So a little while ago I managed to complete my British Peninsular War Army for Blücher. This was the first army I started and the first one I'm sure I'm convinced I've completed. If anything further is added then it will be to make it usable for the 100 days and Waterloo.
There are many mistakes in the army. There should of course be two flags, not one, on each base and most of the troops have belgic shakos rather than stove pipe shakos, etc... but it will just have to do. It wasn't the main reason I got into this anyway, there will be more accuracy in my other armies, I promise!
The models are all 6mm from Heroics and Ros on 60mm x 30mm bases with each base representing a brigade.
The brigades are organised into the various divisions under Wellington's control during the war, including Portuguese and Spanish allies. I think I have pretty much the entire British Army in the Peninsular here.
There are only 3 division commanders with special rules for the army in the Blücher rules and these are attached to their divisions in the photos.
The front rank has divisions 1 through to 7 and then the Light Division on the end. Behind that are attached and massed artillery batteries, the cavalry division, 2 divisions of Spanish allied infantry and a division of Spanish allied cavalry.
My Russian and French armies have also reached "conclusion" for now as I will be starting on Prussians soon. I will post photos of those "completed" armies in a few days.
Saturday, 28 December 2019
Monday, 23 December 2019
Blücher two day battles
I just realised that I've not been posting! How bad of me! ;)
Anyway... I have been busy wargaming and painting. I just got out of the habit of posting about it. It happens every so often and I apologise. I will try and make up for being remiss!
Anyway, the main wargaming I've been doing has of course been Blücher. The Mini-Borodino was the last big battle we got played but in addition to that have been a Vyazma demo at Recon 2019, which I forgot to take photos of, a big Penisular war game, and a couple of small 2-day battles.
The idea for 2-day battles came when we found we really struggled to reach a conclusion to a Scharnhorst battle in a single 3-hour club night. Not reaching a conclusion in a day was something that happened from time-to-time during the Napoleonic wars and when that happened they would sometimes rest and deploy during the night and fight again in the morning. Perhaps we could do the same, with the second day being played on a subsequent night?
With a bit of thought I came up with some rules to handle this and have added those rules to the Blücher house-rules section of this blog, see menu on right.
We've had a couple of trial games with this system. In one the second day produced a good definite result, though closer that we expected. But in the other one the Russians managed to get themselves in a very good defensive position which meant that the attacking French couldn't break through, but had mauled the Russians badly.
Here are some photos from those two battles.
The Russians at the top right were to take the brunt of the attack from the French forces, but the Russians at the bottom right pushed against their rear-guard and did major damage. The Russians down by the town did very little as they waited for French Reinforcements which would arrive at the town they defended. The re-inforcements did not arrive.
I didn't take enough photos of this battle... so on to the second one!
Anyway... I have been busy wargaming and painting. I just got out of the habit of posting about it. It happens every so often and I apologise. I will try and make up for being remiss!
Anyway, the main wargaming I've been doing has of course been Blücher. The Mini-Borodino was the last big battle we got played but in addition to that have been a Vyazma demo at Recon 2019, which I forgot to take photos of, a big Penisular war game, and a couple of small 2-day battles.
The idea for 2-day battles came when we found we really struggled to reach a conclusion to a Scharnhorst battle in a single 3-hour club night. Not reaching a conclusion in a day was something that happened from time-to-time during the Napoleonic wars and when that happened they would sometimes rest and deploy during the night and fight again in the morning. Perhaps we could do the same, with the second day being played on a subsequent night?
With a bit of thought I came up with some rules to handle this and have added those rules to the Blücher house-rules section of this blog, see menu on right.
We've had a couple of trial games with this system. In one the second day produced a good definite result, though closer that we expected. But in the other one the Russians managed to get themselves in a very good defensive position which meant that the attacking French couldn't break through, but had mauled the Russians badly.
Here are some photos from those two battles.
The Russians at the top right were to take the brunt of the attack from the French forces, but the Russians at the bottom right pushed against their rear-guard and did major damage. The Russians down by the town did very little as they waited for French Reinforcements which would arrive at the town they defended. The re-inforcements did not arrive.
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| Starting position for the first battle. |
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| French unit cards at the end of the first day with damage marked. The photo allowed us to reset the battle. |
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| Russian unit cards at the end of the first day with damage marked. |
I didn't take enough photos of this battle... so on to the second one!
A similar thing happened to the Russians in this second battle. Again they found they had a force in the top right of this photo which was pushed and pushed by the French. Meanwhile on the bottom right the French were attacking a very heavily defended village.
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| At the end of the day the unit cards were put back next to their units and the number of damage markers written on them. |
Again I took photos of the unit cards when I got home...
The second day was mainly about a big French assault on the Russian held village and a big cavalry race around the battlefield...
The first of these two games we didn't know that we were going to go for a second day and committed troops with the intention of winning either way. With the second game we were playing to a higher points value (300 as opposed to 200) and had determined from the start that we would be playing a second day. This lead to a much more cagey game, with a lot more retreating under assault going on. Quite different and interesting approaches to the battles!
Overall this seemed to work. No doubt there are improvements that could be made, but I think we'll be using these new house rules again in future!
Sunday, 17 November 2019
Mini-Borodino in Blücher
Today we were at Dales Wargames. As I've been doing for the last few of the Dales games days I brought along my Blücher game to play. We get all day to play so it's chance to try something quite a bit bigger than we get at COGS. With that in mind and with my Russian and French forces pretty well fleshed out I thought a big game involving everything I have for both of those would be fun.
When scenario came to mind I figured that since they're for the 1812 campaign primarily perhaps something based around Borodino. A mini-Borodino perhaps. It turns out though after working out what I have it wasn't that far off what would have been needed for a full scale Borodino.
The terrain was based on the numerous maps of the battlefield that are online. The Great Redoubt or Rajevsky Battery was to be in the centre of the battlefield with the river in front and beyond that the little town of Borodino itself. Two roads ran towards Moscow behind the Russian lines and the Russians would have to ensure that the French did not gain control of either of these.
Deployment was done with each side being controlled by two players using the Blücher multi-player rules and splitting the forces into two flanks. Each player effectively having 3 MO dice for command.
On the French left flank Eugene had an open field to advance across for his Italians. Ney just to the left of the river would have to advance up the road. Davout and Poniatowski on the right flank had a couple of wooded areas to make their way through. The Imperial Guard and reserve cavalry hoped they would not be needed and sat just to the right of the river.
As soon as the French troops advanced into range the masses of Russian artillery revealed themselves and started bombardments...
The French took heavy casualties from the initial barrage, but they responded with counter-battery fire forcing many of the Russian batteries to leave the field of battle. This was a key moment and would make the invader's job a lot easier in future turns.
The battle progressed as Davout's advance was slowed by the wood. Eugene had to deal with several counter-attacks and a sneaky attack by Cossacks aroung the flank onto his artillery.
Eventually Davout broke through the wood and was able to attack the Great Redout. An initial attack was repelled, but the second was successful and the fortifications were taken. But then history repeated itself and the French were pushed by out by Russian Grenadiers.
The French assualt continued, most success was on the French right flank, on the old road, where there was mostly just Militia present. But then once through the weak outer layer it became apparent they were hiding a huge number of Russian Grenadiers. Davout started to struggle and the Corsican Ogre decided it was time to release his Guard. These would provide the extra punch needed to push the Russians off the old road...
The Guard did indeed push the Russians back and many brigades of Russian line infantry were seen fleeing from their charges. One of the two Russian cuirassier divisions were re-assigned back to defending the road, but would it be too late...
When scenario came to mind I figured that since they're for the 1812 campaign primarily perhaps something based around Borodino. A mini-Borodino perhaps. It turns out though after working out what I have it wasn't that far off what would have been needed for a full scale Borodino.
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| Towards the end of the battle showing the mass of troops in play. |
The terrain was based on the numerous maps of the battlefield that are online. The Great Redoubt or Rajevsky Battery was to be in the centre of the battlefield with the river in front and beyond that the little town of Borodino itself. Two roads ran towards Moscow behind the Russian lines and the Russians would have to ensure that the French did not gain control of either of these.
Deployment was done with each side being controlled by two players using the Blücher multi-player rules and splitting the forces into two flanks. Each player effectively having 3 MO dice for command.
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| Initial Deployment is all concealed. |
As soon as the French troops advanced into range the masses of Russian artillery revealed themselves and started bombardments...
The French took heavy casualties from the initial barrage, but they responded with counter-battery fire forcing many of the Russian batteries to leave the field of battle. This was a key moment and would make the invader's job a lot easier in future turns.
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| Davout advances through the woods with Poniatowski on his right flank. |
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| Ney advances through the town of Borodino. |
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| Eugene Advances across the open ground and is countered by Cossacks and Hussars. |
Eventually Davout broke through the wood and was able to attack the Great Redout. An initial attack was repelled, but the second was successful and the fortifications were taken. But then history repeated itself and the French were pushed by out by Russian Grenadiers.
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| Grenadiers attack the French in the redout |
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| Ney is slowed by the river crossing and Eugene keeps being countered by ever-larger Russian forces. |
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| Davout advances out of the wood to find he faces Militia and artillery |
The French assualt continued, most success was on the French right flank, on the old road, where there was mostly just Militia present. But then once through the weak outer layer it became apparent they were hiding a huge number of Russian Grenadiers. Davout started to struggle and the Corsican Ogre decided it was time to release his Guard. These would provide the extra punch needed to push the Russians off the old road...
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| The Imperial Guard arrive to assist Davout and Poniatowski. |
The Guard did indeed push the Russians back and many brigades of Russian line infantry were seen fleeing from their charges. One of the two Russian cuirassier divisions were re-assigned back to defending the road, but would it be too late...
We'll never know... we ran out of time! We got turn 19 finished and could have played on for another 11 turns to determine victory. It was looking very good for the French though, they had inflicted almost 3 times as many casualties as they'd taken and had nearly cleared the right-most road.
A fantastic game and so good to see all my troops in play. Just a single brigade of Young Guard didn't make it onto the table, having been left behind when the rest of the Guard Corps moved up to assist Davout. Wonderful to have such great players in Dave, who also organises Dales, Andy, who is always an enthusiastic player to have around and of course my son, Brendan, who I am very glad loves playing the same games his dad does.
Wednesday, 13 November 2019
Blücher: Peninsular battle on my second folding board
Now my Russian army is completed I've been working on updating my British army to use the casualty and artillery ammo markers rather than cards with dry erase pens.
Tonight was the first time out for it and we played a 200 point game with our Quick Scharnhorst house rules.
The setup ended up with both British and French ending up with VP objectives, though I realise now that this situation shouldn't really have happened with the version of rules I'd come up with. Anyway, I've adjusted them a bit.
The game was fun though, with a limited amount of time in the day we got it finished within the time allowed and thought after we'd already starting packing up that this would have been a great time to try a 2 day game. i.e. keep the terrain layout and army condition for another night's gaming. We'll have to work out details on how to do that next time.
Anyway, here are a few photos...
Tonight was the first time out for it and we played a 200 point game with our Quick Scharnhorst house rules.
The setup ended up with both British and French ending up with VP objectives, though I realise now that this situation shouldn't really have happened with the version of rules I'd come up with. Anyway, I've adjusted them a bit.
The game was fun though, with a limited amount of time in the day we got it finished within the time allowed and thought after we'd already starting packing up that this would have been a great time to try a 2 day game. i.e. keep the terrain layout and army condition for another night's gaming. We'll have to work out details on how to do that next time.
Anyway, here are a few photos...
The board we used was my second folding board. The design is basically the same as the pasting-table conversion I made for Vyazma, but this one is designed specifically with Scharnhorst in mind. I had MDF cut so that the board is exactly the right size for Scharnhorst and put lines marking the table sections on the edges. The board is flat so that terrain can be placed as needed in the game.
The hinges and handle are from an existing damaged pasting table I've had for a very long time.
A board is strapped over the gap when it's folded for transport.
Sunday, 10 November 2019
Napoleonic French Imperial Guard 6mm
It's been a little while since my last post, but I've been busy painting.
A few weeks ago I completed most of my French Imperial Guard for Blücher. There's a few bases yet to paint, but the main part is done. (Miniatures are all by Heroics and Ros.)
The whole Corps so far:
Old Guard Grenadiers
Old Guard Chasseurs
Young Guard Tirailleurs
Young Guard Voltigeurs
Horse Grenadiers
Empress Dragoons
Foot Artillery
Horse Artillery
A few weeks ago I completed most of my French Imperial Guard for Blücher. There's a few bases yet to paint, but the main part is done. (Miniatures are all by Heroics and Ros.)
The whole Corps so far:
Old Guard Grenadiers
Old Guard Chasseurs
Young Guard Tirailleurs
Young Guard Voltigeurs
Horse Grenadiers
Empress Dragoons
Foot Artillery
Horse Artillery
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