ to move which is effectively a 4+, so I had my entire company beeline along the long edge of the board toward the aforementioned ford and English baggage train trying to cross it. 








I had some good dice and had two rounds of successful skirmish actions which destroyed a unit of English formed shot in a wooded terrain area, and also destroyed one of the three wagons.  The Irish won this one and I had a lot of fun because at the very least I was moving my units around.

BATTLE OF NEW ORLEANS

The final game on Saturday was Nick's "Jackson's Night Raid" which was an minor action prior to the Battle of New Orleans during the War of 1812.  Nick was using The Men Who Would be Kings and playing with 54mm figures!  I played on the side of the British. 







The Americans were advancing under cover of darkness and the two British pickets had to roll a double of any number on 2d6 each turn to "detect" the approaching raid.  Of course the pickets failed to do this completely until the Americans were right on top of them, at which point Nick just ruled that the British could see the Americans. However this meant the bulk of the British were still in their tents so they had to get into position while taking whithering fire from American riflemen. After a few hours of play the British players agreed to call it for the Americans.

BATTLE OF BORODINO

Sunday we hung around after the business meeting and I took a seat at Kevin and Dave's big Borodino game using Shako II.  They were a little late finishing setting up and it took forever for the French to move so mostly I sat around and took and received a few cannon shots before having to unfortunately bow out so I could get on the road.





I also successfully sold everything I brought to the trading post, although I didn't find anything to buy.

Enfilade was really really enjoyable this year! I hit one goal which was to try and play only in games run by people not from Portland (the exception being Sunday's game).  I didn't mean for the weekend to be a Dan Mersey-rule-fest but being familiar with the rules you're playing never hurts!  I also got to meet and talk to a lot of non-Portland gamers and also met a few Portland-area gamers I had not known before, whom I hope to be in touch with!