Monday, 25 January 2021

Pictures of the British Cavalry and infantry regiments from TMP 1790-1820

Pictures of the British Infantry and Artillery



A good explanation of FOGN strategies

A good explanation of FOGN strategies by bpreston 

From The Miniatures Page

Just to expand on the FoGN (version 2) set-up, or "strategies" as they are described in the rules.

The strategies are designed to represent the immediate operational planning that led up to the opposing Corps engaging each other. Has your Corps adopted defensive, flexible or aggressive pre-game operational maneuvers?

The choice each player makes effects terrain placement, what formations start on table, and in some cases what they can/cannot do in their first 1-2 turns.

The setup system creates important player decision making before you come to deployment. It provides plenty of variety in game 'shapes' with 35 different set-up combinations possible.

The 6 strategies are numbered 1-6 in increasing aggressiveness. The player who choses the higher number is the attacker (or a dice-off if both players chose the same strategy).

1. Position Defense represents a commander that has found favorable ground and parked himself on it. That player gets advantages in terrain, can place any redoubts purchased, can strong-point towns and hide troops on reverse slopes. The downside is that the player must deploy all visible troops before his opponent deploys any, and you cannot leave his deployment area for the first 2 turns.

2. Flexible Defense is a little like (1) except you don't get the same terrain positioning bonuses, have 1 division starting off-table in reserve and are only restricted in movement for 1 turn. It represents a defensive posture with reserves.

F.Defense is my go to if I can't decide what I want to do. It's a 'wait and see what he does then react' option.

3. Probe is for sneaky buggers and armies with good leadership. It gives you great set-up intelligence (the enemy has to deploy all on-table units before you deploy any, and you know about any enemy outflanks). However 1/2 your army starts off-table, in reserve or as reinforcement's marching to the sound of the guns. Until those reinforcements arrive, you can be vulnerable to being rushed. But you can use this, and with careful timing around committing your off-table reserve, can lay a trap for the enemy.

4. Envelop. – ie Outflank. An option best reserved to armies that have decent leadership (ie can expect the outflanking units will turn up in a timely manner)! It represents a Corps Commander who has operationally detached part of his force nd now hopes it will turn up in a position to decide the battle.

5. Prepared Attack (or 'Bombard' as most people call it).
A Russian favorite. You get some 'free' rounds of long-range artillery fire before the game starts. Downside is that you cannot move rapidly (no 'double moves') in the first turn, and so it's an aggressive option that isn't really that aggressive…
If you know you are facing a Russian (or other late period) gun horde, try to block this one if you can.

6. Frontal Assault ….Charge! Represents a highly aggressive (impetuous?) Corps Commander who sees the enemy Corps and rushes it.
You get less control over terrain placement and cannot do wheels in your first turn, but you do get to move first and get 'free' double moves in that first turn. Is a great option for a big dumb conscript army that struggles to maneuver and needs to try and quickly cut down the space a more nimble opposing army has to maneuver in.
If not blocked, it's generally the go-to for my Neapolitan army.

And that's about it. As mentioned the enemy gets a chance to potentially block some of your options. What is blocked is random, but weighted so that better Corp Commanders have a better chance to influence which enemy choices are blocked (this represents the ability of a superior strategist to limit his opponent's operational options).

Most players have their preferred strategies that best suit their army choice and play style. However you never know when your opponent may block your preferred choice, so you can't safely design an army for just 1 strategy choice. You need a B (and occasionally a C) plan up your sleeve.

So far I've been trying to use Prepared defence. I need to test out Flexible Defense and Flexible (Bombardment) Attack. I completely failed in doing a Frontal attack and Envelop, but need more practice. A good general will be good at all of them, but I note that Probe and Envelop are popular ones with the great general's.

Sunday, 24 January 2021

Analysis of the Austrian Army in Germany 1799-1800 that I defeated me in game 2 of the Jan 2021 Tournament.

Analysis of the Austrian Army in Germany 1799-1800 that I defeated me in game 2 of the Jan 2021 Tournament

TWO Heavy Shock AND Lancers. That's a lot of cavalry

This is the 2nd army I face here. 

I used two large infantry units on a hill with their flank covered by a nearly impassible to cavalry to block his larger light cavalry unit. When it tried to get close it was knocked back. The Heavy Shock Cuirassiers drew with my own Heavy Shock Dragoons, the 2nd unit charged and defeated them, and it was then destroyed by my Hussar's in the flank. 

Analysis of the Russian Guard corps that defeated me in game 1 of the Jan 2021 Tournament.

Analysis of the Russian Guard corps that defeated me in game 1 of the Jan 2021 Tournament. 

That's a lot of Superior troops!

This is Richard Stubb's army I fought here. 

This was the first game I can recall where I fought a SMALLER army than my own. I was able to force expensive parts of his army into being out of line, such as the Super Medium Artillery unit that was masked by deploying on the reverse slope, and one of the Grenadier units that got charged and stopped across the bridge. His Cavalry was decisive when it rattled the 95th Rifles and routed a Highlander unit.