Wednesday, January 1, 2014

Grayrock Revolution - Battle of Dardona

After months of delay, I finally played the 2nd battle of the Grayrock Revolution. I decided to use my Risk figures. I experimented with individual basing instead of the stands I used previously. Because I did not want to re-base my blue and gray figures unless I knew the experiment would work, I decided to use different colors for the opposing forces. The Bluderians would be represented by their Greenglade allies (in green, naturally). The revolutionaries would wear red (perhaps a donation from Redgrave) or yellow (which represents militia).

I made a few changes. For movement and combat rules, I used a modified version of the Command and Colors series, although I cut down the movement rates because I was using a smaller board. Infantry moved 1 space and could fire 3 spaces. Cavalry moved 2 spaces but could only battle if adjacent to the enemy. Artillery could move 1 space or fire 4 spaces.

As far as command, I used some homemade Risk Express dice and used the activation system described by Bob Cordery. Each side can roll 3 dice per turn.

In this scenario, the Grayrockian rebels move first. Victory is the first side to gain 5 flags (a side gains a flag by destroying an enemy unit. Also, the Grayrockians can earn a flag by taking the center town space).

And now for the Battle of Dardona!

Flushed with their success at Maraconi, the Grayrockian rebels placed the Sieur at their head and marched on the provincial capital of Dardona. The town was garrisoned by elements of the Greenglade army, which was subject to the King of Bluderia. But these were not the lukewarm recruits that succumbed to the rebels at Maraconi. Instead, the detachment was led by General Bartholomew Blackwell - known throughout Francesia as "Black Bart" for his ruthless and brutal nature.


The rebels (red and yellow) advance on Dardona.
The Sieur (white figure) is with the infantry.
 The Sieur pushed forward his enthusiastic infantry, but made two crucial mistakes. Persuaded by his advisers that he was crucial to the war effort and should not risk his person, the Sieur hung back instead of accompanying his troops. Also, the artillery got bogged down but the infantry did not wait. They would rue the lack of firepower when they assaulted the town's walls.


Grayrockian infantry pushes forward
 Battle began in the hills on the Grayrockian left flank. Greenglade's "Hardluck" Regiment (a play on their commander's name - Hadlock) fought with utter determination and valor. Faced with a regiment of regulars and two regiments of militia, it stood its ground.


A clash in the hills (left)
 Although nearly devastated, the "Hardlucks" wiped out the enemy regulars and a militia unit. Things looked better for the Grayrockians on the right as one of their cavalry units charged forward.


The Grayrockian advance on the left is blunted by a lone Greengladian infantry unit.
Meanwhile, the Grayrockian cavalry beats back enemy infantry.
 Numbers finally took their toll on the "Hardlucks" and they fell to the last militia unit while the rebel cavalry continued its assaults. Affairs were looking promising for the Grayrockians, but Black Bart still held the town.


The rebels secure the hills, but have lost 2 units.
Next, the Grayrockian infantry assaulted the town, only to be met by a hail of bullets and canister. Greenglade and Grayrock cavalry clashed on the left, with the advantage swinging to Grayrock

Grayrock's cavalry clears the right flank, but is stymied by the walls of the town.
The militia assaults the town (left).
 Unfortunately, the cavalry could not assault the walls of Dardona. Belatedly, the Grayrock artillery moved up to provide fire support while the infantry assault continued.


The militia is cut down by point-blank artillery.
Infantry in the center attacks.
The artillery support was too late; the infantry suffered dreadful casualties.
The frontal assault fails
 And the Greenglade artillery drove off the rebel cavalry.
Greenglade artillery fire scatters the cavalry.
At this point, with his army in tatters, the Sieur has no choice but to order a retreat back to Maraconi.

In the aftermath of the battle, some of the rebels would criticize the Sieur for not advancing with his infantry saying that his example could have heartened his troops and turned the tide of battle. Others argued that Dardona was too strongly defended; if the Sieur had joined the assault he may have ended up dead, which would have killed the cause.

The Sieur, realizing the limitations of age and the importance of his position, decided to step down as military commander. He would henceforth direct the rebellion from Maraconi. His nephew, the Esquire Giovanni, was appointed to lead the army.

5 comments:

  1. "Infantry moved 1 space and could fire 3 spaces. Cavalry moved 2 spaces but could only battle if adjacent to the enemy. Artillery could move 1 space or fire 4 spaces"

    What factors do you use at each range? I tried a game today with shorter ranges than that - two squares for infantry and three for artillery, and went for 4-2 for infantry and 4-3-2 for artillery. Seemed to work OK. But possibly 3 and 4 squares might work as well.

    By the way, how do you deal with differing troop quality? I'm trying to think how to do Elite/Normal/Militia, but can't think of the best approach.

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  2. "Infantry moved 1 space and could fire 3 spaces. Cavalry moved 2 spaces but could only battle if adjacent to the enemy. Artillery could move 1 space or fire 4 spaces"

    What factors do you use at each range? I tried a game today with shorter ranges than that - two squares for infantry and three for artillery, and went for 4-2 for infantry and 4-3-2 for artillery. Seemed to work OK. But possibly 3 and 4 squares might work as well.

    By the way, how do you deal with differing troop quality? I'm trying to think how to do Elite/Normal/Militia, but can't think of the best approach.

    ReplyDelete
  3. I used 3-2-1 for infantry and 4-3-2-1 for artillery. I plan to use the Memoir '44 method where elites get an extra figure/hit (i.e. 5 for infantry) and militia gets one less (3 for infantry).

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    Replies
    1. 3-2-1 is interesting, as it means an infantry unit can't break another infantry unit with one shot. I may consider that as a possibility.

      The extra hits sounds like a viable option, although it may make elite infantry a little tough. In M44 elite infantry are allowed to move 2 and battle (normally infantry can move 2 or move one and battle). I'm not sure that works quite so well in a horse and musket setup.

      I was considering having elites being allowed to ignore the first retreat, with militia being required to retreat 2 on the first retreat. But I'm not sure about that yet.

      I'm also considering a rally option - an activated unit can rally instead of moving. Rolls a dice, and on a crossed sword remove one hit. If a general is with the unit you roll two dice (but still can't remove more than one hit). I might need to play with the odds on that though (crossed sword or flag may make it more viable).

      Thank you for your inspiring reports though - I used your system for a game yesterday:

      http://hordesofthethings.blogspot.com/2014/01/a-square-grid-mexican-adventure.html

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    2. I like the rally option. I may have to adopt it.

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