Saturday, 16 February 2019

French Indian War somewhere in the Northern jungle

Michael (the new/old one) decided to run a 15mm Seven Years War/French-Indian War scenario to introduce the gang to Rebel & Patrios. Bart and Angus were the French, while me, Peter and Mike were fighting for the old George. In the middle we had light woods flanked by roads and a hill in the middle and up we go!

My force was rather neat and I managed to travel up to the mid-field and form a line comfortably waiting for the arch-enemy. And Bart did linger there a bit, he probably is better suited for cavalry, I guess. The game started quite nicely, and I really like the activation rolls and the miss happs or  glorious moments.

I don‘t know what went wrong, but things were falling apart in the centre and on the other side. Even though I managed to divert some volleys into the centre savages! I had managed to pepper Barts French line quite nicely and had fire superiority, when Peter panic stricken announced, I had to help him, shortly before his centre units got wiped out.
I had to divert my large new recruit unit to block the incoming savages, giving up my upper hand in fire power! - Then the Scotts rolled a double one and, by all means, decided to charge right into the killing field before the French.

That was when the battle was over. Naturally the Scots got more than blisters and my greenies were attacked by a large Iroqoui unit and mauled. Apparently there is no such thing as closing fire in these rules - well its a skirmish game! My flank had gone from very successful to intolerable within two moves. In character, I feigned disgust about the ineptitude of my fellow officers and bargained with Bart free retreat (against a gun) and left the field.

All in all it was a very enjoyable game, and Mike‘s 15mm are a beauty to game with.


Initial deployment

I had the left flank some Greenies and Scots, a small Grenadier unit and a gun

Barts Frenchies looked not too impressive

We even managed to form up a line

With some wild Scots as back up

The French comfortably in the distance 
Mikes unit cards (very useful)



Within gun range ... 
The peppering (amusement) is starting ...



Hold the line! 
in the meantime the middle ...




yeah ... lost somehow ...

The Natives are coming!

Crashing through the ranks 
making minced meat out of our lobsters


Followed up by just a ridiculously small French unit!!!

... So I had to deny them the flank ...



... or try dying denying ...

After a gentlemen agreement we left the gun and the field beaten.

Friday, 8 February 2019

This. Is. Spa … argh!


This week we decided to go for the Peloponnesian War, after Campbell requested a Classical Greek clash of shields. Also I proudly introduced Colin, a friend of mine who is normally into board games, to the joys of 28mm miniature warfare of the Classical Antiquity using Hail Caesar rules with some amends (Hoplite run (the little first fire tokens), phalanx movement and drift and a flexible rank deployment that has influence on the actual stamina). Campbell decided to go for the Spartans (and their Peloponnesian “friends”) while me and Colin took up the dori and aspis for the Athenians and their Delian empire.

After some prayers and reshuffling, the deployment remained pretty much conservative on both sides, from left to right form the best unit to the worst to fall upon the “open” enemy flank - all enclosed by some pelstast and helot rabble on the outer flanks, plus a dash of more or less ineffective Northern greek cavalry on both sides for a bit of fun. The Athenians had one unit of Hoplites more and one small unit of slingers.

The Delians had the first turn, but then both armies continued to “creep” in phalanx formation towards the opponent. After a while the inevitable peltasts peppered various units with javelins with less effect than both warlords had hoped for. Then the cavalry started to clash in a protracted dance that went for turns, backwards and forwards.

After some more turns just short before the expected “meet up” at the middle, half of the Delian line retreated in formation, which frustrated the Spartans so much that they charged using their Hoplite run token giving them 1d6” extra move. Melee ensued only on one side and the rest  of the Athenians narrowly escaped a clash to live another turn.

Then the a couple of Delian units countercharged the isolated Kings bodyguard, a heavy fight ensued with heavy damage on both sides, but the Spartans lost by one point. Both had to do a break roll, but the Kings body guard rolled abysmal and vanished. That in effect decided the game. The Peloponnesian melted away and the last (Spartan actually) Hoplite unit sued for peace in disgrace - which of course the Athenians gladly accepted.

It was a fun game, which I guess, all involved enjoyed. I’m glad that the Spartan King’s Bodyguard unit revealed itself that it is not a monsterous super unit and can actually die in combat. In retrospect, Campbell, or any Spartan player, should not let the Athenians linger on too long but press forward, any formation loss regardless, and then re-form into phalanx shortly before the clash after they crossed the battlefield. Dorians, do not dither! But, hey, it’s too easy to judge in hindsight.


Initial deployment


Spartans allies advancing

Athenians advancing 
... and then falling back again



the rabble on the right flanks fights
Slingers ... can hit sometimes ... something.



The King's Bodyguard attacks first
the other spartans don't reach their target



while peltasts pestering 
with luck the Delians hold the line



... then they counter charge into the King's bodyguard!

...and the fight ensues ...

... very bloody on both sides!

But the King‘s men get slaughtered (they break) 
its getting lonely for the rest of the Spartans


... and they might get honourable terms ... (for Athenians)