Wednesday, March 9, 2022

Pub Battles Monmouth

 


  Here is the first in my series of reviews of Command Post Games Pub Battles.  In this review I will be looking at The Battle of Monmouth.


 The game represents American General Charles  Lee's blotched attack on Lord Cornwallis' rear guard.  The British set up on the extreme right (east) side of the map with the Dragoons block  and Cornwallis counter only.  Lee marches onto the board, in road column on the upper left (west) side.  Lee gets to move twice (2 turns) before the British can.  Units in march column move twice as fast but it takes a third of a move to change from road column to line.  Movement is measured by the measuring device and is broken into foot and horse movement and further divided into thirds.  Since terrain penalty us usually a third of a move this is helpful.  So the game really starts on turn three and the Americans get a chance to enter the board and set up.  




Turns 1 & 2: 

American General Lee and his forces move onto board.  They enter on road column march so they go twice as fast as if traveling overland.   Because there is no British movement (Lord Cornwallis and the stand representing the Light Dragoons sits on the table) set up a defensive position.  His artillery is on a hill.  Note that blocks are set up so the other side cannot see who they are.   Add in a couple detachment blocks and your really not sure what's opposite you.


Turn 3: 

The British enter board. British go first.  They move onto the board. American artillery fires at them but no hits.  Americans take position under cover in woods or behind streams.




Turn 4: 

British go again.  They fire their artillery and get three hits!  The American block is Maxwell's light infantry who is elite.  Usually three hits destroy the unit.  But because it is elite the first hit doesn't count, the second hit flips it to shaken and the third hit makes it retreat.  American artillery fire on their turn and again no hits!



Turn 5.  

 Although the British pulled their chit first they want to move second. To delay their move Cornwallis rolls a d6 and rolls less then his command rating (4).  Lee tries to bump it back but fails to roll his rating (2) or less.  Americans move first and they unpack their baggage and rally Maxwell back to full strength.    The British move up to attack.  Because they have already moved the Americans cannot pull back but have to fight.



 In the battles both sides lose a detachment.  The British on the southern edge push back Wayne's Pennsylvania brigade.  On the northern edge the Jersey militia holds steady in the woods and destroy a detachment then push the Dragoons back!


Turn 6:

Washington arrives on the field and dismissed Lee.


Cornwallis goes first.  He again tries to delay but this time Washington makes his command roll so Cornwallis cannot delay.  The British unpack their baggage trains and rally the Dragoons and von Donop.  The Royal Artillery continue to cause hits while the American Artillery continues to miss (terrible die rolling really).  Washington pulls back to a better defensive position.  He sends Maxwell and Stevens to attack in the north woods. Grey is shaken and falls back.





Turn 7:

Washington goes first.  He sends Maxwell and Stevens to continue the attack in the north.  Else where he straightened his lines. Cornwallis pushes forward on all fronts.


In the fighting, Maxwell destroyed Grey.  But von Donop pushes back the militia.  The Royal Artillery and Continental Artillery both force the other to fall back shaken.

And finally The Guards and Light Infantry continues to force Wayne back.


End of game:

At this point we have run out of time. Historically this was when the rest of the American army would arrive on the field.  The British were looking to hold them them off so the rest of the army could continue its retreat towards New York.  Remember that the French fleet was due and threatened to cut them off.  The last thing Sir Henry Clinton wanted was a long protracted battle.


 On points the Americans win having destroyed two British blocks (1 regular and 1detachment) to one American (detachment) block.  In addition the British baggage is exposed and threatened.  But they might break threw in the American center.  And they could turn the American flank on the south.  While not historical you could also fight out a what if by having both dudes bring on all their troops for a massive battle.  In other words there us a lot if potential for this small game.    So all in all a pleasant battle and a good game which took about an hour to play.


I find the game to be challenging in that you do not know what is in front of you.  In addition the British must attack and attack more quickly then I did.  I think there are lots of options for both sides and room for what if games.  So  I am eager to play it again.  But first I want to try out the Brandywine game.  More to follow!



Monday, March 7, 2022

Command Post Games Pub American Revolution Games

 

Brandywine game

  At the start of February I mentioned I was ordering some games from Command Post Games.  These were from their Pub Battles games series and all were about battles during the American Revolution.  They are called Pub Battles because they are designed to be set up quickly and play in an hour or a little more.  They are command level in scale in that  block represents about 1500 to 2000 troops and is usually a Brigade. The rules are fairly simple  and the maps you play on incredibly detailed.   I order Brandywine, Germantown and Monmouth.  In addition I also ordered the battalion level Brandywine game.  This is a slight departure from the others in that the map is very large (twice the size if the others) and each small block represents a battalion or combined battalions of about 450 men.   An addition to the rules for battalion level is included.  I will be giving a general review of what you get and what the games are like.  As a follow up I will review each game I got.



Why are they called Pub Battles?  Because they are easy to set up and can be played anywhere.  The rules are relatively simple but still provide a interesting game.  Think early Avalon Hill games before the arrival of SPI.  The games are shipped in a clear plastic tube.  You get a map of the battlefield, three red and three blue dice, a measuring device and a set of rules (mine are version 3.2)  and scenario guide as well as the blocks to represent troops and stickers to put on them to identify the units.  Some games have more items some less.  As an example with the Brandywine game you get all the blocks you need for both Germantown and Monmouth.  So if you order those games you need to have bought Brandywine.  The maps are reproduction of period maps and ate little works of art.  They come printed on canvas or a less expensive version on paper.  Maps range in size from Brandywine at 24" x 17" to Germantown's 28" x 24" to  Monmouth's 8.5" x 16". The Brandywine battalion level map is really big at 24" x 48".  Scale of the maps run from 8000:1 for battalion level Brandywine to 16000:1 for the other maps.

British army at Monmouth

Blocks represent infantry, cavalry or artillery.  Each has a pre printed sticker (which you need to afix) that tells you what type of unit it is and if there is a special ability.  These could be elite or militia and effects how they fight and take hits.  In addition there are detachments which represent smaller units and have no markings.  And baggage trains which are your supply and have a really big effect on play and victory.

The Monmouth game


How do they play?  Lets run through a typical game turn.  Again I am using the 3.2 version if the rules here and following a rules tutorial on the companies website.  Usualy one side or the other sets up first.  I will use Monmouth as an example.  The game represents Lee's blotches attack on Cornwallis' rear guard.  The British set up on the extreme right side of the map with the Dragoons block  and Cornwallis counter only.  Lee marches onto the board, in road column on the upper left side.  Lee gets to move twice (2 turns) before the British do.  Units in march column move twice as fast but it takes a third of a move to change from road column to line.  Movement is measured by the measuring device and is broken into foot and horse movement and further divided into thirds.  Since terrain penalty us usually a third of a move this is helpful.  So the game really starts on turn three and the Americans get a chance to enter the board and set up.  


Turn sequence and movement:  put the small command blocks into a cup and pull one.  Lets say you pull Lee.  His command can move.  But, lets say Cornwallis wants to go instead.  He has to roll his command points (printed on his stand) or less on a d6 and if he dies he can move instead. Not so fast!  Lee gets to roll to see if he gets his move back.  But his points are 2 and he fails so Cornwallis goes.  Its a neat little system which builds in fog of war and uncertainty.  Sometimes its best to go first, sometimes not.


So Cornwallis moves first.  To move you place the measuring device on the map and move your block.  A infantry or artillery block can move the foot movement rate and cavalry and command cubes move horse.  You deduct a third of your move for terrain penalty.  You get a free change of facing once per turn and then it takes a third of your move.  Pretty easy.  Because units do not match up completely with map symbols it us suggest that wherever terrain the majority of the block is in or on is what terrain it is in.  I would also recommend you state clearly what terrain it is in.  Come on don't be that guy in a game.

Note that artillery if it does not move can bombard.  It fires out to a full infantry move and traces a straight line to the target.  It rolls three dice and effects are right then and there.


Both sides get to move before combat.  If you move second, and the enemy has moved up to fight you you can move out if combat range.  


Fighting: After all movement is complete you fight.  Blocks must be in contact and you line up blocks evenly.  If attacking or defending you can have a block directly behind as support.  Both sides get to fight.  Lets look at a fight between two blocks which have support.


Defender rolls first.  They roll a 2-5-6 which translates to two hits.  The first hit flips a block over so its name is upright.  It is disrupted.  The second hit forces it to retreat.  If there was a third hit it would have destroyed the block.  Now, if the defender had been under cover it is hit on a 5-6 only.  


The attacker rolls.  They get a 4-5-6.  The defender is destroyed.  Now the defender gets to choose; does the support move up and continue the fight?  Or it best to retire and leave the fight.  If they stay the attacker gets the sane choice;  keep fighting or retire.


If you have an elite block it ignores the first hit.  On the other hand a militia  block doubles its first hit.  


Detachments ate considered small units.  They have no unit designation and in combat only roll one dice.  If hit they are gone.  But, because the other side cannot see what the designation is they do not know what is in front of them.  Again the fog of war.


Baggage trains are an important part of play. These represent not only supplies but head quarters and all the support your army needs.  Once you unpack the baggage train it can rally any unit within A move.  If the unit us shaken it can be restored to full strength.  Great!  But you cannot repack the baggage and if captured you have list the game.  Interesting little way of representation of supplies and such.


Ok, so that is a rundown about the games.  A brief explanation if his to play and what they are about. In my next posts I will run through each of the games and his they play.  If you want a little more details or a visual explanation if play here are links to some videos that explain it better then I did!


Videos to help play:


How to play Pub Battles:

https://m.youtube.com/watch?v=_aB6szOMDLc

How to move:
https://m.youtube.com/watch?v=fg9PnHgni74

Combat:
https://m.youtube.com/watch?v=OtfFFCGHlXY

Baggage trains:
https://m.youtube.com/watch?v=TrJMh_-_Z_0


And here is a link for the company:
https://www.commandpostgames.com/pub-battles/brandywine/#comment-7472






Thursday, March 3, 2022

A Visit with Mr. Ed of Ed M's Wargames Meanderings

 

  On Monday I drove up north to the "Live Free or Die" state to visit with Ed and play in one of his games.  If you have been following his blog you know he is experimenting with using Kriegsspiel maps and blocks but using the rules "Bloody Big Battles" to fight it out.  As this interests me very much I was excited to play in one of his games.  Plus any visit with Ed is a tremendously fun time.  The time and effort he puts into his game is amazing.


   The game today was a small section from the Battle of Koniggratz.  The Prussian army of the Elb had to drive through the Saxon Corps and two Austrian divisions to capture three towns.  A small Austrian Corps of a infantry division and artillery battery was available as reinforcement but they had been badly handled in previous actions and were very timid.   I was to command the Saxon/Austrian forces while my friend George commanded the Prussian. Ed acted as umpire and kept the game running smoothly and quickky.



A word on the game itself.    Ed had created a series of cheat sheets for the game which helped me to understand.  Everything you needed were at your finger tips.  In addition small clear counters helped identify who your commands were.  It was all very neat and tidy and helped me understand a set of rules I had never played.  I wish all game masters could be as organized and well set up ad Ed.

I set up my two Austrian divisions on the forward slope of a long ridge.  They were in rifle pits and within range if the bridges over the river.  The Austrian battery had a clear field of fire on either bridge or the ground between. My Saxons were set up in a similar manner. Their artillery battery was near the Austrian one and could add its firepower.

 

George brought on the Prussian divisions in column.  Afterwards he admitted he should have swung them into line quicker.  That was because my guns decimated one of his divisions while still in column.  Its a learning experience.  Firing in BBB you add up all units firing and go up or down the firing chart BTW.  Took me a turn to remember that and not fire my guns then say I am firing g my rifles.  Its a learning g experience.  

My Austrian division marching in support failed its activation roll and did not move.  This was repeated throughout the game and that division moved not an inch.

  Not wishing to beat his head against my artillery George's Prussian divisions over to flank my position. He had enough troops that they could demonstrate to hold me in my position while side stepping around me.   One part if the rules I have to get used to as the activation roll to move troops.  my out flanked Saxon division refused to leave its rifle pits and failed its roll.  So instead of pulling back I had to bring up my cavalry and a battery to try and rescue them.  I was also funding out how deadly the needle gun was at close range!


At this point with my position being out flanked and one of my infantry divisions being destroyed we called the game.  I think the Prussians would have on as they could move forward and take their objectives and I was out of position to stop them.



All in all it was a great day and a wonderful experience.  The game worked very well and was mist enjoyable.  I think for a truly big battle this system worked well.  Reinforcements, defense in depth can all be utilized better then in a miniatures game.  On the other hand at battalion at tactics and combat resultion work better with minuatures.  The map and blocks were very effective and looked cool.  I am looking forward to playing this again and soon.


Thank you again Ed!  It was an amazing day and a great experience.








  

Tuesday, March 1, 2022

Saint David's Day and Royal Welch Fusiliers

 


"1st March 1775, this being St. David's Day the officers of the 23rd Regiment or Royal Welch Fusiliers, dinner together according to the custom.  All the general & Staff officers, the Admiral, and several other persons were invited to dine with the Regiment..."

From the diary of Lieutenant Frederick MacKenzie

23rd Regiment of Foot or Royal Welch Fusiliers

On this day I hope a  Happy Saint David's Day to the Welch, and to all Royal Welch Fusiliers,  both past and present.



Tuesday, February 22, 2022

Battle of the Four Arms: Conclusion

 



The battle continues......


  Both sides attempted to rally shaken and routed units.  The 1st US Rifles had had enough and in spite of General Brown yelling encouragement ran for the hills.  On the other hand the Canadian militia and GLI both rallied and joined the fight. 


  In the woods the 11th US Infantry charged after the Mohawks.  Although the Canadian militia came to their help the Mohawks had enough for the day and left the field.  



  All along the line both sides threw in their final troops and blasted away at each other.  Over head the rockets continued to burst spectacularly but without causing g any damage to either side!


    Morrison felt the time had come for desperate measures.  Ordering the GLI to step aside, the tiny 19th Light Dragoons charged forward against the 1st US regiment.  Off to the side the combined Flank Companies joined in against the 21st US.  In the fight the 1st US easily defeated the 19th who then routed off the table.  But the Flank companies beat the 21st US who then failed their morale and routed!  The 1st US seeing this also tested morale and were shaken.


In the center the 100th Regiment charged the 9th US, who failed their morale test and retreated!  


Could the tide be changing?  




   Alas! A little too little and too late.  At the cross road General Scott threw in his battalions to break the center.  The 9th US charged the 89th Regiment while the 11th US and 25th US charged the 100rd Regiment.  In the woods the 22nd US advanced steadily and traded cookies with the Canadian Militia.  Although the 89th stood firm and defeated the 9th US the 100rd gave way and routed opening that side.



On the other side Ripley threw the 1st US against the GLI who were worn down from their long fighting earlier.  They we're defeated and retreated back.  At the sane time the 23rd US and 5th US overwhelmed the 1st Regiment.  To contain the Flank companies Ripley moved up the Light Dragoons and the 21st US.


With everything collapsing arround them the British commander ordered a retreat.  It had been a gallant defense but it was now time to try and save something.


Conclusion:

  As you have guessed the battle was a scaled down version of the Battle of Quatre  Bras.  As a game I think it worked out pretty good.  But I would give the British/Canadian side an extra battalion for the set-up and increase the Mohawks to 24 figures rather then twelve figures.  I think this might evan it out better and give them a better chance for winning. 

  The rules, an adaptation of Jim Purky's Rev War rules worked well.  They provided a fun and fast game and I would highly recommend them.

  One thing I noticed over the pictures was how bad the dice I used to mark casualties looked.  These were replaced by smaller markers with stones and grass which blended in better but still did the job.