Showing posts with label Northern Conspiracy. Show all posts
Showing posts with label Northern Conspiracy. Show all posts

Monday, July 12, 2021

Battle of Stones River (or Murfreesboro)

 

   One very nice aspect of the So many of us getting the vaccine and lifting of restrictions are the face to face gaming again.  Its been great having Club game night again.  Its now outstanding when individuals can get together.  A few of us have been doing Monday games.  These are fought using the Fire and Fury Brigade level rules in 15mm.  Here are some pictures of one if these game we fight today based on Stones River or Murfreesboro.

Union left flank is table edge facing the viewer in this picture.

  The set up was similar to the historic battle.  The Union left rested in a woods and by a fortified area called the slaughter pen.  The right (under my command) set up a defensive position in the woods and by a shallow river.    The Confederate commanders held a division opposite the union left with orders to hold and keep an eye in them.  On the union right a Confederate division was to push into the wood and turn the flank while the main effort was to break through the center.


On the Union left, both sides hunkered down in very goid defensive positions and waited for the other side to move.  It was pretty static for most of the game.






On the Union right I had a division of Confederate infantry charge to push me out of the woods.  It didn't work and u held my ground.  By the end of the game I was ready to move forward and sweep the remnants away.




In the center, the Confederate massed their troops and tried to break through.  The Union lines bent but did not break and held out.  After six hours the game was called for a Union victory.


  All in all a good fun game with a group of friends.  It is great to get together again.

  

UPDATE:  here are some additional pictures taken by the host John Magnifico.















Saturday, June 19, 2021

Take the cross road! A Crimean Action

 

For club game night I hosted a "Charge of The Light Brigade" game.  A Russian infantry and cavalry division attempted to capture a cross road to disrupt the Allies supply line.  A British Infantry and cavalry division with a French reinforced brigade attempted to hold that same cross road.  Victory conditions were capture and hold two of three buildings by end of game and/or reduced other side to less then 50%.

The battlefield.  The Allies are set up on the right of the picture and the Russians are set up on the left.
The three buildings represent the village. 
 



The battlefield from the opposite side.

The Russians (John and Warren) brought their entire Cavalry division, all four batteries and eight infantry battalions onto the table.  Another eight battalions were held in reserve.  The cavalry set up on their left flank and was to turn the allied flank while the infantry marched against the village.  All infantry was in march column formation for the race to the village criss roads.



The Allies (Phil and Kevin)  set up on their side with French on the right and the British in the center and left.  While the French commander choose to guard his flank with the cavalry the British commander placed his guns and cavalry in his center.  A most unorthodox formation!  But, it enabled them to get into two of the three buildings first so perhaps it was not so unorthodox after all!  The Allies were first into the village and quickly meet up defensive positions.  Artillery batteries were quickly in lumbered.   






  One unusual aspect of the rules I use, "The Charge of the Light Brigade" is the turn sequence and command points.  The game is a "I Go U Go" but with a twist.  Each infantry battalion, cavalry Regiment and artillery battery has a certain amount of command points (CP).  Better units have more;  sluggish or poor units have less.  Thus a Guards battalion could have 12 CP;  A Russia battalion 8 CP and poor Johnny Turk has 4 CP.  When it is your sides turn each unit may do one operation.  Move, change formation, fire, etc. Its free!  After that, each unit may do a second operation but it costs 1 CP.  So you could move again or fire again or close into close combat.   BUT if you do this the other side gets to react to it.  They can shot back at that unit.  If a battery is limbered it can unlimber.  Then, if you want you can do a third thing but it now costs 2 CP.  And the other side can react to it.  This can go on indefinitely, with each extra move costing more CP.   But once you run out of CP they are gone forever.  BTW if your battalion commander is killed you loose what CP he has.   So use them wisely and be careful! 



The Russians quickened their pace and moved forward.  They also brought their reinforcements onto the table.  But the British countered with very effective long range rifle and artillery fire against the massed columns.



On the Russian right, a column closed on the Highland Brigade.  The Highland commander cooly  directed their fire and decimated first one then a second Russian battalion.  The survivors routed back causing a chain reaction not morale checks.  

Another unusual part of the rules is moral and morale markers.  Due to casualties or other bad things happening your regiment may get a moral marker.  You can use a free move to remove it or just drag it around the board with you.  But for every marker you get, you subtract 1 from every dice roll you have to make.  And since you roll dice to move, fire,  check moral, etc this can quickly cause headaches!  As the Russian quickly found out.


On the Russian left, the cavalry division closed in on the French cavalry.  The commander chose to place his cavalry regiments one behind the other to support the first line. 




 Outnumbered, a Zouave battalion (including Mr zigzag)  drew up to support the Chasseur d'afrique.  As the Russian cavalry charged forward they took heavy fire and ran into both the French cavalry and  battalion.  This was too much and the Russian cavalry Regiment routed back into its supports.  Again this caused a massive retreat on that flank.

Times up gentleman.

The clock on the wall rang out that time was up.  With both flanks gone and the Allies secure in the village they conceded the battle.  In the words of the Russian commander, " although we lost a lot of poor  peasent soldiers tonight, at least they are now in a better place. " How thoughtful!  


Thank you to Kevin, Phil, John and Warren for playing in my game.  All agreed it was a fun game and a good time.  And its great to once again have in person events and club game night.









Club game night

 


It's club game night and as usual we put on three games for the monthly event.  We are back to in person gaming and its great to be with friends once again.  Club members volunteer to put on games and set up everything. Usually there are three games for the meeting and you can pick which game you would like to play in.   For this evenings games we had 16 club members attending and one guest.




Tonight's events:



Ralph Gero –  Sausages with Mustard
Rules: Lion Rampant, 28mm.

A large band of Mongol Raiders under the fierce warlord Kadan are burning villages and farms in Hungary and the eastern regions of Germany. Teutonic knights respond to the Pope’s call for all good Christians to oppose the Mongols. The two forces come together in a village beyond the gates of the city of Liegnitz. The Mongol force needs to destroy four high value targets in the village before the defenders can eliminate half of the Mongol force.



There will be a separate post for this battle.  Please be patient while the correspondent for the times finishes his tea.


Mark Nichipor – Crimean War 1854
Rules: Charge of The Light Brigade, 25mm.

Meeting engagement.  Russian infantry division and a Cavalry division vs British 1st Division  and French Brigade plus attached cavalry fight for control of a important cross road.

There will be a separate post for this battle.






Earl Richards – French and Indian War Skirmish
Rules: Musket & Tomahawk, 28mm.

A great fun game.  Settlers, warriors, regulars and militia all clash in a fun and fast paced game.