Categorie archief: Horse & Musket

Historicon 2019, #7: Purchases, Future plans, and a random French General

    I spent a moderate amount of time in the Dealer Hall on Thursday afternoon and Sunday morning. I had a few items I wanted to get, and otherwise planned to keep my purchases minimal this year.
I wanted to get some more hedges for Soggy Bottom and future ECW games, and if possible the same ones I bought at the Flea Market in 2018. I came across these, and they had the same deal; $10 each or 3 for $20. 

I of course bought three! I should have enough hedges now.  🙂
They turned out to be slightly shorter than the ones I got last year, but that may be an advantage when fitting them to the square grid used in “For King and Parliament!
I picked up the 15 mm Paper Terrain European Village set # 2 from Scott Washburn,  in preparation for next year’s Snappy Nappy Campaign in a Day events.  

With the same in mind, I needed some more D10’s to replace those lost in The Great Dice Caper. There was no shortage of vendors there, so I picked up some in dark blue, off white, and green.

Bulk bases from Gale Force Nine are an almost yearly purchase. I think al of these were about $10. 

I usually just get their round  bases, which I mostly use for commanders and single figures, as well as certain markers. 
  I toured the Flea Market Thursday night and Sunday AM, but found little of interest. There was a fellow who was selling off a lot of 25 mm terrain Friday AM, but I was running a game then and thus couldn’t check that out. Tim bought about as much from him as he could figure out how to get back to the UK with him, however!  🙂
I also found that I had not yet posted this random French Napoleonic General,  a very nice figure from Front Rank.

I debated making hios sash Tricolor to lead one of my Bicorne wearing French commands, but his uniform seems too clearly later to me. 

I have to keep an eye out for suitable Later Republican/Early imperial officer figures, preferably one with a plumed hat that can be painted in tricolor!

A few closing remarks about Historicon 2019:

     It was a great show, and the new venue and location is superb overall. For a new site, the show ran exceptionally well. I had no issues with loading and unloading, but some others did, and that needs to be improved for 2020. HMGS has confirmed that the next show will be at the same venue, but the block of reserved hotel rooms at the Marriott has yet to be released for reservations. At this point, I am 95% certain that I will be running another “Campaign in a Day” event on Thursday at Historicon that year (the only day I will be likely to be able to get enough tables for same). This will be based upon the “Crisis on the Danube” in April of 1809. I plan to run a similar event in Manchester in April/May 2020, and Jared and I are discussing running it at his school in April, perhaps using DBN for the combat, perhaps not. He may see if he can get some other schools involved as well. 
    As to what else to run at Historicon 2020, the logical choice would be a battle form 1809, as I will already have the figures with me. The theme for the next show has yet to be announced, and it is possible that might influence the choice of games. Some game using TTS or FK&P is likely. 

Blunders On The Danube

Historicon 2019 #6: Jared, Dillon and the Hackley School Game Club present a seminar and run a Franco-Prussian Wargame

S15:327 Pickelhaube and Kepi- A Franco-Prussian War ClashSaturday, 3:00 PM, 4 hrs, Players: 5, Location: Commonwealth: CW-13 
GM: Jared Fishman 
Sponsor: None, Prize: None 
Period: 19th Century, Scale: 10mm, Rules: Field of Battle 2 
Description: The time is September, 1870, with two of the great European powers clashing to see who is the new needle mover on the continent. Will the Prussian advantage in artillery rule the day, or will the French elan and fighting spirit be able to carry the day? Rules are Brent Oman’s card based Field of Battle, with scenario designed by members of Hackley School’s game club. See the War College listing for our seminar!

On Saturday afternoon, Jared and Dillon, a graduating senior from Jared’s school and long time game club member, ran the Franco Prussian War scenario that the game club had designed and play tested. 

A clear shot of the game, courtesy of Tim

Comments on the leadup to the game and game itself (from Jared)

Getting the Franco-Prussian War scenario up and running was a very rewarding project, both for me on a personal level as well as for my students.  Dillon and I started painting the miniatures sometime at the beginning of May 2019 and finished up a bit before Historicon.

Given that we weren’t gaming a specific battle, our goal was to get as much of the flavor of the period down as possible- everything from stalwart French infantry w/ superior weapons to exceptional Prussian command artillery.

I think Dillon, I, and the other student playtesters did manage to accomplish this, though it was quite the task!  The FPW is a strange period in that the armies are so vastly different in terms of weapons, command and control, and overall tactics.  

Jared, Dillon, and Carter start setting up the terrain for the game.

In our playtests, we found that despite the French starting entrenched, uphill, and in a superior defensive position, Prussian artillery, numbers, and superior command ability made it very, very difficult for the French to compete.

In our playtesting, it seemed that the strategy for the Prussians was to start the game with all their corps artillery deployed and blast away as much as humanly possible.  Doing so would weaken and damage the French before they could really respond, at which point the Prussian could launch their infantry assaults.

We mitigated some of this by starting the French with 25% more morale chips, reducing the Prussian morale chips, and giving the French incentives for carrying on the game as long as possible.  Each time the Prussians turned a move card the French earned chips back, and if the Prussians didn’t take battlefield objectives by a certain point in the battle, they would concede morale chips.

With the terrain all set up, the troops get added; many hands make light work for sure!

Both Dillon and I were very happy with the way playtesting went- our second game was a ton of fun despite the fact that the French still struggled a bit.  I was very curious to see how the Historicon game would go. Would the Prussian players deploy their guns immediately? Would they launch their infantry without artillery support?  Would they get into the danger zone of the French rifles?

For the Historicon battle, we had a total of 5 players- 3 convention signups, 1 Hackley teacher, Dillon’s dad, Scott, and 1 Hackley student who also happened to be one of our primary playtesters.

Dillon and Jared explaining the game to the players

Dillon ran one half of the board while I ran the other.  The three convention players had never played FOB before, which is always a little nerve wracking for me as I find it a fairly difficult game to explain.  I took Peter’s advice and just got them going, using the first run of cards as a chance to teach the concepts while at the same time getting the battle up and running.

The game gets underway

Close up of some of the French defenders

Jared shows how to mark units that have “fired” and taken Unit Integrity (UI) losses

View from the Prussian side of the field

The battle itself was pretty fascinating.  The Prussians struggled mightily at the beginning, mostly due to bad die rolls, too many move cards being turned too early, and the fact that a number of their batteries got masked and didn’t seem to do much damage.

Dillon helps a player work out some combat results

French defenders repulse the initial Prussian attacks

That said, Prussian numbers on their own right flank were pretty high, and while it took them awhile, they did get into a position to attack.  Midway through the second playthrough of the deck, while totally stymied on the left and in the center, the French started to get hammered and pushed back by sheer weight of numbers on the right.

Weight of numbers begin to tell on the Prussian Right

Overview of the later stages of the battle as seen from the Prussian Left.

When we called the game due to time, the French were ahead on morale points (if my memory serves me right) but were just about at the point of being overwhelmed.  Had we continued the game, I had a feeling that the Prussians would have won out.

However, given the circumstances set out in the scenario, the French did exactly what they needed to do- bloody the Prussians, hold them as long as possible, and try to fall back in good order and await reinforcements.  

One caveat to all of this is that Dillon and I did recognize that in this battle, with the numbers the way they were (the Prussians had about 50% more troops than the French) that even with the horrible die rolls, and seemingly everything going the way of the French throughout the first run of cards, they still faltered mightily by the end.  It does feel like the kind of scenario that is almost impossible for the French to win. I’d be curious to tinker with the battle and continue to balance it.

I’ve attached the scenario rules below, as well as the modified FOB2 chart used in the game.

Huge thanks from Dillon and I to Peter, Tim, and our Hackley playtesters for getting the game ready.  Also, thanks to our convention players- they seemed to really enjoy playing.

Peter observes: The whole era from the Crimean War to the Franco-Prussian War has always seemed to me especially suited to an “Imaginations” approach. In the Franco-Prussian War, the French have the advantage of the best small arms, and their “secret weapon”, the Mitrailleuse, but their abysmal leadership and poor tactical doctrine make it hard for them to win. The Prussians have excellent leadership, and their devastating breech loading rifled Krupp Gun artillery, as well as numbers. With more even numbers and better French Leadership and doctrine (ie, deploy the Mitrailleue as an infantry support weapon) , the battlefield balance might be considerably redressed!

French line Infantry

Scenario Objective:
The Prussians are the aggressor in this battle.  With the weight of a full corps, the Prussians are determined to push the French out of their entrenchments and drive them from the field, while the French want to hold their position and defend the towns, which anchor their entire line and the region in general.

Scenario Deployment Rules:
French front line infantry units start entrenched, deployed by the GM.  These trenches count as Class 2 cover for both shooting and melee, and count as an Up 1 to all rally attempts.

The French corps artillery may begin the game deployed or limbered.

Players may change the formation of any French infantry before the battle begins (column, line, extended line)

There is one full sized village garrisoned by a full strength French unit and two half sized rural hamlets garrisoned by French companies.  
French company= 1 stand- CD6 DD6- 2 UI

Certainly, based on classiness of Uniforms, the French win hands down, n’est-ce pas? 

3 out of 4 infantry brigades begin on the table, deployed by the GM, with divisional artillery deployed ready to fire.

The Prussian corps artillery may begin the game deployed or limbered.

Players may change the formation of any Prussian infantry before the battle begins (column, line, extended line)

Prussian Flank March:
One of the Prussian Infantry Brigades is on a Flank March, and will move onto the board via the road on the Prussian left flank.  The Prussians must start on the road and receive an Up 1 to their first command check. The Prussians will move onto the board on the 3rd Move Card.

Prussian Line Infantry

Scenario Special Rules:
Hold the Towns:
If the Prussians take the large town, they immediately gain 3 Morale Chips and the French lose 3 Morale Chips.
If the French retake it, they immediately gain 2 Morale Chips and the Prussians lose 2 Morale Chips.

If the Prussians take a hamlet they immediately gain 1 Morale Chip and the French lose 1 Morale Chip.
If the French retake it, they immediately gain 1 Morale Chip and the Prussians lose 1 Morale Chip.

Prussian Jagers

French Resolve:
Each time the Prussians turn a “Move” card (not Move One Command) the French gain 2 Morale Chips.  

Beginning on Turn 2, resolve the following each time a French Army Morale card is turned:
– Count up the number of “crossroads” the Prussians control.  If they do not control MORE than half of them,, the French gain 2 Morale Chips.

“Control”= having a friendly unit between the objective and the enemy board edge.

End of Game:

The game ends when one of the following happens:
A) An army is out of Morale Chips and fails an Army Morale check (when the card is flipped)
B) At the end of Turn 2 (a turn is the completion of the sequence deck) count up the Morale Chips.  If the Prussians have LESS Morale Chips than the French, they’ve lost the battle and will need to call up more reserves.

Orders of Battle:

Overall LD12
Morale Chips- 39

Prussian Deck:
3 Move
3 Melee
3 Infantry Firepower
3 Artillery Firepower
4 Leadership
3 Army Morale
1 Move One Command
2 Maneuver
2 Tactical Advantage
3 Lull
1 Breechloader Firepower (Inf+Arty)
1 Advance

Prussian artillery, armed with the dreaded steel, breechloading, rifled Krupp guns

1st Division
Command #1: Infantry Brigade- LD10
6 Line- CD10 DD6
1 Jager- CD12 DD8

1st Division
Command #2:  Infantry Brigade- LD12
6 Line- CD10 DD6
1 Jager- CD12 DD8

1st Division
Command #3:  Divisional Artillery- LD12
1 Light Art- CD12 DD6

2nd Division
Command #4:  Infantry Brigade- LD10
6 Line- CD10 DD6
1 Jager- CD12 DD8

2nd Division
Command #5:  Infantry Brigade- LD12
6 Line- CD10 DD6
1 Jager- CD12 DD8

2nd Division
Command #6:  Divisional Artillery- LD12
1 Light Art CD12 DD6

 Prussian Uhlans and Cuirassiers

Corps Assets
Command #7: Corps Artillery- LD12+1
2 Heavy Art- CD12+1 DD6
2 Light Art- CD12 DD6

Corps Assets
Command #8: Cavalry Brigade- LD10
2 Uhlan- CD12 DD6

Corps Assets
Command #9: Cavalry Brigade- LD10
2 Cuirassier- CD12+1 DD6

Corps Assets
Command #10: Divisional Artillery- LD10
1 Horse Art- CD12 DD6

Overall LD10
Morale Chips- 29

 French Cuirassiers

French Deck:
3 Move
3 Melee
3 Infantry Firepower
3 Artillery Firepower
3 Leadership
3 Army Morale
1 Move One Command
1 Maneuver
2 Tactical Advantage
5 Lull
2 Breechload Firepower (Inf Only)
2 MG Firepower (MG Only)

The French “secret weapon”, the Mitrailleuse, an early machine gun. 

1st Division (partial)
Command #1: Infantry Brigade- LD10
2 Line- CD10 DD6
1 Chasseur- CD12 DD8

1st Division (partial)
Command #2: Infantry Brigade- LD10
3 Line- CD10 DD6

1st Division (partial)
Command #3: Divisional Artillery- LD8
1 Light Art- CD10 DD6
1 MG- CD10 DD6

French Chasseurs, crack light infantry

2nd Division (partial)
Command #4: Infantry Brigade- LD10
2 Line- CD10 DD6
1 Chasseur- CD12 DD8

2nd Division (partial)
Command #5: Infantry Brigade- LD10
1 Vet Line- CD12 DD8
1 Chasseur- CD12 DD8

2nd Division (partial)
Command #6: Divisional Artillery- LD8
1 Light Art- CD10 DD6
1 MG- CD10 DD6

French muzzle loading artillery and high command

Corps Assets
Command #7: Corps Artillery- LD10
2 Heavy Art CD12 DD6

Corps Assets
Command #8: Reserve Cavalry- LD10
3 Cuirassier- CD12+2 DD6

Corps Assets
Command #9: Cavalry Brigade- LD10

3 Hussar- CD12+1 DD6

 French Hussars – Jared and Dillon painted all of the troops used in the game over the course of less than 3 months; These were the first troops that Dillon had painted, and he planned the army – scale, manufacturer, and composition. 

Earlier on Saturday, at 10 AMy, Jared and Dillon presented a well received talk at the War College:

“Historical Gaming in the School Classroom: A How to Guide from both the Teacher and Student Perspective” Speaker: Jared Fishman Location: Conestoga Room Description: Since 2008, the Hackley School in Tarrytown, NY has been a model and leader in terms of historical gaming both inside and outside the classroom. This seminar will focus on how the game club started, why it is valuable, and more importantly, the benefits of other schools adopting a similar model. Teacher Jared Fishman and student Dillon Schaevitz will share their experiences and run a game based around the Franco-Prussian War later in the day.

Jared and Dillon begin their talk

About Jared (from the War College Bio):

Jared Fishman has been a history teacher for over 13 years, most of it at the Hackley School in Tarrytown, NY. He was the recipient of both The Mary Lambos Award in teaching and the Davidson Family History Chair. A lifelong member of HMGS (Historical Miniature Gaming Society), Jared has helped to integrate gaming culture into the Hackley community, running numerous game clubs for both MS and US students and founding the NYSGA organization in 2016 (New York Student Gamer’s Association). Most recently, Jared helped pen an article for Wargames Illustrated, and continues to explore new possibilities for the expansion of NYSGA into more schools, and ran a NYSAIS conference in 2017 (New York State Association of Independent Schools) entitled, “Roleplaying, Games, and Simulations in the Classroom”.

OK, so *we* know the first reason we are interested in having wargaming in schools – to expose kids to and spark interest in what may become a lifelong hobby for some.  besides which, it’s FUN! However, what’s in in it for the school and the student’s parents? 

    As Jared points out in the above blurry shot of one of his slides, potentially quite a bit!

1) It’s collaborative; you *have* to work with other players, both allied and opposing.

2) It is (relatively) technology free, at a time when we sometimes spend too much time on our cell phones and computers (indeed, a reason why, although I am hardly a technophobe, the idea of computer moderated tabletop wargames just turns me off).

3) It fosters the development of skills in mathematics, computation, and probability. 

Indeed, back in middle school, when thinking about dice rolling probabilities, I derived Pascal’s Triangle as a result! I firmly believe no person’s education is anywhere near complete without a basic understanding of probability and statistics!

4) It helps develop critical thinking skills. This may not be obvious initially, but in a good game you must make decisions with incomplete data, uising whatv you have available at the time to make the best possible decision. 

5) It develops interest in research and the development of research skills. As we well know, a dedicated historical wargamer reads histories, books about weapons, tactics, organization, and uniforms. In my case it spurred men to acquire a rudimentary understanding of french in High School, and to take German in college. Oh, and I must have read Chandler’s The Campaigns of Napoleon cover to cover at least six times during those years!

6) Development of executive functioning and organization. Just playing a game requires development of such skills, but once one progresses to planning a game and executing it successfully, as in Dillon’s case, the above becomes essential to avoid chaos! Even building an army, a favorite activity for many of us, requires quite a lot of thought and planning… and budgeting!  🙂

7) The arts and technical skills – fairly self evident as Jared lists, but refinement of fine motor skills, design, measuring, working with different materials, color and textures are all part of the skill sets most of us develop as part of our involvement in the hobby. 

8) Student centered – students can be involved in many aspects of planning, and of course the playing of the game should devolve to the students as much and as rapidly as possible.  

9) Empathy building – for sure most games will have winners and losers, and everyone will have runs of both bad and good luck. especially in the context of a student/school organization, mutual support is fostered. It also places students in command of forces that may have belonged to quite different cultures and/or enemies of the United States at the time. 

10) Appreciation of History and the Armed forces. This surely needs no further elaboration for Historical wargaming! 

Blunders On The Danube

Historicon 2019, #6: The 2nd Battle of Berg Isel, May 29, 1809

Saturday Night at the Fights – Andreas Hofer and the Tirolese rebels assail Deroi’s Bavarian Division at Innsbruck.

I briefly explain the situation and special rules (this photo and some others courtesy of Tim!)
Close up of the Bavarian Left. 

The snow capped piece represents Berg Isel itself, with Innsbruck in the distance. 

Early moves; the powerful Bavarian artillery make a direct advance perilous, but some Landsturm have occupied the Berg. 

Never the less, Austrian regulars make the attempt.  The Bavarian Light infantry evict the Landstum from Mount Isel. 

A Bavarian Brigade advances in to the rough terrain sheltering the command of the Capuchin monk turned soldier,  Joachim Haspinger (played that night by Michael Hopper) 
Rebel reinforcements under Speckbacher  arrive on the Bavarian Right…
and catch the 2nd Bavarian brigade (heavily disguised as Badener’s) by surprise!\

Overview of much of the battle from the Austrian/Tirolese perspective. 
The Bavarians try to drive off Haspinger’s command. 
Speckbacher’s men make their presence felt, with the rifle equipped  Schutzen firing and then the pole-armed Landsturm charging the thinned ranks of the hated Bavarians!

The “Baden” brigade is in trouble, but their Light Dragoons have faced to try to reduce the threat. 

Fighting by Berg Isel. 

Can the Light Dragoons save the day against Speckbacher’s command? 

The lone troop of Austrian Chevau-Legers (with but one UI) sees a Bavarian regiment expose it’s flank to them. If they can survive flanking fire from the Bavarian Lights on the Berg…
In the event, they do indeed shrug off the fire and charge, routing the opposing infantry.

The aftermath of some glorious charges by the Baden Light Dragoons…

Another body of Hapsburg  troops arrives along the road to Inssbruck from the opposite direction. Can they close rapidly enough to impact the battle? 
Some  bold Bavarians launch a highly effective charge down from Berg Isel onto the flank of the remaining Austrian regulars, severely wounding general Buol in the process. 

On the Bavarian right, it is a battle to see who will outflank whom, first, as both sides are almost out of Morale points!
  This was a humdinger of an action, with both sides reaching zero morale points at one time or another. In the end, the brittle Tirolese units (all DD4 and with only 2 or 3 UI each) melted away about as quickly as their Morale points. The Bavarians suffered heavy losses, but were better able to rally their shaken and routed troops. In the end that made the difference between  defeat and a Pyrrhic victory, and the Tirolese failed Army Morale. 

Blunders On The Danube

Historicon 2019, #5: Tim’s Jacobite Rebellion games

    As has been the case for most of the past ten Historicons, my freind Tim Couper arrived from the (perhaps barely still) United Kingdom of Great Brexit, and we shared an room at the convention games, as well running wargames with Field of Battle, 2nd edition, by Brent Oman. Tim manages to very efficiently pack all of the (28 mm Front Rank) figures he needs for all three games and bring them in his carry on allowance! Typically, I supply the table cloths, dice, and some other game related items. This year, Tim  again ran three games, one each day.

Battle of Glen Shiel – 10 June 1719Thursday, 2:00 PM, 3 hrs, Players: 4, Location: Commonwealth: CW-12 GM: Tim Couper Sponsor: None, Prize: None Period: Jacobite, Scale: 28mm, Rules: Piquet Field of Battle 2 Description: My common theme is “the final battles in the Jacobite uprisings”. Glen Shiel was the only pitched battle of “the ’19”, a brief and ill-fated uprising, fought between (mostly Scots) Government troops and an alliance of Jacobites and Spanish. These ‘rebels’ advanced from their base at Eilean Donan castle, taking up a strong defensive position, preparing fortifications to meet General Wightman’s Government troops advancing from Inverness … Is the Hanoverian leader the Wight-man for the job in hand?

I will let Tim’s Blog tell the story:

With limited space to bring items from the UK, Tim derived a clever method of making the high sides of the Glen; the caper is caught here in blurry footage from the hotel security cameras. We lefgt a note for the maids..  “We have your pillows, but do not be alarmed. They will be returned to you safe and unharmed by this evening. No ransom payment is necessary.”

Battle of Sheriffmuir – 13 November 1715Friday, 2:00 PM, 4 hrs, Players: 8, Location: Commonwealth: CW-11 GM: Tim Couper Sponsor: None, Prize: None Period: Jacobite, Scale: 28mm, Rules: Piquet Field of Battle 2 Description: The final battle of “the ’15”. John Erskine, Earl of Mar, commanding the Jacobites, now controlled much of the Highlands and had just taken Perth. He then moved his 12,000 men towards Stirling, where Government troops under John Campbell, 2nd Duke of Argyll, were based. Argyll chose to fight on a moor east of Dunblane, where the Jacobite forces were somewhat surprised to find them. Will Campbell prove to be soup-erior?

Her’s a link to Tim’s blog post about Sheriffmuir:

In addition, here’s an excellent narrative from the standpoint of the Jacobite C-in-C, Erik Engling, a thoroughly delightful fellow:

Tim was very kind allowing me to play as the Jacobite “army commander” as my ability to move and pick up figs at the moment is very limited. Rather confused the other Jacobite commanders on our side of the table a bit but we adjusted. Thanks as always Tim!

Hope the description of the game is not too long and is of interest as I do believe it reveals a number of items I learned from and took for granted in the game.

Army Commander for the Jacobite is a D8 and the Government is a D10. During the game, the government commander was having a hot die rolling and my effort was off on many occasions, but it did swing as it always seems to do in FOB2.

Unfortunately, I did not quite understand that the folks to my left had not played the rules before and the nice gents to my right had played FOB2 with ACW armies. Ooopps! The battle plan for the Jacobites? Naturally, have the lowlanders on the left move forward and hold off the government foot and dragoons while the remainder of the army of Highlanders moves as fast as possible and charge the center left of the Hanovarians and hope the fighting ability wins out before musket fire takes over (the game the government muskets were firing at 6” range).

I do believe all Jacobite commanders were certain the army commander was completely mad.

And…the first few turns did look that way. What I had failed to explain is the Jacobite deck is feast or famine. There are either five or six Lull cards and a sprinkling of movement, melee and uncontrolled charges. Chalk up that up as one thing I learned to explain the next time to new team mates. I had completely forgot to explain how the army worked! 

As the early parts of the game reveal in Tim’s photos, the government troops did well with movement (frequently 2 or 3 forward) and timely reload cards while Lull cards for the Jacobites came up with disturbing regularity and the government commander continued his winning ways… but…Tim kept reminder the Jacobite players that rallying was key with the highlanders and the leadership cards were keeping our units in the game….if we could just get just win a convincing initiative roll!

As Tim’s photos also show, the government’s left hand cavalry charge met with a poor fate after an initial success and was very similar to Historicon 2019 result while the charges on the government’s right side showed such promise but untimely dice rolling allowed the lowlanders to hold on and actually rout one of the Hanoverian units (as an aside, the Jacobite group commander at the far end of the table had rolled, I believe, five “1”s in a row for movement …..never, ever moved as far as I recall in the game until the last final drive). 

At this point, two events occurred that FOB2 players may be familiar with all too often. The first, I completely forgot to talk to the lowlanders on the left being totally focused on getting the Highlanders to move forward and use any Tactical Advantage cards we held to break the line and I had no idea we were out of command chips! Had I known, I likely would have suggested a different course of action that the next charges as the lowlanders, tired of waiting for the army commander to give them any direction, took their own chances and charged a fully loaded government regiment while two Highlander units did the same on the right. It should not have worked… 

All three cases, the government forces had that FOB2 moment where the dice just went the other direction. No IU losses. The charges went forward and broke all three units. What were the chances?

As the next few initiative rolls and cards came forward, the tide started that turn and more government troops started to rout and one could sense the shift had started. Then I drew the Army Morale Card. Oh Heck! 

To my shock and delight I was told “Oh, we have six chips”… …”Excuse me”.. So we find out that the government forces were out and we were now gaining chips as the Hanoverians were losing more IUs. Another moment to learn from that the game is not over unless the swing is so severe….

Finally, we had the one initiative round. The one where you win and it is 8 cards. You get the melee, infantry firepower, movement, uncontrolled charge, you know…the ones where you might as well figure out how much the opposing army loses units off the board type of turn. IT was the same here. At the end of that turn, the Jacobite had 26 morale chips and we decided that this really was insurmountable.

I do believe the Lowlander Jacobites would have liked to finish their combat (honestly, they really had deserved it, but there was nothing there for the government player to do but just lose more IU and give away more chips).

I hope this was not too much detail and too over the top but it really reminded me that there was many instances of rules, events and moments that I had actually forgotten as we started to play. It had been a year even though I had read the rules multiple times before coming to the convention. 

Now…if this recap was interesting at all….just wait for Culloden….

That was an epic story…

Thanks for indulging me,

Erik ENgling

Battle of Culloden Moor – 16 April 1746Saturday, 11:00 AM, 4 hrs, Players: 8, Location: Commonwealth: CW-12 GM: Tim Couper Sponsor: None, Prize: None Period: Jacobite, Scale: 28mm, Rules: Piquet Field of Battle 2 Description: The final battle of “the ’45”. The Duke of Cumberland, pursuing the retreating Jacobite forces under Charles Stuart, had advanced to the Moray coast, east of Inverness. The Jacobites, reinforced by French regulars, awaited the arrival of the Hanoverian force on the now famous Culloden moor.

When Tim runs a game, you’d best be prepared for a steady stream of bad puns and other witticisms!
Here’s the report of Culloden In Tim’s words on his own blog:

One clever innovation Tim introduced this year was the use of these unit ID markers with mini dice caddy . Tim painted them an olive green shade that matches his bases, and prints out unit labels for each unit in the game, showing the unit name, a color for their Command Group, their Defense Die and Combat die rating, and their range bands. Officers have their name, command color, and Leadership Die on the label. The mini die shows UI losses for the unit, if any. The IT holder can also be a resting place for a “First Fire” marker where needed. Very neat, and I plan on copying him on this idea myself! They come from Lancashire Games, who happen to have a sale on right now at 15% off. Combined with a historically favorable exchange rate for the Pound due to Brexit worries, I think I will order myself some this weekend! 

Blunders On The Danube