Sunday, 7 May 2023

Interbellum Imagi-Nations in the Balkans - O Group Rules

Yesterday saw the clash between a number of our Interwar Imagi-Nations being built - Syldavia and Burgundy faced up to Borduria and the Austro-Bavarians somewhere in the Balkans, using O Group rules.
 

Burgundian Independent tanks and Rolls Royce armoured cars support Syldavian infantry. In the far disance, Bordurian AH-1V tankettes advance along the main road to Sprodj

This Imagi-Nation project is mainly concocted to allow troops dressed in unlikely uniforms from countries that never existed to use weapons that never fought. The background assumes a somewhat different Treaty of Versailles, plus some regions of Europe unilaterally declaring indpendence in the chaos after WW1, yet another Civil War in the US, plus Red Russian attempts to retake their territories on the North American West Coast. So far Syldavia, Borduria, Byzantium, Burgundy, Austro-Bavaria and both sides the US 2nd Civil war have taken the field. 

In the spirit of Imagi-nations, it's locate your country, design your flag and uniform, pick your tanks and guns, and assert your right to rule!

 


Burgundians with tankette support moving through the cornfield to attack Bordurians in the woods

 For the cognoscenti, the battle pitted Burgundian Char D's, Independent Tanks, Rolls Royce armoured cars and Polish TKS tankettes and 2 pounder guns against the Indiana Jones tanks of Austro-Bavaria (ever cautious, they have gone for upgrading trusted technology) and the Czech-equipped Bordurians with AH-1V tankettes, Vz 30 six wheel armoured cars and Lt 35 tanks,  with French 25mm and 47mm AT guns


 Czech vz 30 armoured cars of the Bordurian Splozh  Huszars attempt to outflank the Burgundian left

 And by the whiskers of Kurvi Tasch, it was a glorious Bordurian victory!

We had to build a fairly comprehensive set of data on all the 1920's/30's equipment used (getting data on the Indiana Jones Tank was tricky) but O Grou is vfairly good for thi as  ts a "category" based ruleset - you just have to decicde whether the tanks had thin armour, negligently thin armour, or ludicrously thin armour

Next time - inventing our own army org structures...


Sunday, 16 April 2023

Borodinette - Valour & Fortitude, 1812

 


 Played in glorious 25mm on a 12 x 6 table. Russians on the left, French on the right.

Borodino refought using Valour & Fortitude rules, with about 1/3rd of the battalions / cavalry regiments actually used. Biggest game we have tried so far with V&F, c 20 Brigades on table for each side. Scenario plan & layout was adapted from a Command & Colours one.

It was maginifcent, and it was (model) war!

Rules flowed very well. At this scale it becomes all about retiring units and entire brigades before they collapse so you can reform them in the rear, and anticipating where pressure will come in advance. You also really undrstand the value of heavy cavalry, as you can move them around the field quickly to solve problems.
 
In the game, the Russian error of over-egging their their well-protected right flank (bottom left in picture) was really noticeable. This was pounced upon by the French, who did not copy Napoleon's error of charging up the centre in the face of 2 hilltop fortifications but instead mounted a huge assault on the Russan left flank (top left of picture) and a big feinting attack on the right flank.
 
With the home fronts calling we had to stop after c 6 hours of hard pounding. But it was already clear that the main Russian objective in reality, of killing enough French to seriously damage their campaign, was being achieved and in fact at this point in reality the Russian army started to retire to achieve their 2nd objectve of keeping an army in the field.
 
Historically Napoleon refused to commit his Imperial Guard and (maybe) destroy the Russians at the end of the day, which some of his generals and many armchair generals and historians see as a big error. If our game was anything to go by, with parts of the Guard already committed and the Russians still a viable force, Boney may well have also wanted to make sure he also kept an army in being!
 
Fortitude before Valour, and all that.... 
 
 

Monday, 10 April 2023

Valour & Fortitude in the Peninsula

 


Valour & Fortitude game, 25mm Anglo-Portuguese vs Franco-Spanish on 12' x 5' table

2 Corps of a Franco-Spanish-Italian-Wurttemburg-German army attacked 1 1/2 Corps of an Anglo Portuguese army (complete with Brunswickers). And when we say Corps, we mean each battalion on the table is 16 - 24 figures. None of this 1 stand = 1 battalion stuff....
 
The British were on the Heights, but they had to take the town - only problem was a French army had arrived, and - worse luck - its Spanish allies arrived in bound 1. 
 
Though outnumbered the plucky British were doing quite well - until a Spanish priest saw a vison and incited a bunch of peasants to attack a Portuguese gun battery, which they destroyed and they then proceeded to sweep down the line helping destroy a Portuguese infantry battalion and a British Hussar regiment, which set off a domino like collapse of the Portuguese Division, and then the British right flank. (Lesson - do not ignore Spanish Guerillas that dice 6 on their "Unpredictable" score….)
 
By day's end, (literally - took us c 11am - 6 pm to play) with Spanish cavalry pouring into the British rear and nearly all the Britsh brigades wavering or worse, it was all over and the Britsh ran for the hills.
 
This game let us try out the British and Spanish army lists which we havent used before, as well as the new French & British Allies list with Portuguese, Brunswickers, Italians, Wurttemburgers / Germans and Guerillas - and a Congreve rocket!

Very happy with the V&F rules, they handle these big battles well, though I think they may need to expand the 4 pages of the rulebook with another page to add a bunch finesses

Thursday, 30 March 2023

Triumph!

 

 

 

Above  - glorious Atlantic & Airfix plastic figures, source of many ancient starter armies in the 70's

 

Went to the RAF Wargames Association annual day to play 2 days of Big Triumph, the Triumph ancients rules expanded for larger armies. This was played in 20mm which meant I could get out my old skool Atlantic plastic army, consisting of their Greek, Roman and Trojan sets plus Airfix & Revell Gauls - all modelled as that great "anything goes in it" of Ancient armies, the Carthaginians,.

The scenario was "Africa v Rome" - what would have happened if the African nations united against the Roman boot. This pitted Carthaginian, Numidian and Ptolemaic Egyptian Triumph armies against Roman legions, who also recruited a bunch of Galatian mercenaries for that phalanx cracking task.

Anyway, in an enjoyable series of 3 big games it was Rome 1, Africa 1, Inconclusive draw 1. For the Galatian v Phalanx action, it was 1 - 1. Whoever got the advantage early on won the fight, and getting the advantage early on was also a function of messing up the other sides' advance to contact. 

So, for the Carthaginian general the fiery furnace was avoided for this campaign, and Roman strategy shifted to seducing the Queen of Egypt, which would turn out to be a winner one day. 

The rules are fast play and on the surface very simple, but once the armies are large like the ones  we used, the "simple" game becomes more about anticipation, moving reserves and - as always - throwing better dice when it counts ;)  Net net, a good set of rules for playing the big games we like, we have found time and again that simple fast play rules are the best way of playing large games, the devil moves from the details to the deployment and decisions on the day. 



 

 

Thursday, 16 February 2023

Valour & Fortitude Napoleonic Rules

 
Action somewhere on the endless Russian steppes!

We've been trying out the Perry Valour & Fortitude rules for our big battle obession, and they work pretty well. They are a 6 page free ruleset and each army also has a 2 page ruleset (see page here). 

This is the entire Austrian Corps in Russia, 1812 fighting equal points of Russians, c 600 points.The armies are built up from battalions / cavalry regiments / gun  batteries, which are then organised into brigades, each brigade has a commander and these brigades are the main operating elements of the game.

We used ground scale at 2/3 the Perry rules scale, it worked well even on the 10 x 6 table we were using.

Because shooting happens before you move, and often you can't move after you shoot, we used cotton wool to represent unts that had shot, which gives the table a realistic-ish look (see pic above). You also need also need battalion casualties, shaken and wavering markers.

Shooting and combat are handled very elegantly, but the game really runs off the morale rules ("Valour" is the degradation of a battalion in action as it moves from fresh to shaken, and "Fortitude" is what the Brigade commander needs as more  of his battalions become shaken. Bad things happen when already shaken battalions are hit again, and wavering brigades have to deal with these new shocks. Units then disappear quite fast, and ditto brigades break and run quickly too. 

The main role of artillery and skirmishers is to degrade units, if you can put a first casualty on a unit it is no longer fresh which impacts its ability to take more shooting, and its melee capability. Small skirmish foot detachments and cavalry vedettes using carbines are also quite useful for this reason, and they are hard to hit but need to be dealt with, wasting time and resource. 

This is great as a big battle ruleset, as individual unit actions are quick to resolve and disappear quite quickly, so it plays well to armies with lots of units on the table. You have to start thinking about reinforcements, about retiring units etc - the battle starts to resemble the books that talk about how senior commanders saw the battles.

Also, little touch - you have to have gun limbers to represent moving/stationary and direction of travel. Just makes the battlefield look more complete.

The game at present only has one general, and he has an influence range of 4' (at 2/3 ground scale) so on a 10 x 6' table we used a simple CiC + Sub Generals structure, each sub General counting as a V&F General, so we could command brigades over the whole table, and we played you just handed over reseve brigades from one general to another as they moved (mainly the cavalry brgades). It worked well, we may make something a bit more structured (maybe handovers need a messenger test) but this level of simplicity sort of fits the high level view of the rules.