Showing posts with label Pike & Shot. Show all posts
Showing posts with label Pike & Shot. Show all posts

Saturday, October 22, 2022

Vienna 1683 - Part One

I decided to try another test of Fast Play MicroBattle (FPMB).

This time I'm replaying a historical scenario. Wargames Illustrated # 204 features a scenario for the relief of Vienna in 1683. I then split it into 3 scenarios covering each flank and the center.

PART 1 - THE ALLIED LEFT FLANK

Set Up
The allied Imperial and Polish forces advance from the west (bottom). The Turks defend a ridge line, with their flanks anchored on the village.

The opposing forces are:
  • Turks (Ibrahim) - 2 brigades of Janissaries, 3 brigades of light cavalry, a battery of artillery, and a brigade of Azab light infantry.
  • Allies (Charles of Lorraine) - 2 brigades of Cuirassier heavy cavalry, 1 brigade of Imperial musketeers, battery of artillery, 1 brigade of Polish musketeers, 1 brigade of Polish hussars

The Battle
The Turkish cavalry charges from the ridge, overruns the Austrian musketeers, and kills Charles of Lorraine.

The Imperial Cuirassiers flee but the Polish reserves hold firm.

The Polish cavalry chase away the Turkish horse.

The Cuirassiers charge the Azabs in the village but the Turkish artillery blasts them.

The Polish infantry advance on the ridge.

But the Turkish guns drive them off.

The Turks are victorious on the left. Next we'll see how they do in the center.

Analysis
I was satisfied with this test.
  • The game took about 20 minutes, a bit longer than my target but still reasonable.
  • This time I added artillery. Rules for guns are a little different than the standard combat rules.
    • Artillery may fire up to 4 squares
    • Need a 5-6 to hit at short range (2 squares) or 6 at long range (3-4 squares)
    • Close combat with adjacent targets follows the standard combat procedure
    • If hit with a ranged bombardment, the target makes Morale and Retreat Tests at an advantage
  • In this battle, the Turkish artillery was effective. The Imperial artillery, well not so much.
  • By the way, you may notice that I'm using a different grid. I flipped the mat over and did a grid with 30mm squares. I ended up with a 6 x 6 grid with a column of half squares (which I don't use).

Saturday, September 24, 2022

Battles of the English Civil War

I've previously mentioned that I enjoy Battles of Medieval Britain. When Geoff aka elliesdad told me that the author released a pike and shot solitaire game, I ordered it from Amazon.


It a nutshell, the jury is still out on this one. Lambo made some changes which I'm not sure I like.

Let's take a look.

Physical Layout
Like Battles of Medieval Britain (BMB), Battles of the English Civil War (BECW) is printed as an 8.5 by 11 inch, paperback booklet. It is about 10 pages thicker than BMB, a slight problem that I will discuss in my evaluation.

Contents
Inside, BMB contains two sections:
  • Rules - which lay out how to play the game
  • Scenarios - 15 battles from history that you can play using the rules

The Rules
The rules are longer and a bit more complex than BMB. They are still fairly simple compared to most wargames.

Turns follow this sequence:
  • Roll a number of D6s = the number of units remaining in your army.
  • You may reroll one group of doubles or more. This represents command intervention.
  • Assign each die to a unit.
  • Take actions. Generally a 1-3 means move and 4-6 means attack. You can also use 6s to rally demoralized units.
  • To attack, roll 2D6. Then reference a table that shows the score to hit based on the types of attacking and defending units. For example, cavalry will need to roll higher when attacking pikes than when it attacks muskets. You will also apply any modifiers for terrain or other factors to the to hit number.
  • Starting with cannon, determine actions for each enemy unit. There is a chart for each type of unit (cannons, cavalry, muskets, and pike). Sometimes you may need to roll to determine what a unit does. Unlike BMB, enemy units will move in this game.
  • Check for victory conditions. Typically, 
The Scenarios
Most of the book comprises the scenarios.

Like BMB, each scenario comprises 2 pages.
  • The first page has a very brief introduction, the charts you need for the scenario, a summary of combat modifiers, and the victory conditions.
  • The second page has the game map, like this:

I liked this setup for BMB and it does make for handy play. But BECW is thicker which creates an issue of units sliding "downhill." I am toying with the idea of removing the pages and transferring them to a spiral bound notebook so the game will lay flat.

Again like BMB, BECW features random setup of the enemy forces. However, the rolls vary based on unit type. You may roll D6, D6 + some value, 2D6, or even 3D6 to determine the starting position.

There are no reinforcements, however, so the numbers only function at the start of the game.

The tracker at the bottom allows you to keep tabs on the turn.

My Play Tests
I played the first scenario, Edgehill, twice, and lost both times.

Evaluation
Lambo made a number of changes. Ironically, some of them resolve issues that I identified with BMB.
  • The activation system is different, giving you more flexibility. You roll a pool of dice and can allocate them as you see fit. In addition, you have some limited re-rolls.
  • Enemy units move in this game instead of remaining static. Lambo provides an AI to determine enemy moves.
  • Hit odds use a table that cross references the attacker versus the target.
  • Lambo includes counters at the back of the book.
But does it make for a better game?

One thing about the changes is that they make the game a bit more complex. Because there are more charts to reference, I find that it takes longer to play, about 45 minutes vs. BMB's 15-20 minutes. This means that "better" will be a matter of preference. If you like a more realistic game, you'll prefer BECW. If you're looking for quick play, BMB is for you.

My preference is for quick play, which means that I will likely gravitate toward BMB. Still, I want to give BECW more of a chance. Perhaps with practice I can cut down the play time.

Saturday, September 17, 2022

I Played a Game!

After more than 6 weeks, I finally got around to recording a war game!

Last night I decided to give Mike Lambo's Battles of the English Civil War a try. I actually played a test game some weeks ago but didn't take photos and never got around to posting about it.

The Scenario
I played scenario # 1 from the book - Edgehill.
I played as Parliament, starting at the bottom with the Royalists at top.

The Battle
The initial set-up. One interesting feature is that the Royalist musketeers line up in a clump on the hill while the pikes are forward.

Indecisive cavalry clash on the left while artillery fire destroys a unit of Parliament's pikes.

Parliament wins the cavalry clash on the left while another begins on the right.

Parliamentarian musketry causes a unit to rout while cavalry on the wings are demoralized.

Both sides lose a unit.

Royalist pikes gang up and demoralize Parliamentarian cavalry on the left. On the right, Parliamentarian cavalry routs its counterpart but gets demoralized by musketry.

A rough turn for the Royalists as two more units rout.

Another Royalist unit routs while cavalry attacks the King's artillery.

But sundown saves the Royalist. At the end of the day, they still hold the hill so Parliament loses.

Game Notes
For the most part, the Royalist shot was useless. However, in one instance they forced the enemy cavalry to retreat. This may have delayed the cavalry enough to save the cannon.

I have some thoughts to share on BECW but will save them for another post.

Sunday, February 13, 2022

Skirmish at Dimpelhof

Time for a bonus battle report!
I managed to play a couple of miniature games recently and wanted to share both.

Pikeman's Lament Campaign
I previously mentioned that I liked the campaign system in PL. I decided to give it a whirl using MicroBattle rules.

The year is 1683,
The location is the countryside around Vienna.
The Ottoman Turks have invested the city, which holds out heroically.
Meanwhile, Imperial forces outside the city are harrying and raiding the Turks.

Our hero, Fahnrich Hans Niemand commands one of these forces.
Fortunately, as the son of a priest, he is blessed. In PL terms, he is immune to lucky blows. I'll see how that plays out with my rules.

The Mission
HQ has received word that a Turkish force is raiding for supplies in the area. His commander sends Niemand out to drive off the raiders.

Game Set-Up
I lack figures in white coats, so I am using red to represent the Austrians. The Turks are in blue.

I am using my 5 x 7 battle board.

The opposing forces:
  • Niemand - 2 platoons of infantry, one of dragoons (represented by skirmishers), and a regimental gun
  • Raiders - 2 bands of Tatar horsemen (4 figures per stand), 1 Azab infantry, and 1 troop of Sipahis
The Skirmish
Niemand's infantry spots the Turks marching on the village of Dimpelhof.

The Tatars reach the village and set it alight.  The dragoons move forward and mow the Tatars down.
Another unit of horse charges Niemand's gun. It gets overwhelmed.

The remaining Turks choose to fight on. Niemand moves to the infantry on the left so he can encourage them against the Sipahis. The infantry's musketry keeps the Turks at bay.

Niemand draws the infantry back, giving the gun an open shot on the Sipahis. The gun goes into action, and the Sipahis flee.

The Azabs quickly follow!

Niemand rushes to aid the village. Fortunately, Niemand's arrival prevented wholesale slaughter, and most of the villagers escaped harm. Niemand's troops lend a hand dousing the flames. Some houses are destroyed, but the village is saved.

Niemand returns to HQ to honor and acclaim!

Game Notes
Well that was quick. The Austrians managed to rout the Tatars in one turn, leaving the Turks outnumbered. It seemed pretty much over at that point.

This victory gives Niemand 5 honor. His career is off the a good start.

I did not use any of the additional objectives found in PL. I may do so next skirmish.

Saturday, February 12, 2022

On the Outskirts of Vienna

It's time for a miniatures game so I decided to did a small one with my mini set-up. Also, in the spirit of my latest historical craze, I'm featuring Poles vs. Turks.

Set-Up
I rolled on my scenario chart and came up with Defense. I decided that the Turks will defend a village on the outskirts of Vienna during the siege.

The Poles (red army) have 2 cavalry and 2 infantry with a leader
The Turks (blue army) have 3 infantry and 1 skirmisher unit

I'm using my MicroBattle rules for horse & musket battles. I'm not exactly sure yet how to tweak the rules to represent late 17th century battles.

Background
September 1683.
The Turks are besieging Vienna. The Poles have ridden to the relief of the city.

A Turkish detachment has garrisoned the tiny village of Nirgends outside of Vienna. Part of the Polish army approaches the detachment.

A unit of hussars crests a hill. The Turk sentinels raise the alarm.

The Poles advance on the village but are repulsed. On the left, the hussars wipe up Turkish skirmisher but the horse on the right is surprisingly immobile.
Note - the horse kept rolling 1 for activation, and I forgot to give them a bonus for having a general with them.

Finally, the hussars on the right charge into battle, overrunning some Turkish infantry.

They get swept up and attacked the village. They failed to take it, but did inflict some casualties.

The Polish infantry come up and storm the village. 

Victory for the Poles!

Game Notes
I made one tweak to the rules. Previously, I changed the rules so that both sides roll in melee. However, I realized that this provides a disincentive for getting stuck in. For musket-armed infantry, it's better to sit back and shoot. In order to encourage melee, I decided that units losing a melee will have a disadvantage when rolling for disorder and retreat. This will make melee risky, but potentially more decisive.

Tuesday, February 1, 2022

A Bout of Insanity

In keeping with my plan to alternate between miniature game and RPG reports, I have an adventure on tap for this weekend. However, I've been thinking ahead about my next miniature battle. I'd like to do something historical, and this has led me down the path of insanity. I'm considering another project.

Note: I'm not giving up my Byzantine project. I'm just waiting until after my birthday to order miniatures and terrain.

My Convoluted Thought Process
How did I come to a new project? Well, it goes like this:

Step 1: Consider my options using my current generic armies
I have red and blue armies. Two historical campaigns immediately spring to mind:
  1. American Revolution - Redcoats vs. Continentals
  2. Napoleonic - British vs. French
None of these particularly appeal to me at this moment.

I did a little research and came up with another option - 1848 Danes vs. Prussians. Meh.

Step 2: Consider creating a new army
Perhaps I could supplement my forces with another generic army. If I go this route, the answer is simple. I'm rather partial to the Austrians, so white is the obvious choice.

Step 3: Consider a campaign against my existing armies
Where and when should my Austrians fight?

I have a blue army already, so Napoleonic Wars vs. the French or Seven Years War vs. Prussians spring to mind.

But again, not feeling it.

Step 4: Consider creating another army
Who else could fight the Austrians? Quickly, my mind turned to the Ottomans.

Step 5: The Ah Ha Moment
If I go Austrians vs. Ottomans, why not step back a bit to very early in the horse & musket period (or late in the pike & shot period)?

1683 - Siege of Vienna
From the cover of Osprey's Vienna 1683

Now I'm getting crazy visions. Imperial cuirassiers, Janissaries, and Polish winged hussars! Oh my!

Problems
There are a few:
  • What uniforms do the combatants wear?
  • Do they even have "uniforms"?
  • What are the army compositions? How many cavalry, infantry. etc.?
  • How should I treat pike & shot units?
The Plan
I see this as a long-term project. Here is my current plan.
  1. Begin research on the campaign.
  2. Complete my Byzantine project first.
  3. Paint up a small, generic white army - this is an interim project to let me play Austrians vs. French or Prussians, and perhaps form the backbone of the Imperial army.
  4. Then begin work on the 1683 project. This may become a project for next year.
As far as research, here are some considerations and plans.
  • To get a better idea of the various uniforms, I ordered Vienna 1683 by Osprey
  • To gauge how to tweak my MicroBattle rules for pike & shot, I'm reading through some rules that focus on the period: One Hour Wargames, The Portable Pike & Shot Wargame, and Twilight of the Sun King for starters.
  • I'm also on the look-out for scenarios or army lists.
Stay tuned for updates on this project.