Showing posts with label Crimean War. Show all posts
Showing posts with label Crimean War. Show all posts

Friday, August 14, 2020

Battle of Blastoffski Bridge 1854

 



Russian commander massed his infantry and guns together and marched to cross the river South of the bridge and church.  He hoped to use his faster speed (marching in column) to get to the river and cross it and then close with the British infantry.  He unlimber his guns as quickly as he could to get them into play and cause some damage to the enemy infantry.   He sent his cavalry north of the bridge and hoped to cause mischief there.


The British formed line with his infantry and advanced forward in a most stately manner.  His Royal Horse Artillery took the high ground to get into a good firing position while the Light Cavalry Brigade protected their exposed flank.




Once the Russian infantry reached the river they came under fire from the superior range of the British infantry. Casualties were light but both forward battalions suffered a couple morale chips.  (The morale rules are simple but deadly.  For every morale chip you subtract one  each from every dice thrown.  Since dice are used for movement and firing this can have a cumulative effect.) 



The Russian cavalry quickly crossed the river and charged their enemy.  The Hussars tangled with the Light Brigade (who counter charged) while the Uhlans took on the guns and quickly over ran them!  The Light Brigade routed the Hussars and sent them flying.


Seeing the disaster to his flank the British brigadier turned the 23rd to cover his exposed flank.  He then spent two command points to fire twice at the Russian columns in front of him to cause as much damage as he could. (Each unit has some many command points in the game.  Each turn that unit can spend a CP to do an extra action.  Once you spend a CP it is gone).  



As the Russians closed with the British line they took one more volley before close quarters fighting.  The British easily saw them off due to the morale chips they had acquired.  As they retreated they blocked the guns so the British infantry was given a break.  With a single battalion left the Russian commander turned to his cavalry who were being chased off the field by the Light Brigade.  With no hope of victory he shrugged his shoulders and thought how best to compose his report and try and salvage something from the disaster.


If you liked this action and are curious about the rules used here is a link to my explanation of how the Rules work.  They are a fun set of rules which capture the flavor of the period and provide a fun and fast game.

https://bravefusiliers.blogspot.com/2019/11/rules-i-use-for-wargaming-crimean-war.html


It was great fun to bring out my Crimean Armies.  These are my oldest miniatures and I have a great sentimental attachment to both the armies and the period.  So, I will be planning on a couple more games in the Crimean War period soon.









Thursday, August 13, 2020

Return to the Crimean War




I return to the classic wargamer battle, but this time transport it to the Crimean War 1854.  The two sides are once again  looking to capture a vital bridge.

Rules used were "Charge of the Light Brigade " by David Rayburn.  A very clever set of rules which has always given me a fun enjoyable game.  The miniatures Wargame Foundry 25mm.  Here is a description of the rules and how I play them:
https://bravefusiliers.blogspot.com/2019/11/rules-i-use-for-wargaming-crimean-war.html




The photo above will give a good visual of the battlefield.  The British set up on the (viewers) left and Russians on the right.  The church blocks site only.  You can cross the river along most of its length except one foot in either side of the bridge.  
 


British Order of Battle:
Light Division: 1st Brigade.
7th Royal Fusiliers
23rd Royal Welch Fusiliers
33rd Regiment of Foot
Light Cavalry Brigade
"C" troop Royal Horse Artillery battery




Russian Order of Battle:
1st Brigade/16th Division
31st Vladimir Musketeer Regiment
(4 battalions)
Heavy artillery Battery
11th Kiev Hussars
Combined Uhlan Regiment





Wednesday, February 26, 2020

Past glory: game night Crimean War



   Well here is a surprise for me.  While visiting AJ's blog I came across a YouTube video he did of one of my Crimean war battles.  Here are a few pictures from that game.


https://m.youtube.com/watch?v=FZgdpocxTYY



   I had never seen this before and was delighted when I discovered it.  Thank you AJ! I am always amazed by all the very clever things you come up with.

Friday, November 15, 2019

Rules I use for Wargaming: Crimean War





   I have been playing "Charge of the Light Brigade" since 2003.  These are home brewed self published rules from the author David Raybin so possibly only a few of you have tried them.   I thought I would share some of my impressions about the rules and how they play.  They provide a fun game which captures the spirit of the period and deserve a wider audience.

You can download a set of the rules here:
https://miniaturewargaming.com/blog/charge-of-the-light-brigade-rules/



  I will state right off I am a big fan of these rules. I like simple rules, but with a twist. I like regiments to look like regiments.  And it is important to me that that a group of colorful miniature soldiers represents such and such a regiment.  I want a game I can play in a evening, gives a period "feel" for the time period played, have fun with and come to a conclusion.  "Charge of the Light Brigade" does all of these.

   The rules are a simple I Go U Go but with a difference.  Each side rolls for initiative with high side getting first go.  If you won the roll last time you add one to your roll.  Each of your regiments or batteries do one action (move, change formation, fire or remove a morale point).  To move roll two dice (or more depending on formation) and that is how far you can move.   After all your units have moved  you may spend a command point (CP) per unit and that unit may do a second thing.

  Here is something that sets this set of rules aside from all others. The author has taken the simple move/counter move system and twisted it. Every unit has a commander (i.e. Colonel). He has so many command points (CP). More if he and the regiment are good, less if mediocare or poor. Russians often get around 8 (sluggish, dull)  while British line get 12 and elite Guards might get as many of 16.  Better units can do more at critical times. But when your CP are gone they are gone.



   OK, now it is your turn, and every unit on your side has done one free action. You may then spend a CP and do something else. Fire, remove a Morale marker or what ever. It gives you a chance to take advantage of something or react to what is happeneing on the table. BUT for every action there is a reaction and the enemy now gets to react against that unit and can either return fire at you or change position/facing.   But only against the enemy that spent that CP.   In a past game a Russian battalion removed a Morale pip by paying a CP. The British reacted by firing at the unit and puting 2 morale pips right on back (darn good shooting with the Guards who rolled four 6's). So you spends your money and takes your chaces.  This portion of the rules is what gets a lot of comments and attention from people who  have played this game for the first time. And rightly so. It is simple, inovative and fun. But I would recommend a GM to run the first few games you try to ensure you all stay on tract and not move ahead.  To track CP I put a sticky note under the command figure stand with the number of that units CP.


  Firing is simple. You throw 1D6 per stand for Infantry and 2D6 per artillery stand. Cross refinance with the firing chart for weapon vs. target and this gives you the chances for a hit. Since there is a possible saving roll you might not lose all those figures hit. Yes, the dreaded saving roll.  But here it takes the place of all those calculations you have to do with other rules.  Watch out for double 6's as they can cause a morale marker to drop onto your unit.  Each infantry stand has four figures. Once all four figures are gone you remove the stand.  Until then the stand fights on.

  To me, the neat thing about this system is that you forget about calculation, tables and charts. Hits, saves and morale are all tied into each other. The save chart also brings a little of the old "national modifiers" into the mix. With Russians, who get saved on a 5 or 6 no matter how many stands are left you have to beat each one with a stick until they are all dead. You get that steady, dogged feeling you read about. The British start with a high save chance (they dodge bullets like the bat man said the rules author) but as they loose stands save chances go way down so they wither away. A little fragile. Poor Johnny Turk never gets a save

   Morale is a sneaky system that most folks don't think a lot about until it bites them! You get a morale pip for any number of things (crossing an obstacle, being fired at or having friends route past you). Since you subtract 1 pip from every die roll morale effects everything you do. Move, shot or fight it ties into morale.  In a past game a Russia commander with three morale markers on a regiment found out fast that he could not shoot, or save casualties with that unit. With morale markers, once you get into trouble it comes fast and furious. To me this is a superior system then used in many rules. The unit is effected, and everything it can do is effected.

   Close Combats takes a bit getting used to since it is very different from most rules. You do not charge like in other rules. You move within 2' of the enemy. THEN, you would have to pay a Command Point or wait till next turn to close and fight. This gives the defender a chance to do something. Like blast the enemy with a close range volley that causes casualties or mabey a morale marker.  It is actually hard to close into close combat due to small arms fire.  But when you do it can be devastating.

  I really love these rules. The game feels like the Crimean to me based on my reading.  Also for a I Go U Go both sides get to do something so no sitting around. In my games Russians tend to form columns (or at least reinforced lines) and try and close with the British quickly.  (One player has nicked named them "Zulu's in overcoats.") Russian artillery is better then the allies and there is a lot of it.  Russian cavalry is, well, sluggish.  The British tend to want to shoot at things. And shoot a lot. Cavalry is small but very aggressive.  By the way small numbers of cavalry will not damage infantry who can usually shoot them down before they close. Many of my games have seen a single British battalion stopping massed charge like at Balaklva.  The French are interesting as their line have muskets while elite troops like Zouaves have rifles and  more CP.  So each army is very different from the other.  You have to work with what you have and get the best out of them.

Sunday, August 18, 2019

MacKenzie Heights: The Battle





  Game set up. Russians to the right.  Cavalry is in the center riding through the village. One brigade of eight battalions to their right and another brigade of eight battalions to their left.  This brigade has massed their guns into a grand battery opposite the French.   The British are entering the field in the top left and French are entering on the bottom left.  The Russian commanders decided to concentrate against the French.  The cavalry, four battalions of infantry and one battery would hold the British.  On the Allied side there was no coordination but just a hardy handshake and a cheerful good luck.


Long line of Russian cavalry ride out of the farm towards the British.  Massed columns of infantry March out towards the French.




Russians regiments massed and advancing against the allied regiments.




The French advance onto the field with the Zouaves in front and the Line battalions to their rear. Artillery and cavalry are thrown out to protect the left flank.


Russian columns marching down on the French.  This is the first of two waves of infantry.


   The French prepare to receive the Russians. Two line battalions changed formation to double lines.

  The poor Zouave battalions are decimated by the Russian massed artillery.


  The first wave of Russians punch through the French line infantry.  A second wave threatens to out flank what is left of the Zouaves.


   The end of the colorful French Infantry.  Ground down by the Russian juggernaut.


  The French commander forgot about his cavalry.  The Russians ran up to the and destroyed them by musket fire.  A sad end to the beautiful French army.  But what if their allies?

!



The British Light Division March into the field in column and deploy into line.  Artillery, both line and horse anchor the flanks.







       Against them the Russians attacked with three cavalry regiments.  They hoped to hit the division as it deployed but were unsuccessful.




Coderington's brigade of the 7th, 23rd and 33rd Regiments formed into line and destroyed the Russian cavalry one regiment at a time.

  British firepower then silenced a battery on the hill.  With little opposite them the way into the farm looked open.  But by this time the French had been destroyed and the Russian player was turning the entire army against the  outnumbered British.  It was at this time the French and Russian players devieded to call the game and retire.



  So the battle ended.  Personally I would have liked it to have gone on for a couple more turns.  There was very little in front of the British who could have taken the hill and farm.  I think the French were devastated by their defeat and the Russians just happy to not face the British rifles and artillery. 

  All in all a good scenario and one which I am sure we will try again.  All players agreed it was a balanced game and all had great fun.  Perhaps we will see this one again!


Wednesday, August 14, 2019

MacKenzie Heights Battle:part 1


   At club game night I was planning on putting  on a Crimean War 1854 game.  I was wondering about the blogs looking at what other people have done for scenarios.  I was looking for ideas and suggestions.  I found just what I had been looking for on the blog "1866 and All That. " His Crimean game was a fun read and great battle report and I knew right away I could adapt it to my armies and table.  For my game I have retained the terrain and objectives but scaled down the regiments. If you are interested in the original battle please visit it here:
http://stracmark.blogspot.com/2016/08/crimean-war-game.htmlhave
Thank you Mark for putting g on such a fun and exciting game and for allowing me to borrow your idea!

  Rules for the game are "Charge of The Light Brigade " by Davis Raybin.   All figures are 25mm.



Initial deployments were:
• Russians – within the yellow box
• French  - within the red box
• British – within the blue box

   The scenario was set quite soon after the battle of the Alma, while the Allied forces were setting up their bases on the southern shores of the peninsula and establishing siege lines in front of Sevastopol. In an attempt to drive the Allies back on their bases, or at least to delay the establishment of siege lines until more Russian forces could arrive, the Russian commander attacked across MacKenzie Heights.
   The Russians easily secured their primary objective, the MacKenzie farm that covered the heights, but success of the operation could only really be assured by the occupation of the hill south of the farm that dominates the road between the British and French bases. So victory conditions for the Russians were set as:
• Major victory – hold the hill with the road at the end of the game.
• Minor victory – hold the farm  at the end of the game
• Defeat –The farm is taken by the allies, regardless of any other objectives taken


Russian Army
16th Division (Kvetinski)
1st Brigade
Vladimirski Regt. (4 battalions)
Susdalski Regt. (4 battalions)
2nd Brigade
Uglitski Regt. (4 battalions)
Kazanski Regt. (4 battalions)
16th Artillery brigade (4 guns)

Cavalry Brigade:
Kievski Hussar Regt.
Ingermanlandski Regt.
Cossacks Regt.


The allied forces desperately needed to contain the Russians. The French and British commanders understand of the importance road and their primary objective is to secure it. Acting without communication of the each of them have scrambled together a force and despatched them to area. Their victory conditions are:
• Major Victory – compel the Russian force off the table to the north
• Victory – secure the road – Russians control the road if at the end of the game they have six or more unshaken units that occupy the road or can bring it under fire.
• Defeat – any result not shown above.



British Light Division (General Brown)
1st Brigade (Codrington)
7th Royal Fusiliers
23rd Royal Welch Fusiliers
33rd Duke of Wellington 's
2nd Brigade (Butler)
19th Yorkshire Regt.
77th Middlesex Regt.
88th Connaught Rangers
Royal Artillery
Heavy Cavalry Brigade (Scarlett)
Royal Horse Artillery




French Army
1st Brigade (Espinasse)
1st Zouaves Regt. (2 battalions)
7th Ligne (2battalions)
20th Ligne (2 battalions)
Artillery battery
1st Chasseurs d's Afrique