Showing posts with label Portland Oregon wargaming. Show all posts
Showing posts with label Portland Oregon wargaming. Show all posts

Friday, November 11, 2022

Green Ridge

With a play of Hook's Farm from Little Wars in the books, the next game was a British vs French rematch using the Plattsville map from Featherstone's War Games.  The rules were again the gridded early-20th century rules (minus the 'Pinning' parts) from Developing the Portable Wargame.  The armies are 54mm homecast, recast, and converted Britains-style figures built up over the last two years.

British in starting positions.

I drew up a hasty 1d6 deployment randomizer, which spreads each army along its back line, with variation for more infantry to the left, center, or right, supported or not supported by artillery and machine guns. On some of the deployments, a flank might deploy one square further from the back line than the rest of the army. Machine guns and artillery are allowed to "stack" on squares with each other or with an infantry unit in order to fit everyone on the back line. After deployment, however, units cannot co-occupy a square unless allowed under the rules as written.

Looking across the board from the British side.

While playing Hooks Farm, I realized I was missing some key points on how Developing the Portable  Wargame is played.  I had been ignoring the "indirect fire" rules because they seemed overpowered but because the most "damage" a unit can take is 1 SP, and because there are no morale tests that might cause a unit to flee the board after taking its first hit, I decided to let them play as written, and the effect was not adverse. It even acts a nice incentive for infantry units to get a move on and close with the enemy as they will otherwise be slowly bombarded to death. For this game I also strictly adhered to the artillery phase being simultaneous at the beginning of a round, then rolling a d6 for each side with the winner going first. This created some nice ebb and flow with one side sometimes getting to go twice in a row.

I should add that in the Hook's Farm game and this one, I used Chance Cards.  These were drawn simultaneously for both sides before the Artillery Phase started.


Deployments were then randomized, figures placed, and the French won the toss and would move first.

Green Ridge is located directly in front of British positions.  On French side of the river, Rabbit Ridge is to the left and Mole Hill to the right.

Randomized deployment gifts the French a small flanking force on its extreme right flank, and finds the British artillery very out of position and behind Church Hill in relation to the main bulk of the French forces.

As you can maybe tell from the above photos, the randomized deployment was not kind to Army Red, with their artillery concentrated on the left flank when it needed to be at the right or center.  Infantry was in acceptable positions but Army Blue's artillery started quite close to the bridge and they also received essentially a flanking force facing Platts Woods with no one opposite of them!

French are also gifted by randomized deployment with tirailleurs and all artillery deployed close to the bridge and one square ahead of rest of French army!

French artillery.

The French flanking force began moving along the board edge towards Platts Wood in a way that kept the out of direct LOS of any British artillery.  In the center infantry moved up onto the back of Mole Hill and a field gun was unlimbered on Rabbit Ridge directly overlooking the bridge.

First moves and French tirailleurs are already at the bridge and French artillery is unlimbering on Rabbit Ridge!

With French tirailleurs already on the bridge, the British started sent a full half of their infantry in the directio of the bridge, with a maxim gun thrown in for good measure.  The British deployed a field gun on Church Hill and HQ situated there as well.

British infantry swarm towards the bridge, hopefully to overpower the tirailleurs and the French gun early on.

The tirailleurs pushed on and crossed the bridge, and the British engaged them.

The other French gun moves to take position atop Mole Hill.

French infantry starts to ford the creek, while British infantry engages the tirailleurs.

The tirailleurs try to hold the bridge, but they are outnumbered and not very well supported.

Outnumbered two-to-one with some close combats in the flank, the tirailleurs fell back across the bridge and the British pursued.  Maybe Army Red would overcome its poor initial deployments?

British infantry throws the tirailleurs back across the river and take the bridge.

Heavy fighting at the bridge.

The British get a maxim up on Green Ridge to deter river fordings.

In the center French infantry attempted to ford the river, and are met with maxim gun fire from Green Ridge and infantry fire from Rogers House and Hank House.


The French who have crossed the river come under heavy combined fire from Rogers House and Hank House.

The French finally unlimber their second field gun atop Mole Hill, however.

French deploy their second gun atop Mole Hill.

Heavy fighting in the Platts Wood by Church Hill.

Overall things look okay for the British.  They are holding a slightly larger French attack at Platts Wood at bay, stalling the attempts by the French to ford the river in the center, and have made their way across the bridge in the face of heavy rifle and artillery fire.

British brigade command, directing artillery fire.

French battery atop Mole Hill opens fire.

Then, some bad breaks.  A "Rally" chance card for the French, which strengthens the French defense of the bridge.  Then the maxim gun on Green Ridge is taken out by artillery and rifle fire. French infantry climbs to top of Green Ridge. A Hotchkiss gun is forded across the river as well.

The British maxim atop Green Ridge is dispatched. The French cross the river and climb Green Ridge and send a Hotchkiss machine gun across as well.  British have infantry in reserve behind the ridge, however.

In the center French infantry pushes through rifle and artillery fire and assaults Rogers House.

Fighting at the Rogers House.

More fighting in Platts Wood.

The rallied French left counterattacks at the bridge and sends the British back across the river with heavy casualties.

A well-supported French counterattack pushes British back across river and retakes the bridge.

The British infantry at the bridge is pretty beat up...

With good artillery support and fire from the Hotchkiss now atop Green Ridge, the French rout two British infantry units and swarm across the bridge.  On the opposite flank, British resistance at Platts Wood collapses and French infantry and another Hotchkiss emerge from the woods next to Church Hill and cause the British field gun and HQ to fall back.

Things fall apart. One British unit at the bridge routs, and the one at Green Ridge is caught in a horrible crossfire, and the British defending the extreme flank at Platts Wood rout as well.

As the British hit 50% lost SP and the game ends, the French are still not even at thier exhaustion point yet and closing in on the British around Rogers House and Hank House from three directions.

All that really remains is a salient of British situated in the center at Rogers House and Hank House, with French approaching from three sides.

Clearly and soundly beaten, Army Red (what's left of it) retreats.

British forces withdraw.

British HQ ponders what went wrong as they slip away while the French close in.

While the French benefited from some slightly more reliable artillery fire, the critical factor was probably French élan, in the form of their drawing Rally cards at key points during the fight for the bridge, allowing them counterattack with confidence against what a moment ago was an equally sapped British opponent.  The British artillery also ended up hopelessly out of position and did not support the attack on the bridge at all. This is also meant it was unable to support its infantry when the French counterattacked and then ultimately swept clean across the entire British right flank.

The victorious French packed up and marched on to the next battle.




"Restez immobile pour votre portrait."

Friday, February 25, 2022

Like rushes did they fall before his hand*

Lombards by Old Glory - the one shield I get the lines wobbly on, and it's the warlords!
 
After a lot of delays due to home improvement work, I finished up my Lombard warband for SAGA.  The Lombards are an Age of Vikings faction that uses the Goth battle board from the Age of Invasions supplement.  They vary, however, from the Goths in that they can only take mounted warriors, but they are one of the few factions who have mounted warriors without a ranged attack (which means their armor is higher). This mounted warrior element is what attracted me to the Lombards, as I wanted to field a mounted host but didn't want the skirmish-y feel of mounted troops with javelins.

Old Glory Lombards.

My Lombards, all by Old Glory, are a pack of  Lombard archers, a pack of Lombard heavy cavalry, and two packs of Lombard medium cavalry.  This gives me 30 archer figures and 29 mounted figures (the draco/standard bearer and horn-blower figures that come with the Lombard heavy cavalry are the same that come in their Goth heavy cavalry pack - but they luckily included two extra Lombard figures so I was able to mod one of those into a standard bearer).

Old Glory Lombards.

I painted the banner based on a 9th or 10th century fresco in northern Italy of St. Margaret of Antioch, contemporaneous with the original Lombard kingdom. 

Fresco on which I based my banner.

St. Margaret's story (also called St. Marina) is so fantastical that even medieval scholars dismissed her as mostly a fabrication, especially the part where she was swallowed by Satan in the form of dragon, but because she was wearing her crucifix, his stomach opened and she emerged unharmed. The fresco and thus my banner depict this emergence.

Lombard archers.

Literally the day after I finished basing the Lombards, I had a game against Andrew's Last Romans (Byzantines) (historically accurate conflict!).  We played the 'Desecration' scenario where each side tries to destroy three objectives belonging to the other side.   While I looked over the Goth board which  the Lombards use a few times, I had not taken the extra step of testing it out by rolling dice and placing them to get an idea of what could be done during a turn. 

Lombard medium and heavy cavalry out on the flank.

Lombard medium and heavy cavalry out on the flank, confronted by Byzantine heavies.

Byzantine archers in a ruin.

I had these Lombard mounted warriors try their luck charging some Byzantine javelin troops in a muddy field. Not a good result.

Byzantine javelins skirmishing with Lombard mounted troops.

Lombard heavies try to destroy an objective.

Andrew's Byzantines and general.

The entirely predictable result was that I lost a lot of figures as I kind just experimented and tried the various abilities.  I also have very little experience with mounted warbands so I'll need to think about how to use that correctly.  This game also featured me having more archers than I have ever fielded before so will take some getting used to as well (generally I have used either javelin warrior warbands like Irish or Welsh or foot warrior warbands like Danes or Vikings). 

So a learning experience, and the super good feeling of gaming in-person with someone. 



*Aneurin. Y Gododin. LVII.

Wednesday, December 8, 2021

To blood they resorted, being assembled in gleaming armour*

 

Vikings coming on board at bottom.  Danes already on board at top. 

Grabbed another game of Saga on Sunday morning with Chris.  I brought the same Vikings as last game and he used Anglo-Danes again but dropped a unit of levy archers in favor of a priest.
 
Vikings.

I brought my ox carts (originally acquired for my Fornovo game at Enfilade years ago), and we played the "Ambush" scenario.  The three carts start at the middle of one short board side and independently move towards the opposite side.  The two warbands enter from the long board sides and must attack a baggage cart and destroy it, thereby converting it to a loot token.  After five turns, the player with the most survival points, plus 6 bonus points for each loot token, wins the game.

Baggage carts.

As you can see, I was careful to actually read game victory conditions this time.  As such, I knew it would be a steep climb for the Vikings, because winning on survival points (i.e., more figures on board at end game, weighted for points cost, than your opponent) is hard for a faction which includes abilities where you sacrifice figures for attack dice!

Danish warlord with vagrant warrior mercenaries in trail.

Still, things went rather well early on.  The initial Danish attacks on a baggage cart went poorly, costing them several hearthguard figures(!).  
 
Viking hearthguard at left center have captured a baggage cart and converted it to a loot token. At the top, another cart is putting up stiff resistance to the Danish hearthguards.

By contrast, my attack on a cart by my hearthguard went off without a hitch, costing me only 1 figure, so I had my first 6 bonus points at the loss of a single survival point.  

A large 12-man warrior unit of Vikings.


A baggage cart defends itself from a Danish attack.

So now it was a contest to grab that last cart while losing as few figures as possible.  I was able to attack the cart with 10 figures (if I recall right) but they did not roll well enough to capture the cart.  

Danish hearthguard attack and drive off Viking warriors.

Meanwhile, Chris's Danish hearthguard attacked my twelve-man warrior unit, and although I ended up with six lost warriors his HG was now down to three (from a starting strength of 8).  From survival point vantage things are still looking okay for the Vikings!

Danish warriors on extreme Danish left flank.

Danish hearthguard.

The Danish vagrant warriors, however, were able to weaken the third baggage cart, and then a remaining Danish hearthguard finished it off for to convert it to loot. 

The Danish vagrant warriors attack the last baggage cart.

At this juncture, I think I was down about 3 or 4 survival points, and the Danes needed to an advantage of 2 or more a win.  I threw a fresh 10 man warrior unit at the vagrants, using the reroll attack dice ability and the 6s-count-as-two-hits ability, but still only got four hits, and because vagrants can add 2 attack dice and 2 defense dice if they have a fatigue, they were able to cancel all of those.  With my last movement dice I positioned another fresh 10 man warrior unit in close vicinity to several Danish units so I would hopefully have some options.

The Vikings slip a ten-man warrior unit into a gap between several Danish units, hoping to find a weakness on their next turn in last effort to win the day.

But with the losses from fruitless attacks on the vagrant warriors, I was now down by six survival points, so after Chris made some more moves, I conceded the game, because I would need to destroy 8 Danish warriors and lose zero of my own to simply force a draw, and as noted above, the Viking board is just not super friendly to a strategy of trying to not lose figures.

The defeated Viking warlord watches the majority of the captured baggage train slip away.

I might sound down but really I thought I played a rather flawless game.  My biggest error was probably that I should have had the hearthguard bypass the closest baggage cart and head for the "middle" cart (or even try and directly contest the one closest to the Danes!).  


*Aneurin. Y Gododin. xiv.