Showing posts with label wargaming. Show all posts
Showing posts with label wargaming. Show all posts

Thursday, 25 November 2010

15mm ECW - Battle of Roundway Down (Fire and Fury Rules)


Fought on the 13th July 1643 near Devizes in wiltshire, it pitched the Royalist forces of Lord Wilmot against the Parliamentarian forces of Sir William Waller. In this game we used the Fire and Fury Rules as a basis, but converted by a couple of club members to cover specifically the English civil War. Having never read or played the original F and F rules I couldn't comment on what the differences were.
A large part of the cavalry of both forces were facing each other on the Royalist right flank - with only a couple of cavalry regiments placed on the left. I was intrigued as to how this would develop given some hefty opposition in the form of Parliament armoured cavalry ('lobsters') and dragoons etc. Infantry were heavily concentrated in the center.
I'd played one game of 28mm rules for ECW before and completely neglected the abilities of pikemen (thinking firepower/musketry could carry the day). Darren, my Royalist colleague in this battle, advised me a little more on how pikemen and musketry worked together. Pikemen being the "shock troops" in this instance.
As the cavalry collided on the right it struck me how units could become easily disordered in these rules. Not essentially an immediate defeat for any unit experiencing it (as they could still charge etc if they passed the next command roll) - but experiencing successive low dice rolls could seriously put you in the crap. This is exactly what happened with ourselves, as our initial victorious charges started to disintegrate as the enemy began to rally and then counter-charge.
The reverse on the other hand happened with the infantry. The Royalists experienced some ferocious fire as they pressed forwards but only became disordered without losing any casualties. As the enemy then charged into us the minus points to the die roll during melee made uneasy viewing. However, luck shined on us this rare occasion and a high 9 to the attackers 3 pushed them back with a number of dead.
Due to the innacuracy of musket fire during this period 6 inches is counted as long range, whilst just 2 inches is short. This means getting up close and personal for effective firing. At which point your pikemen have to be ready to get stuck in. Also, having supporting lines gives some +'s to your die rolls. We had one regiment in single line (pikemen in the middle) with another regiment in line behind less than 1 inch away which proved to be sound advice.
Figures photographed above are mainly Essex Miniatures (courtesy of Chris).

Friday, 8 October 2010

ACW - Chickamauga Photos.



Last Wednesday was the first time I'd ever wargamed the American Civil War. We used the 'Johnny Reb' rules which I found quite easy to pick up as we went along. The combat was fast...and extremely bloody. I guess that's also an accurate historical reflection. Firepower being the key thing here. The top photo shows Chris' Union men lurking in the woodline to meet our Confederate forces advancing up the road. I was a bit concerned about our starting point because it looked like we were going to be boxed-in from the outset. Our objective being a small crossroads just beyond, I could see Chris holding us quite easily. The second turn only seemed to confirm that as he blasted my artillery train and killed my horses before I could unlimber in the position I wanted. At the same time our left flank was raked with fire inflicting serious casualties. However, we managed to press the centre of his line and also caught a couple of his units with flank fire who were hanging a bit too far forward. The guns, even though stuck a distance back, managed to open up on the treeline and support our units moving forward who also unleashed their first fire at close range (giving us some nice bonus points). It ended with the Union army losing a third of their number and falling back.
Figures are by Battle Honors and Old Glory.