Showing posts with label Enfilade. Show all posts
Showing posts with label Enfilade. Show all posts

Wednesday, September 08, 2021

 ENFILADE 2021 Sharp Practice AAR

 Blow Up the Bridge X 2

 A scenario presented at the NHMGS Enfilde Convention on Sept. 4, 2021
 
 I put on two games at the NHMGS Enfilade Convention in Olympia, WA over Labor Day Weekend. Both were the same Scenario where the French are trying to capture two bridges to make a Flank Attack on the British. The British with some Spanish Allies have been sent with a small force to blow them up. Captain Sharpe with Sargent Harper and some Rifles are attached to the Spanish to help them along. The details of the Scenario setup are given below the AAR.

The French are tasked with capturing the Left Hand Bridge which is defended by the Spanish. A detachment from the 4th Polish Regt. in French Service has the Right side Bridge to capture which is defended by the British. Unfortunately in the 1st game some of the Poles wandered over to the Spanish held bridge and helped the French which resulted in a slightly skewed game. For this reason I will only report on the 2nd game where I was a bit more forceful in the French deployments.

To keep things moving I arranged the cards so that generally two played would activate at the same time, one from the British side and one from the french side, but on opposite sides of the table. So when a Spanish Leader activated so would one form the Polish side. When a British Leader activated, one from the French forces would also. There were a few cards that were individually activated like the Sapper Officers, but for the most part two players activated at the same time but on opposite sides of the table so one didn't interfere with the other. As you look at the pictures, you'll see the table if fairly divided length wise down the center of the table by terrain to facilitate this.
 
 In the opening moves the Spanish boldly move out getting the Guerillas to the bridge. The Spanish Explosives wagon really isn't on the table yet. On the other side the British are slow to move out, the Poles having used an MDP to get down the road quicker and prevent the British from getting the extra 6 inches for hidden deployment.
  
The French deployed early and didn't get the use of the MDP and took awhile to get into action.
      
Spanish Fusiliers going across the bridge. Sharpe and the 95th rifles to the left of them. The Spanish sappers and the explosives wagon are deployed. Spanish Guerillas move forward to meet the French. In background, the British Grenadiers have moved across the bridge and there is a Light Infantry skirmish Group supporting next to the bridge.
     
British Grenadiers bravely stand their ground as the Polish Column approaches.
   
Meanwhile the French are slowly trundling down the road. With four Command cards available the polish player brings in a troop of polish Lancers. Hard to see, but there are some Polish Voltigeurs in the woods next the column.
 

 
The Poles do a "Pas de Charge", but end up two inches short. British Column moves up and take fire from the Polish Skirmishers. Meanwhile the Spanish Fusiliers have formed Line awaiting the tardy French
 
French Skirmishers finally get into action as the column moves up.
 
One of the French Skirmishers had his head blown off and I had to get the Super Glue out. (actually I fumbled the figures trying to help the French player move them)
 
The Poles attack again, but the Brits have already moved the column up to support. The odds are fairly even, but the Poles win. Unfortunately Level III Captain Studzinski of the Poles and Level II Lt. Rod Stiffington of the British Grenadiers are both killed in the fisticuffs.
 
The outcome of the melee resulted in the British Grenadiers being wiped out and the Column being pushed back. Lt. Butinski of the Polish Grenadier Group takes over command of the Polish Column.
 
The British Line attacks the Poles and force them back, but both units have taken a bit of Shock.
 
British Explosives wagon is slowly making its way to the bridge.
  
French Line is still not in the fight, but the French Skirmishers have done some damage to the Spanish.
 
The British Line nearly wipes out the Polish Column with musket Fire, but the Polish Lancers charge in and drive the British back to the Bridge. The British Wagon finally makes it to the bridge and begins to set the explosives.
  
Meanwhile the Spanish Sappers have fully set their charges and are ready to light the fuse.
  
French Line has finally entered the fight and starts to put casualties on the Spanish Line and the Guerillas, but it is too late.
  

We had to call the game at this point as the Game Period was ending, but it looked like both bridges had a good chance of being destroyed. The Poles had very little to fight with on their side and all the Spanish had to do was retreat across the bridge before it blew. However, the British Force Morale had been reduced to zero while the French were at Force Morale of 2. So technically a French Victory, but hard fought on both sides.

 
A close game with a lot of action involved especially on the Polish-British side. I was pleased with how the double activation worked as it kept all players engaged in the game. The French player seemed to be plagued by a lot of low movement rolls as it took him forever to get his main force involved. On the other side of the table to British Force Commander who activated at the same time as the French Force Commander seemed to be able to do quite a lot. He was able to move up to support his Grenadiers and drive the Poles back. He had less distance to cover however, and I think he deployed on three Command Cards earlier in the game than the French Commander did.

 Here is the Scenario Map. I changed a few things for the actual game. The terrain is slightly different and the French Entry point is in the middle rather than off to one side. This was done so that the British and Spanish Deployment points would be hidden and so give them an extra 6 inches of deployment distance. The map is from Tabletop Simulator Mod where I tested this several times in preparation for Enfilade.

Following is the Scenario setup

Some where in Spain in 1810. The French are attempting a flank attack on the British, but to do so they most hold the only two bridges across a river that bars their way. A small force of Polish and French is sent to capture the bridges before the main French attack column arrives. The Poles are assigned the bridge on the right and the French the other.

Meanwhile a combined British and Spanish force has been sent to blow up the bridges before the French arrive. As the quality of the Spanish is doubtful, Lieutenant Sharpe has been assigned the aid the Spanish along with a Group of Riflemen including Sharpe’s trusted sidekick Sergeant Harper. The British are tasked with the left side bridge and the Spanish must blow up the one on the right flank. Both must send their infantry across the bridges to allow the sappers time to set the charges and then recall their forces back before lighting the fuses.

 British and Spanish each roll 2D6 and place their DP that far along from their starting point at the Eastern edge of the table.(i.e. from where the DP markers start).

 They then deploy from their Deployment Points according to normal rules.

French enter from their Deployment Point on the road normally on the first turn however they have a MDP which must first be used by any of the Skirmish Units that have the MDP Characteristic. It is placed and used as per the standard MDP rules.

As he has been tasked to assist them, Lieutenant Sharpe can try to activate the Spanish Units, but they will not always follow his orders. Each time he tries to activate one of them, roll a D6. On a 4 through 6 they will follow his command. On a 1 through 3, they will ignore him. Sharpe looses one initiative that turn for each time he fails to activate them. 

For the Enfilade game, I added a Group of Polish Lancers that the Polish player could bring on by playing four Command cards. They arrive on the road at the Primary French Deployment Point.

The Sappers may do a Task roll with 2D6 once the Wagon has reached the center of the Bridge. Once the total reaches 12 the charges are set. Then the fuse must be laid taking one Action per 3 inches of fuse. Only one Sapper at a time can lay the fuse. It takes one action to light the fuse. 

Once lit, the fuse will burn for one turn for each three inches of fuse, blowing up the bridge when the last turn's Tiffin turns up. Any figure within 3 inches is Dead. Any beyond that but still within 12 inches rolls for being hit as if in the open with a plus 3 modifier and any Shock is Doubled. For every three inches from the 3 inch Dead zone, reduce the modifier by 1.

 

Here are the Forces involved with the Leader Cards so you can see how the Leaders are paired so One French and one British are activated with each Card. The only ones that activate by themselves are the Sapper Officers. A lot of times they end up being activated by the Force Commander, either British or Spanish or by Sharpe. At some point I'll add the Unit Characteristics, but players of Sharp Practice should be able to figure that out on their own.


Constructive comments always appreciated. I hope you found this AAR interesting.

 





Wednesday, June 05, 2019

Tactica 2 at ENFILADE 2019

 On Saturday May 25th, 2019, Memorial Day Weekend, I put on a Tactica II game at the NHMGS Enfilade Convention in Olympia, WA. The contenders were some Trajanic Romans vs a Barbarian Warband German Army. The Army Lists are shown below. I had to make some substitutions to flush out he armies, the Germans outnumbering the Romans by 354 points.

Having used all my Roman figures, I had no extras to even up the points with. So I added some allied Armenian Cataphracts and lower grade Auxilia armed as Legionnaires(using my Pontic imitation Legionnaire figures). The Germans outnumber the Romans slightly in Heavy Cavalry, but the Romans are better quality and they have some Light Infantry Auxilia to help out. The Germans have over one and a half times as much Heavy Infantry as the Romans, but again it will be a battle of quantity vs quality. Also the German warbands get Impetus, which can give them double dice in melee if they pass their Control tests.





 German players discussing strategy. Both sides made three rolls for terrain per the rules. Germans got a small rise(which they deployed in the middle), a flank piece of Rough ground which they discarded and a patch of Clear terrain. Romans rolled up two patches of Clear terrain and one Gentle Rise which they chose not to use. Rules say you only need to take one of the rolls.


 View from the opposite of the table. Germans out two HC and a LC on one side and 2LC and a HC on the other. Romans have a HC, a LC and a LI on each flank plus the Cataphracts on this near flank shown below. Romans are shown deployed in individual Cohorts. They elected to deploy them "reinforced" before the game started

Chris Leach att the far end graciously helping out with coaching the players. He played in a Greek vs Persian Tactica game the previous period. Roman Cohorts are shown "reinforced" in this photo. Neither side wanted to advance, electing to use their skirmishers to try and whittle down their opponents before committing their main force. The Germans eventually did advance with their cavalry wings, more so at the far end where they had an advantage.


This photo is almost two hours after the previous one. I was too busy running the game and forgot to take pictures. The game had been fairly even to just before this point. At the far end the German heavy cavalry are just about to rout the last Roman flank unit at that end. At this end, the opposite is true. There is one German Heavy Cavalry unit left being ganged up on by Roman HC and the Cataphracts.It held on surprisingly long. The big story is further down the line where there is a gap in the units. See next picture for explanation.


Here you can see a big gap in the German line. What happened is this. The German player attached his General to a unit to bolster his dice(you get two extra dice for an attached General, but there is a risk). His unit took three melee kills. When such an event happens you roll for the General and anything but a six and the General survives. He rolled a six! Then you roll a Control Test and he failed that leaving the Unit disordered. Being disordered you only roll half your dice and if out scored in any melee area you roll another Control test, a failure resulting n unit routing. Of course he failed forcing the adjacent units to test morale the one to the right of the gap failed.


Meanwhile on the Roman left flank we see the German Heavy Cav about to rout the remaining  Scythian Horse Archers. Onre of the Roman Cohorts has routed leaving a gap in the line, but the Cohort to its right has apparently failed its Panic Control Test and is Disordered. The Roman Auxilia Cohort is still alive at this point and you can see one of the German Warbands has been flanked by a Roman Cohort from the gap created by the demise of the German General's routing unit.



Looks bad for the nearest Roman Cohort being flanked by German Heavy Cavalry, but the cavakry unit ended uo 1/8" short of contacting. This was the last move of the game as the game ended after the melee phase.


This is a marked up photo to show the remaining units. Legion 1 has losy four Cohorts, Legion 2 has lost two. The Germans have lost three Warbands.




The shows the Roman right Flank. The German HC Unit is gone, its loss pushing the Germans over their BreakPoint the loss of their General also contributing 10 points toward breaking.


A clear Roman Victory, but it was closer than it appears. Many of the Cohorts were near breaking having survived some Warband attacks with Impetus. Lesson to be learned, don't attach you General early on in the battle. Save him for later on when he might make a critical difference.

If you think you would like to try Tactica II, the rules are available from On Military Matters
http://onmilitarymatters.com/pages/dfcatalog.php?period=0900
Item 1-16660 Conliffe, Arty