Friday, 17 March 2023

FOGN 3rd edition battle report: 1809 Anglo-Portuguese vs 1812 Russian Infantry Corps

Following a unexpected collapse of THE EMPEROR NAPOLEONS armies after the disastrous retreat from Moscow, RUSSIAN ARMIES have invaded WESTERN EUROPE. 

 

The DUKE OF WELLINGTON has been sent from  SPAIN to negotiate a withdraw of the Russians.

 

However, the Russian Armies indicates they plan to stay...and it's 7 days to the Rhine...


In my first game under the draft (February) rules for Field of Glory Napoleonic 3rd edition, I took my army off to fight Dave's Russians again. My last battle ended in an absolute disaster with the entire army routing for no damage...I hoped I could do better this time. The rules make a lot more sense than the 2nd edition did, but it was my first game playing under them, and Dave is one of the top 10 players of FOGN world wide, and played a half dozen games using it already. I thought the best I could do might be a draw.

The Battlefield, looking East from the western edge. I am deploying on the right, and face North

Dave won the location roll off, and picked Eastern Europe. He blocked Flank and something and I blocked Prepared attack and something. I knew he'd have MAXIMUM ARTILLERY so I didn't want to get BOMBARDED for a turn before the battle started. With 4 divisions I had wanted to do a flanking attack, dammit.

He choose the most aggressive FRONTAL ASSAULT and I chose a cautious PROBE.  His entire army would deploy and could only move forward for 2 turns (and move quickly too) and I would only have one division on the field, with another one in reserve and 2 more marching to the sound of the guns in reinforcement. I chose probe as I expected a frontal assault, and wanted to be able to dodge to one side or the other and force part of his army to attack thin air. Meanwhile, I would attempt the classic Napoleonic strategy of concentrating on one flank and destroying it in detail...

I choose 2 gentle hills and a difficult terrain with cover forest and he chose a town, open terrain and extra road. I hoped I could hide behind the reverse slope of the hills and use the forest as cover for my light infantry division. He choose the road to give him another place to put his LOC and the open terrain to give a clear place to advance.

I also choose a rough terrain stream to try and slow him down, another town and another(difficult) forest. He took some difficult crops and rough swamp terrain that had no cover for him to shoot his artillery across. 

Unfortunately for me the hills ended up on my edge of the battlefield, and I put the river somewhat in his side. The rest of the terrain favored him and because I didn't choose a 2nd road, I had to put my LOC near the middle of the table. 

I decided the only way to protect it was to to anchor one flank with the town to it's right.so I would attack on the left.

My one division vs his entire army

With him doing a direct FRONTAL ASSAULT, he put his entire army on the table first. I decided his left wing was the weakest, consisting of 3 infantry brigades (2 line, 1 light) and a light cavalry brigade. His heavy and medium corps level artillery was in the centre with 2 large infantry divisions and a light cavalry brigade, and his cassocks on the far right. He planed on using the swamp in the middle to divide my army and whichever side I went on, he could shoot me from the other side safely. Then he would attack the town with overwhelming force and take control of my LOC and force a general rout.

My plan was that I would use my 1st Division to attack his weaker right wing. My Cavalry Division would be in immediate reserve and come on the battlefield on my left flank. There the 2 divisions would pin his 1 with my heavier cavalry forcing his one brigade of light horse to retreat and then put his infantry into square where my Royal Horse Artillery and Royal Artillery attachments would blast him before charging home. The cavalry could come on the table with the Corps Commander on the first turn.

Elsewhere, my Flanking Light Division would hold my right flank based on the town and LOC and my 2nd Reserve Division would come into the centre- either to help hold the LOC or support the attack on my left.  Both units were reinforcements, so would need to roll to arrive after the first turn, but were lead by skilled commanders so would get a bonus to do so. If needed, they could make a forced march to arrive one turn faster, but may be disordered in doing so (needing a command test to avoid it).

I knew I wouldn't have a long time to hold my right flank, but if I could catch his isolated division, I might be able to defeat it quickly and then have my cavalry run for his LOC. 

Or in other words...I was re-fighting the Battle of New Orleans. And I was the British....

My main body 1st Division, looking towards his left wing

My 1st Division consisted of  a large unit of British Line with an attached artillery battery, an superior KGL brigade, a unit of Portuguese with a cavalry squadron (to keep enemy skirmishers away), and a unit of Portuguese poorly trained Conscripts as a 2nd line. The 3 units of line infantry all had an attached rifle battalion. I put the KGL unit covering my LOC and the road, the rest facing his right wing.

My right side KGL brigade covering the LOC, looking towards a LOT of enemy troops coming down the highway

The Cavalry and 1st Infantry division march north towards the river, as the Russian division moves towards the bank


The Russian army advanced in group move, meaning if the division moved together, they only needed one command point to move everything. I did the same and brought my Cavalry on the far left flank. With a super-heavy shock and 2 light cavalry units, I would be able to win any cavalry fight with ease. I also outnumbered him in infantry, with his 2 line and 1 light brigades facing my 4 line units (even if the 4th one was a weak conscript unit). I moved my KGL elite infantry up to be with the rest of tbe birgade, on it's right side.

The Light Division moves into secure the right flank.

I rolled well enough to get my Light Division and 2nd Division onto the battlefield as soon as possible. With the 2 Russian divisions almost at the town, I decided to force march the Light Division. That meant all the units had to make a command test or become disordered. Funnily enough, the Spanish Guerrillas and Lusitanian Legion both passed- it was the Superior Veteran Rifle brigade that failed!  3 dice and a re-roll on a 5+!

Thinking it was the most important place, I put the Rifle Brigade into the town, they were the best unit (if small) in the army. I put the Lusitanian Legion on the road and the Guerrillas to their left towards the swamp.

My Corps Commander looks over the army's positions. You will note from the good paint job, I did not paint them.

The Russian Division faces at my 1st Division

My Portuguese unit took some fire from across the swamp into the flank via the Russian deployed artillery, and was disordered and unable to advance.

British Skirmishers pin down the enemy

I was able to get one point of skirmishers' on the left side line unit. This can lesson their fire and forces a morale test at the end of then turn (which they passed). The skirmish point stayed until there's no enemy unit within 6 inches, they do a volley or involved in an assault, or they win the skirmish round.

The Russian army deploys to prepare to assault the town. 


With the bridge and lack of hostile units, the main Russian army crossed the stream without a problem, and their medium and heavy artillery deployed to shoot into the flank of my 1st Division  across the swamp. 

I knew I couldn't hold the town for long with 2 brigades vs 2 divisions, but I hope they would be delayed enough to win the battle on my left.

The Russians...retreat

You need to make a morale check if you retreat when within 6 inches of the enemy. All but one one of the Russian units on the left made it, and just...walked away. it's never that easy when I do it!

Enemy Artillery line up on the flank of the KGL infantry and Portuguese brigades

This is how I retreat. Badly.

So I stupidly let my infantry be shot in the flank at medium range by a medium and heavy artillery battery. What I should have done is turn one of the units right and at least face the fire head on. 

The Portuguese unit took a very heavy pounding and fled, wavering through my other unit which got disordered in the process. The conscripts were also disordered.

The 2nd Divison arrives in the centre, out of breath and shot up

With the Light Division on the right flan, I brought in my 2nd (reserve) Division into the centre and decided to cross the swamp to attack his gun line. If I could get some skirmishers on to them, I might be able to cross the swamp and break the centre of his army, as he didn't have any units behind the guns.

However, my rolling was terrible at this time. My 1st Division on the left was either disordered or wavering and my 2nd Division was disordered by moving up with a forced march and then under artillery fire. I needed a turn to re-organize my advance across the river and towards the swamp...and then failed every single rally roll! With re-rolls from my charismatic commander!

Spanish Guerrillas pin down the heavy artillery with skirmishers

The one piece of good news was the Spanish Guerrillas were able to get a skirmish point on one of the artillery brigades, which cut their fire down by half.

2 Russian Divisions of 4 Brigades prepare to assault the town

A Russian Cavalry unit in the centre stopped my troops getting any closer and helped clear away a lot of skirmishers I got out. All my Cavalry were on the far left but at least I had the firepower to stop them charging me, and the Spanish were in the swamp.

The Russian right wing continues to...walk away

Nothing much I could do about it - my infantry were trying to recovery and the stream was slowing everyone down too much.  I could double move towards them, but stop that once I got within 6 inches.

Riflemen...deploy!

One bright spot was that I was able to win the skirmish battle around the town and get a point of it on most of his units. Who then proceeded to pass every morale check!

My left wing is in tatters

And then I failed every morale check to recover! I needed time to reorganize before attempting an attack across the river...and I was running out of it.

The line of battle forms

My cavalry division split into two- the Heavy Dragoons and Hussar's moved left of the rough terrain field, with the KGL Hussar's moving right to pin the enemy infantry. Mt 1st Division was still trying to recover from the artillery fire and wasn't advancing. My 2nd (reserve) Division was in the middle approaching the swamp. The Guerrillas were in the swamp and my Light Division was on the right holding the town.

On the left the Russian Division was pulling back towards the forest, his artillery firing across the swamp and two divisions attacking the town.

British Infantry march towards the swamp, the Spanish in it but unable to close with the enemy cavalry.

Russian troops attempt to storm the town
Ru
Several brigades recoil and the fight continues

The Superior Veterans of the 95th Rifle Brigade held off the the Russian assault, outnumbered 4 to 1. Two brigades fell back disordered and 2 more stayed in contact.

In return, the Rifle Brigade is wavering

The Rifle Brigade held on but it wasn't going to last long. One of the attacking units fell back and recovered, the other one fell back further and was still disordered.

Once again, Dave was able to rally his troops while I could not, despite needing one 5+ on 3d6  with a re-roll!

The Russian Artillery pounds away at the Spanish irregulars holding the swamp as the British Infantry very slowing advance under the heavy gunfire

Under heavy fire, the Spanish unit is also wavering

The volley from the irregular's only stopped the enemy light cavalry from moving forward, and the return artillery fire put them at wavering. The only thing stopping them from being charged was the enemy cavalry unit couldn't charge into terrain and was blocking the infantry behind from coming in. 

I would note the 3rd edition rules REMOVES the ability for units to deploy in line (so X-X-X-X) which used to lessen the fire you would take from artillery. Apparently it complicated things. I disagree! As someone who usually does not take artillery brigades, it sucks its been removed. With guns on one side of the terrain and no cover from being in it, there's no way to deal with heavy artillery beyond "get your own" or "don't move any infantry in this part of the battlefield". 

Also it means you can't say your troops are going into "tactical" formation.

I am also fully aware of advancing line infantry into a swamp into face of enemy artillery is also really bloody stupid. I was re-creating the Battle of New Orleans here.

The Russian large conscript unit takes the town, and the Rifle Brigade routs

The inevitable happens and the Rifle Brigade routs off the table - the first unit down. The large Russian conscript unit occupies the town. The routing unit disorders the Loyal Lustrianian Legion next to it.

I really really really needed a good unit in reserve BEHIND the town to then go in and throw them out. 

I did not have the spare unit. I should have put my large infantry unit from the 2nd Reserve Division there instead of the swamp.

The left wing approaches the Russian right wing

My 1st Division was STILL not recovered from the artillery fire of many turns ago, but the Calvary was now in a position to start firing their attached Royal Horse Artillery at the Russian division, with their backs to the wall of the forest behind them they were pinned down. In the centre, the 2nd Division was very slowly getting closer to the enemy gun line.

Skirmishers...DEPLOY. Each dice on a 5+ gets one point

Rifle skirmishers attack the enemy infantry and artillery

I finally archive what my army is built for, and get skirmisher points on several enemy units..though Dave STILL makes his morale checks at the end of the turn!

Prepare to charge!

On the left wing my cavalry and infantry were in position. His left side brigade had been forced to get into square. In the deep background his light cavalry unit was still retreating and his Cossaks (who had been moving across the entire battle) were arriving to support them.

I will reiterate- Irregular light cavalry is still too good. They will never be caught, never be shot and never ever be able to be pinned down and always be able to change anyone they want in the flank.

The climax of the battle is here

The battle was it's climax. On the left, I was in position to damage or destroy his right wing. In the centre, my infantry was about to volley his artillery line with nothing behind it. But on my right, I was about to lose my LOC.

And all his units are fine and several of mine are disordered and wavering

Well not completely. His conscripts on the far right were disordered...but that's it.Despite having 8 dice to shoot his in square brigade on the far left needing 5+...I did nothing. Two of the units there hadn't been able to rally since the start of the engagement! And my far right unit is wavering.

After the charges, the cavalry is spent and my units disordered, but one of his is wavering

I missed getting a picture of it, but both cavalry units charged the enemy in square. They failed to break them but did cause them to be wavering, and the Hussar's recovered quickly.

My centre is getting in volley range and his right wing is starting to disintegrate

With the volley and skirmish fire I was wavering and disordering his right wing, and his artillery was getting pinned down by my rifle skirmishers. He was able to get a single skirmish point on one unit though.

But my right wing is also about to disintegrate, and my LOC has been cut

...But he was charging into my right wing. I'd moved my last reserve unit of Portuguese down to support it...but there were facing the wrong way! I needed to force mach them behind the line. I could have stayed outside 6 inches from the enemy to force march, but still face within 6 inches of my own to support them. I was trying to get them further right to support the hole I was about to have...

His units are wavering and disordered. My large unit is also disordered but in better condition than his division

On the left, his units were about to break.

AN UTTER ROUT! The units start to rout which causes a chain rout that destroys the entire division!

And they did. A chain rout started that blew the entire division to pieces in an utter rout. Dave refused to let me take a dramatic picture of the troops fleeing :(

The Russian infantry charges home

At this point my LOC is taken...so I should have been trying to rally on a 6 on d6, not 5+, but I was running of what Dave was telling me - I should have asked about it. As is my units started to chain route at this point anyway so I don't think it would have made a difference. 

The volleys and charging in forced my units to retreat

And the Loyal Luistianian Legion routs

The Russian's continue to charge

Fall hack! Fall back now!

With the Highlanders falling back and wavering, they run through my last reserve unit (the Portuguese facing the front at right angles) and the Spanish retreat too. Note the irregular guerrillas are only disordered compared to the superior Highlanders!

The right wing collapses

In the centre my large infantry unit was unable to advance, and my entire right wing was wavering or disordered, and the Portuguese unit was facing odds of 4 to 1.

Can I get moving on the left before my right wing gives way?

My victorious left wing started to move up...oh so slowly. My heavy cavalry had forced his cossaks to retreat out of the forest but I was in no position to go for his LOC as no matter which way I went, his cavalry would be able to flank my Heavy Dragoons. My (now spent) light cavalry was still moving up.In the centre the swamp and artillery had stopped my advance, and right wing was about to rout. Note how many disordered and wavering markers I have compared to the Russians! My rally rolls continued to suck...but now they should only work on a 6+ d6...so not much.

The Portuguese route

The Russians charge home again

The Russian hordes continue to charge without any problems whatosever.

And the result is predictable. Everyone routs.

The final positions

My left wing is spent, my centre is giving way, right wing has collapsed. I am at 50% break point and the battle is over.

--------------------------------------------

Dave posted on Facebook later:

Yes was classic both sides are attacking on one flank, I manage to delay his flank attack with Artillery firing on the flank, I managed to quickly take the town with 4 unit assault which opened up his flank centre, my defeated flank was more isolated and would take time to get those units back into the main fight by which time his centre was crumbling, heavy causalities both sides. He did have awful dice.

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 Another comment:

Dave is a good player. Very clever how he used terrain to protect his artillery. As you noted you had an ideal counter available in the Spanish Guerilla unit. It could navigate the terrain, artillery drop a dice when boarding them, they are semi-expendable and good at skirmish fire- which is an Achilles heel for artillery.Another good counter against artillery are large units. Difficult with an expensive Brit army I know.

Lastly, once the guns are deployed they are slow to redeploy. So a trick is to try and get your opponent to deploy his massed batteries, then go elsewhere. Which is what you did. Try to keep over 6" away from the guns and don't give them flank shots or squares to target. All easier said than done against a good player, I know.

Oh, and rolling better the your opponent can help to....

------------------------------------

Things I needed to have done better:

The biggest mistake was not putting the light infantry in the best place for them- in the swamp. They could have moved through it much faster and put a much higher amount of skirmishes on the enemy guns- as is the Spanish irregular infantry performed the best of my army. I'd put my elite unit in the town, but I should have put my large infantry unit with attached artillery in it instead.  

I should have put the stream close to my side and use it as a defence line and been able to cross it faster.

I should have faced my 1st Division Portuguese unit right and not gotten flanked by heavy and medium artillery. That slowed my main attack for 2 turns while I tried to recover from it..and some of the units NEVER fully recovered from it.

I should have put my KGL veteran cavalry on the road and forced him to slow his main advance down (like he did to me on my left). I could have forced marched them to do it. 

I needed to force march my cavalry division to be in a position to force him into square faster.

I needed to bring my last reserve brigade over to the right faster and turned to to face the enemy that was about to charge instead of trying to get further right. 

I needed an extra road to place on the far left to safe guard my LOC- I could have put it going across the river (giving me a fast crossing point!) and ended it at his town behind the forest for faster movement. Placing a road where you're going to attack is always a good idea!

Unless I know I'm facing another skirmish heavy army (like a British one) I can dump the cavalry detachments - I will tend to win the skirmish fight.

Put large infantry in towns to defend them, but I must have a unit of good troops behind it to counter attack it when I (inevitably) lose it. 

I need more charismatic commanders to be able to rally better. 

I need to paint my army's bases in division colours to tell whose in what and put flags on the units!

I've wanted to stay away from a British 1815 Waterloo army because it seems to be the default choice for a Napoleonic British army...but it's the best way to get a Veteran, Drilled army with lots of rifle skirmishers and slightly more artillery, AND mixed divisions. Also it would mean collecting Dutch and Wuttenberg units...but I will have to give it a try. I'd use my Warlord EPIC scale but the unit sizes are all wrong for FOG:N. However, if I use them solo, I will not care about that.


And I need to bring my counters and dice next time. Dave's dice favored him immensely!

Monday, 13 March 2023

State of FOGN 3rd edition draft rules after 1 battles experience

As an aside, are those Scenics.co.uk hills and rough ground?  Have you found a way to stop bases sliding off the hills? It sounds like a fun battle - do you have any comment on the mechanics of FOG:N? It's not a ruleset I've come across before.

I think so, I didn't provide them. The hills didn't cause a problem, but the only troops on them didn't move either, we're only using 15mm.

This was played with the 3rd edition draft rules - I expect the rules will be out later this year. The 1st edition was based I believe on the FOG: Ancient rules. The 2nd ed was converted by a few lawyers so it was very precise but had some flaws - skirmishers weren't their own thing which has now been fixed, so combat now goes much more smoothly but also more Napoleonic, and a lot of the edge case rules have been removed as have a lot of the "dodgying out of arc of fire" that makes sense at the company or battalion level but are stupid at the brigade level. I've been told the 3rd ed will get an index that the 2nd ed really needed and did not have. The 3rd ed is much improved over the (current) 2nd ed.

The game is written for club and tournament play so games typically only got for 2-3 hours (this game took about 3.5, and it was my first one). The army lists are flavorful and cover everyone from the French Royalist rebel's in the Verdee to the War of 1812.

You have 2-6 divisions of a corps, each div and corps commander based on their skill has ADC's you can use for complex movement (like double move, form square when charged, or limber up artillery) and units are based on weapon and size/ability/elan/training/guard at the brigade scale (so one unit is 4-6 battalions moved as a brigade- each stand represents a battalion). Some armies can attach brilliant battalion commanders (Sharpe for example), artillery batteries, extra skirmisher companies or a cavalry squadron. 2-4 people can play a historical battle (we did 3 a side for Taravala), each with 1-4 divisions under their control. It's designed for a 6x4 foot table and 15mm armies, but you could play with bigger or smaller.

Both players get to choose some terrain but the dice roll (and if your army won the dice roll for what part of the world you're fighting in) works out where on the table it is, with some placement based on the mission each player chooses. There's 6 missions: Positional defence/Mobile defence/Probe/Flank attack/Deliberate attack/Frontal attack and if you're got a good corps commander you can prevent your opponent taking some of them. Once you choose it dictates who deploys what where and you You Go-I Go movement but both sides shoot each turn, but the active player gets to go first and assault too.

Each turn the active player allocates ADC command points, and you'll want to save some for counter chargers and if you need to form square unexpectedly.  Then both players fire their artillery (corps level artillery brigades have to limber/unlimber but brigade attached guns don't) and try and degrade the enemy (or force them to flee if you can do enough hits to a wavering unit). Then both sides do a skirmish phase and try to win the skirmish battle -if you do you get a point of skirmishes on the enemy that also degrades their firing and end of turn morale. Finally if you're at close range you do a round of volley fire and try and break the enemy.

You then go to the assault/movement phase, declare and move into charges and move your units. If you're outside skirmish range you can do double moves or even a 3rd or 4th forced march, but if you fail a command test the unit gets disrupted.  This makes the early maneuvers relativity fast before the battle slows down to gunfire range which is good. The non-active player can make counter chargers and form square if they pass a command test.

Then the non-active player gets some defensive fire first (I hope you degraded them first with bombards or skirmishers first!) and then both sides fight at the same time. The attacker might bounce, fall back, keep fighting or break and purse the enemy. Assaulting an enemy line that has not been disrupted by bombarding it, or winning the skirmish battle or hitting already degraded units will mean you probably won't be able to charge home, but high elan/large units/Guards have a better chance. Heavy cav will win vs lighter cav, but the light cav will probably have better flank and rear support.

Finally you move commanders, take a morale test if you're still under skirmish fire and use your corps and division commander to rally a single unit from their division (corps do one in the army). Units go from Fine->Disrupted->Wavering and then break, with drops in combat ability at each level. Once a unit breaks it will make other friendly units make a test which of course can cause a cascade route of an army. Army's can break at 50% or less if they haven't done a comparable amount of damage to the enemy.

So the battle starts with both commanders trying to pick the terrain they prefer to fight on but not being able to ensure it's going to work. Then you choose a mission based on the terrain and you're army (which you've chosen via point buy in an excel spreadsheet) and go each turn, moving brigades and divisions into position. if you can  get the better position or ground you then maneuver in closer to first bombard the enemy and/or try and win the skirmish fight and then go in close for a volley and if needed then charge in. Weaken the enemy first and if done across a front you can cause a chain route of weary troops, but a better general will have reserves to throw in at the right time and place. If you can break the enemies Line of Control you still have to cause damage but it becomes much harder for them to rally.

I have the rules for Grande Army/Grande Brigade/Black Powder that I have yet to play, and I'm now much more familiar with FOG:N after a dozen games or so, but reading the rules now it's much clearer than the other books. It IS more complicated than the old rules I have from the '70's that removed figures but I think the rules have much improved in both a readability and Napoleonic feel compared to the 2nd edition too.

The game will need some YouTube video's later I think to better explain some of the rules (like 2nd ed has), but the firing and combat is easier to work through now, and I still have trouble working out where to put my ADC"s - much like a real battle, a good general will be 1-3 moves ahead. Pursuit after combat still uses a flow chart to work out though. 

The amount of things you can do that count as a "complex move" that needs a ADC command point is also...a lot. Not many per phase, but the table takes up an entire page of things you can do you might need a command point for.


Also, it's the most popular game in the gaming clubs in AUS and NZ (where the authors live)...and getting a chance to play against lots of different players and armies is the key thing.  The disadvantage of that is that a lot of the guys have years of experience and can pull you into a trap that Napoleon would approve of. I should make an Austrian army for the the full Napoleonic experience of that....

FOGN 3rd edition army mk II

 

Try Try Again
One comment Dave had was that my army's strength is in it's regular drilled skirmish boosted infantry. I am generally going to be worse at cavalry AND artillery, so it's my ONLY strength. 

I still think I need 3 cavalry units-  if they can all get on one flank they can still beat single brigade units, and force infantry on the flank to form square and then be blasted by the Royal Horse Artillery with them, allowing a charge or infantry attack (which is what allowed the destruction of one of the enemy wing's last battle). However, they will be outmatched by a heavy cavalry division and I don't know what I can do about that,beyond trying to block them with...terrain. 

I've dropped the cavalry attachments- I think I can beat most other armies skirmish lines.

Sunday, 12 March 2023

Initital report from FOGN battle vs Dave's heavy artillery Russian army

I played my first game of FOGN 3rd (Feb draft) battle. David predictable won again, but I did win one wing of the battle before the battle fell apart.

Anglo-Portuguese 1811 (with lots of Rifle skirmishers) vs Russian Infantry Corps 1812 (with max 10(!!) artillery). He made some mistakes (which lengthened the battle and DID allow me to destroy one of his divisions, so it was not a complete disaster) and my rolling was very bad right when I needed it (8 shots at an infantry square...which all miss) but my mistakes were worse and my reserves ran out before his did (otherwise known as the classic way to lose a Napoleonic battle).
 
I did learn to appreciate how good skirmishes are now, but I don't think there was much I could do once I placed my light division on the flank and then had my reserve division slog through a marsh towards a enemy heavy artillery line - re-fighting the Battle of New Orleans was a stupid idea, and I failed for the same reason- my left wing flanking attack across the stream came too late for my main attack to get close enough to the enemy gun line, and my right wing could not hold them off for long enough. Also, my last reserve unit should have forced march to be in a position to be rear support for my right flank, instead of trying to get past it to hold fill the gap in my far right flank. 
 
My men of the match are the Spanish Guerrillas, who held off 3 brigades (by holding the southern end of the swap) until the right wing collapsed.
 
I do miss being able to use an extended line of infantry to withstand an enemy artillery gun line (as if there is no handy hill to hide behind, there does not seem to be anything you can do about it), but I should have put my light infantry into the difficult swamp terrain and my reserve division on the right wing to hold the town and LOC. 
 
Also, I think Dave forgot or ignored that he'd taken my LOC so I made a lot of morale roles in the last 2 turn I probably should not off (which should have ended the battle a turn before I was to accomplish anything at all). I need to remember- when on the defence, get a 2nd road to use as my LOC behind my main body. Don't put my infantry to be flanked by heavy artillery, put my light troops into the hard to move through terrain and the large line infantry unit into the town next time. 
 
I very much like the new bombard and skirmish phases. I still think the Light infantry brigade should be an option (like the Guard brigade is) and Spanish Guerillas should be allowed to be bought as irregular poor light cavalry as well as infantry. 
 
I really need to finish painting the army, and paint the rear of the units to match which division they are in, or something.
 
I should do a proper battle report later as my mistakes were many and far reaching, and the rules changes of 3rd edition FOGN are very large and impactful. 
 
Pictures without comments after the break. 

Monday, 6 March 2023

A computer moderated campaign?

 Computer Moderated Wargame Rules

I'm really confused on how this thing works, but it appears to be a way to get the PC to handle doing a campaign, and it can be used solo.

 How to setup a solo scenario for a wargame table:

There's a lot of work to set the units up. The webpage is...grognad hell circa 1997. It does not support DOS. You order it via email(!). To a Hotmail account.

Grand Tactical Game.

Grand Tactical module is included at no extra cost.

The Grand Tactical module allows you to play against one or more opponents in the aproach moves that lead to a battle. The players deploy their commands in a landscape with terrain generated by the computer and then move towards a tabletop area marked in the centre of the table. During this Grand Tactical movement, commander ability, encounters with the enemy, difficult terrain and the excessive crowding of friendly commands can all contribute to delays and mishaps. When enough commands have entered the tabletop area the system declares the battle ready to start and exports the armies ready for battle. Commands that have not reached the tabletop area are set to flank march and appear later during the battle (you hope!). A Tactical Map of the battlefield with computer generated terrain and initial starting point for each command is provided for you to print and use as an aid to initial deployment. You now import the armies into the battle module and you are ready to fight the battle!

 

The whole thing seems rather ridiculous and peak-Grognard, but I will see if I can get a reply or order it.

A new Anglo-Portuguese Army for 3rd edition FOGN

 So after reading through my battle reports, here is an adjusted new 1000 point army.

After much thought

The Corps consists of four divisions, each able to fight on it's own if needed, or commit to a task on the battlefield. Each division has a Front (main body), Reserve and a Flanking unit, and includes a Superior and Veteran unit or attachment and has some cavalry and artillery. The infantry divisions each have a flanking unit with a squadron of cavalry attached as it will often be on the flank of the rest of the division. Nearly all infantry brigades have attachments of extra musket skirmishers or rifle's, as I consider it one of the biggest strengths of the army. I must use the advantage of skirmishing and rifle attachments to degrade the enemy before getting to volley fire range and then sending the large and superior brigades to charge home. It has two redoubts for Prepared Attacks and Positional Defense.

The skilled Corps commander will often want to stop enemy Flank Marches (which can dislocate my defence) and Frontal Attacks (which can come in too fast to prepare for). Armies known for their heavy artillery (such as Russian ones) should be prevented from doing Prepared Attacks with massed artillery brigade bombardments.  Positional Defense (with the redoubts acting as the main defence line or hinge) and Flexible Defense is the preferred strategy but Flank March and Prepared Attack can work too. If performing a Flank March, the 1st and Cavalry Divisions will start on table, with the 2nd and Light Division making the flank attack (using their Skilled Division commander). The Cavalry Division will need to guard one flank and be initially the corps reserve on the battlefield, able to move in any direction as needed and support the flanking divisions attacking the enemy hinge.  In a Prepared Attack, I must attack one flank of the enemy army quickly using Group Moves and attack in echelon, and use the Cavalry Division or redoubts to hold the other flank (in which case the Dragoon brigades can be used on the other). If doing a Probe, generally the the Cavalry Division will be in reserve and the 2nd and Light Division will be reinforcements, committed to attack where I best judge the enemy is weakest.

Terrain should be chosen to have hills (but NOT steep or rough terrain hills!) I can place my units behind on the defence, and ideally a river or stream to cut off one flank as I will often be outnumbered. Steep hills, rough or difficult terrain should be placed on one flank, and terrain to break up and slow down the enemy advance to its front, but not prevent it (or they will just go around and not attempt an assault through it). Towns and strong-points can be used but ideally not as the middle of the defence line but to anchor the flanks. Units will use reverse slope where possible.

The 1st Division is the main body and main line of the army. It's quite large, even if one unit is pretty useless, unless in a redoubt. It's got very good medium and skirmish range if on the attack and must hold on the defence until the rest of the army arrives. The conscripts will either sit in a redoubt or guard the LOC. The KGL is the division reserve and can be used to attack or counter attack the enemy. The attached artillery is a veteran unit as it will probably be bombarding more than any other unit. The attached cavalry squadron are Portuguese Dragoons. The two redoubts will often be be blocked by canny enemy generals but be a surprise for anyone new to me and will act as a fulcrum for the rest of the army to pivot around. They have a competent charismatic commander to keep their morale up throughout the battle. They will need to group move as a division if on the attack, with the three main units in front and the conscripts in support behind them. The KGL in the middle would be supported on both sides and rear for the main assault.

The 2nd Division is the reserve unit. It's not fast but it can handle most enemy units on it's own. It will be committed at the main location of the battle - either to defend where the enemy is advancing or assaulting where he is defending. The large line unit will often deploy in depth and the Portuguese unit will often support the other two if assaulting a hinge or to lengthen the line. The attached artillery won't have as much time to fire and the cavalry is again Portuguese Dragoons. Their commander is skilled so as to reach the battlefield quickly.

The Light Division is to guard one flank - ideally in rough terrain that they can move through easier than line infantry. If they can, they will attempt to outflank the main enemy line, but need to be very careful of enemy cavalry. The 95th is lacking artillery and is very vulnerable to that sort of thing. All units make good town and strong-point defenders (and can also be split up to multiple ones) and attackers. The Spanish Guerillas are also useful to advance into the enemy's half when the rest of the army cannot move into it, and are quite cheap to lose and also very hard to shoot at. Putting them into the enemy half of the battlefield in terrain to stop cavalry charging them is a good idea too. They have a skilled commander to be able to be able to flank the enemy army or reinforce quickly.

The Cavalry division is to guard one or both flanks of the army. I will often be outnumbered in cavalry so must be careful to keep the Light and Heavy Dragoons together - often one will support and then counter-charge after the other. The KGL as veterans can guard the other flank if needed. though it can't attack anything by itself.  The Light Dragoons have a battery of Royal Horse Artillery which will be useful if they force enemy infantry to deploy to square. Their commander will often attach himself to a unit to help in the charge and morale test afterwards. 

 

At least, that's all the theory. I really need to do some solo play to test it out. I would really like a Brilliant Commander (Sharpe) leading the 95th rifles, a Superior Hussar unit and a larger Guerrilla unit, but that will have to wait. 

Sunday, 5 March 2023

The story of one of the worst exchanges I saw at a wargame.

Worse screaming match I saw at a wargame: Battletech, 199ish, I think '93 or '94.

The guy running it I recall was...hazy on the rules. I do recall one time he came over and got the rule wrong, but anyway.

This was before there were proper point system for 'Mechs (I think it was some US system?) and we were playing teams of 2 with a lance of mechs. Our team decided to take a Charger. It seemed like a good idea at the time.  It was not. One time I recall it got it's charge off...and still missed with every shot. We lost every battle, but I had fun from what I recall.

Anyways, one team took four jumping mechs, Wraiths I think? They then proceed to jump behind another team, including the half hexes on the side  of the board. Which I'm pretty sure is illegal. And a screaming match started. We were playing next table over and it was all very embarrassing to see it. They ended up sitting on both sides glaring at each other.


The team with the 4 jumping Mech's still went on to win the tournament (I didn't play them). And it turned out afterwards they shouldn't have been able to afford those 4 Mech's in the first place. Whelp.

Youtube channel with good battle reports - Matt White Wargames

Matt White Wargames is a youtube channel that has some solo wargames that I need to aspire too. No dice rolling, no slow movement, and clearly showing and explaining what's happening, using a steadycam most of the time.

 He starts off explaining the game, the background,  rules changes etc.



I will add him to my links.

Saturday, 4 March 2023

3rd Edition Field of Glory Army List

 With the 3rd edition of Field of Glory Napolonic coming out, here's my current idea for an army list.

With the increase to 1000 points I can fit more things I'd like to have, but I need to go back through my old battlereports and check if I would still want them.
 

3rd Edition FOGN Anglo-Portuguese 1809-1811 Army list

An alternative drops the artillery brigade and make's more..historical. I think I like this one more.



My Oath...mark rock

 My Oathmark army needed an ..Oath actual mark. A rock or something.

A Big Rock.

It's for a fish tank, but it will work quite well for 28mm. 


https://imgur.com/undefinedA rock