This time we had another test game of my Seven years war rules , "Seven Years" in 28mm. Angus was digging his French out and some Hanoverians and some Prussian Cavalry, and I sponsored some Hessians and some guns. A bigger hill and some small rivulet meant some terrain, but not too much to hinder our testing. Me and Alisdair were in for the Allies, while Angus and Bart were fighting for the French.
Bart was in charge of the French Horse and charged the allied counterpart (played by Alisdair) head on. I was actually surprised that our flank was holding three turns, given Bart reputation with cavalry and that Alisdair was (relatively) new to these rules. Then after some clashes (that might have gone even the other way) and fights the Allied flank broke, and my Hessian centre brigade had to wheel to block the oncoming enemy.
Meanwhile our other effort to advance and to "amuse" the French enough to charge, was hindered by the lack of available "staff officers", as we needed them to save our guns and wheel the centre. Which then Angus took the opportunity and peppered the advance with counter fire and artillery salvos, which in turn stopped our momentum. In the end we attacked gallantly, but on top of this malleure, fortuna left us in the exact moment before touch down, when we needed staff officers for multiple charges or fast "forced marches" the most. The result was inevitable and brutal, we had to concede defeat.
In the end, I was happy as the rules are sound and safe and the system is working. We just need to fine tune and test some other scenarios or situations (heavy terrain, skirmishing cavalry and Infantry).
Notes from this time Advanced orders "Forced March" and "Double Forced March" may not available for Artillery (maybe for attached light guns, maybe as an exception in scenarios - the "Brummer of Leuthen", but thats it. Heavy artillery (siege guns and all 12pdr plus) should be AFTER first limbering immobile. Medium guns may just move like normal infantry when limbered.
Also the canister might need an extra boni, so here we go: Medium and Heavy Artillery shall have an extra +1 when facing enemies in short range.
Some critique was raised to make the firing less effective, but here I need to raise the "Smooth Game play"– joker. The first test plays were more historical but took longer. The Gentlemen of royal blood of these days might have had a whole day for a battle, in clubs you might find that reduced to 2-3 hours.
Next time we shall test the skirmishers a bit more and some build up areas and more terrain.
Angus Rap:
|
The French Horse is immediately moving ... |
|
...crossing the river ... |
|
and the French skirmisher trying to secure an advantage point ... |
|
The Hanoverians are marching up to the meet the enemy ... |
|
The French Horse is there!!! A cavalry clash! |
|
... and chaos ensues ... |
|
... and the Allied left flank disintegrates ... |
|
the last Allied Horse is isolated ... |
|
the Hessian and Hannoveranian advance stalls somehow ... |
|
...intense shooting ... the ranks a wavering but not faltering ... |
|
... in the din of the battle at a crucial time the staff officers are missing!!! |
|
the free French Brigade moves in for the kill ... |
|
and a last attack of the French Horse breaks the galant Hessian Grenadiers ... game over ... full defeat |
Looks superb, beautiful figures all around!
ReplyDeleteThank you Phil! The French won again, what can I say...? ;)
Delete