Heretical Gaming is my blog about my gaming life, featuring small skirmishes and big battles from many historical periods (and some in the mythic past or the far future too). The focus is on battle reports using a wide variety of rules, with the occasional rules review, book review and odd musing about the gaming and history. Most of the battles use 6mm-sized figures and vehicles, but occasionally 15mm and 28mm figures appear too.

Monday, 1 July 2024

Stadtlohn 1623 - Twilight of Divine Right

Next in this series of refights of the battles of the Thirty Years' War comes the 1623 Battle of Stadtlohn. This battle was the last of the initial 'German Protestant Revolt' phase of the war - which should give you some idea of who won in real life, without reading linked Wikipedia entry...anyway, a Protestant Army under Christian of Brunswick was being pursued by the Imperial Army under Count Tilly. This battle is somewhat unusual, as being a game of two parts but on the same board - the Protestant rearguard's battle, and later the main body's battle, as the army's baggage is evacuated.

As usual for these battles, I am using the Twilight of Divine Right rules and the scenario from the accompanying volume, Europe's Tragedy.




The Set-Up:

The Protestant Army deployed, with the rear guard to the right and the main body based on the high ground to the left


The main body

Another view; the baggage to the left

And the rear guard defending the village and crossing over the stream

Another view

The Battle:


Tilly's troops arrive

And go straight into the attack - the Protestant infantry defend vigorously, causing serious casualties as the Imperialist's try to splosh forward through the stream

The Protestant Cavalry fight just as fiercely, routing the leading Imperialist Cuirassier regiment!

Getting his troops back in hand, Tilly launches another attack - this time it takes the village, and gets a foothold on the stream below it (bottom-right)

The Protestant Rear-guard brings up its reserves to re-occupy the briefly vacated village

More Imperialist troops arrive, to add fresh impetus and ferocity to the assault

The reinforcing Imperial cavalry tip the balance in the fighting above the village (top)...

The infantry fight around and in the village re-intensifies...

Numbers tell, and the battered but victorious Imperial infantry (foreground) hold on to their foothold on this bank...

As their Protestant opponents run and disperse

And then the village is cleared too, with the rearguard destroyed or in disarray...but they have done their job, delaying and inflicting casualties on the Imperialist advance guard

The Interlude:

The Imperial forces get moving down the road and around the village...

The Protestants are managing to get some of their baggage away...

...like so...

The Battle (second part)

The Imperial troops have now formed up ready for their assault on the main position; the Protestants have by now been able to evacuate about half their baggage

Another angle

The Imperials being their mass assault

There are clashes all along the line

The Protestant right flank under pressure, as the big Imperial tercios push through the opposing cavalry


Elsewhere on the hill though, the Protestant troops are holding their own

The Protestant reserve cavalry gets ready to charge to try and restore the situation

There is a lot of fierce fighting on the hill - an Imperial Cuirassier regiment is broken in the hail of fire

So far so good, but note the heavy casualties in the ranks of the Protestant infantry regiment in the foreground

The Imperials make another heave forward...and are stopped again on the Protestant Right (foreground)

But the Imperialists seem to have broken through in the centre!

The charge of the Protestant Horse goes in on the Protestant Right...

...but is swatted away!

The Protestant Left is assailed again, coming under immense presure

However, once again the Protestant infantry holds on magnificently, and the leading Imperialist tercio is cut down! However, on the near side, one of the Protestant infantry regiments has broken

The Protestant gunners have abandoned their pieces, but the Protestant infantry is still fighting very hard

And a decent portion of the baggage has been evacauted! Can the Protestants hold on just a bit longer?

The fighting on the hill continues with undiminshed ferocity, but it is clear that the Protestants are slowly losing ground - the counter-attack on the far-side has failed!

The Protestant Cavalry by the stream is holding off the tercios' advance here

The Imperialists push on, although yet another cavalry regiment has been routed at the far edge of the hill

And another large tercio is eliminated on the other flank! Plus the right-hand edge of the hill has been re-secured...can the Protestants do this?

The Protestant Horse goes in again (foreground)

But is beaten back

One last heave by the Imperialists on the hill...and two Protestant regiments break, unable to stand it any longer!

The last Protestant Foot clings on to the hill by their fingernails..

And then, it is all over - the remaining Protestant troops flee for the bridges

Tilly is left master of the field, and his troops are glad of the remaining Protestant baggage to plunder!
 

Game Notes:

A game that ended up closer than I thought it might: the Protestant infantry on the hill did fight very hard, but in the end, numbers told and eventually the break-throughs did come. The Protestants have to hold on for quite a well to win the 'moral' victory of the baggage evacuation, never mind the full victory conditions of holding off the Imperialists. I think the main thing that might have been done better was a more economical use of troops on the far (i.e. Protestant Left) flank, which might have freed up a couple more Horse regiments for more gainful employment. But it would probably not have made that much difference.
The scenario is structured in quite an unusual way, with the rear guard action and then the main action. Because these troops do not move fast, then it might be quite dull in a two-player game to play through the full movement of the Imperialists from the right to the left of the board. Now, it does give the Protestant player the option I suppose of fighting a more open battle, but if that doesn't happen, then the Protestant player isn't going to be doing very much for a while, except hoping to roll well to see if another baggage element can escape. As a solo player, this didn't matter (I could work out what was going to happen using VLB prinicples) but it might matter somewhat in a club game.
As for the action itself, it mostly seemed reasonable and plausible. There do appear to be some routes to optimizing one's formations, i.e. to get the right combination of attacking in depth (to get all those nice support modifiers) but not allowing troops to appear on one's immediate flank (to avoid all those nasty units to the flank and rear penalties). Plus there are some hidden things in cavalry combat, about when exactly to move into 'charge range', so to speak. But in any case, all good fun, and if there is somewhat limited scope for genius tactics (but not no scope, far from it), then that seems a fair reflection of the period's constraints.
Figures as ever by Baccus 6mm.

Tuesday, 11 June 2024

The Baccus Golden Ticket winner

Baccus 6mm have instituted a monthly competition, so that any customer who spends £60 or more gets put into a draw to win a voucher. Anyway, the first winner has been announced and his story, of pursuing a hobby under adverse conditions, is worth a read.

Saturday, 1 June 2024

Five Leagues From the Borderlands - Bank Holiday Campaign

Over the Bank Holiday weekend, I felt like something a bit lighter game-wise, so I got out some 28mm fantasy figures and started a new Five Leagues From The Borderlands campaign. As well as playing the game for its own sake - and it needs no further justification - I was looking at what the minimum figure and terrain requirements might be, so in current domestic circumstances I can create a small 'game in the box' which covers most of the necessary options. 
 

 
 
I am four campaign turns in so far. I will do a quick summary as I go of each campaign turn. I started off with a 'standard' party of 4 Heroes and 4 Followers. Just for visual identification, the heroes are the Knight with a two-handed sword, the Knight in red surcoat with sword and dagger (the avatar), the blonde archer in green, and the Norse Shieldmaiden with sword and shield.
 

Turn One: 

A good non-combat encounter finds me a new comrade-in-arms: some kind of runaway scholar! Oh well, he can figure out how to use his bill as he goes...

Then an encounter with some Northern raiders...


The merry band...

The fight was quite hard - raiders are reasonably tough - but in the end it was a convincing victory, and no serious injuries amongst the party.  The loot was okay, but much better, one of the followers ended up becoming a hero.
 

Turn Two: 


The next turn only had a combat encounter; this was against some bewitched local cultists, who ended up acting as dumb fodder for some evil sorcerer...this band was led by a mercenary warrior out of the Far North, however...

Okay, the action begins with the party spotting the cultists, and the arrows begin flying.

The archers do their work well - that warrior is still untouched, mind

The melee becomes general - plus one of the heroes and his follower have got around the back - no escape for any of this lot

The mercenary warrior is the last to fall, surrounded by the party and hacked down - he was a very tough customer, and a couple of the party are a little worse for it
 

Turn Three: 

The party track down a band of bandits to their lair - a ruin hidden in a deep vale. On the way however, they encounter another bit of good fortune...another character who wishes to join the party...a soldier...who also turns out to be a hero! He is one of the characters with a Bill, for identification.

The party has surprised the bandits in their lair.

The archers have good position

The enemy leader - some kind of charismaic demagogue, using the bandits for his own nefarious ends

Some neat archery brings down a couple of the bandits - the bandits are possibly the weakest enemies in the game.

And another one - the archers are outdoing themselves in this battle!

The remainder of the bandits are despatched, although a couple do manage to make their escape
 

Turn Four: 

Some more bandits are encountered, this time whilst the party is travelling

Another charismatic leader goes down, along with a henchman - one of the heroes has gone a bit far though, and is ambushed by two bandits

The remainder of the bandits have been overwhelmed in the meantime, however

None of the bandits escaped this one

 

Game Notes: 

Really good fun, and a nice little change of pace for me. Things are actually going very well for my party - having the extra heroes does make the fights noticeably easier!! Still, they will leave soon enough (IIRC the party will reset to normal numbers at the end of a campaign segment...need to check that). I do have the latest edition of Five Leagues...but I haven't got around to properly examining that system yet...and in any case, it isn't like I am not enjoying the first edition! I think it bears repeating that I really wish I had had this game when I was about 10-12 (that and Nuts! or Five Men at Kursk) - I would have played these things so, so much! Great solo-friendly gaming on a small board, with a low figure count. What I have been working on is getting a minimal 'set' together, having all the terrain and models I need to play the game as written, but contained in a very small overall space. I use the same hills as I am using for my 6mm Horse & Musket 'game-in-a-box', but the trees for this game need another box, with a few other bits of terrain, like the ruins and the barrows in some of the pictures above, to give it some flavour.  But it is working well so far - a few Dark Age warriors (Gripping Beast), fantasy Norsemen (Westwind Nordvolk) and some Cultists (Frostgrave) are supplying most of the adversaries, the heroes and heroines are mainly Perry Miniatures Wars of the Roses figures and conversions, and some Bad Squiddo & Gripping Beast shieldmaidens.


Prestonpans 1745 - First Look at Tricorn and Bonnet

This week gone by saw the release of a new set of rules for the Jacobite Rebellions: Tricorn and Bonnet, by Graham Evans. You can read lots more about the project on his (excellent) blog.


 This isn't much of a review, just a set of first thoughts. The game is played on a square grid. This always speed things up nicely and makes things generally easier to understand. It makes some set-ups a bit less obvious though: I will need to create some suitable hills for a couple of the scenarios in the book. The book contains four scenarios (Killiecrankie, Sherrifmuir, Prestonpans & Culloden). This covers four of the five biggest actions in England and Scotland (only Falkirk is missing), but there are none of the big battles in Ireland - it would be interesting to see how far the rules would cover them.  The grids vary from a width of around 11-16 by 8-10 or so. As my troops are based as single units with a 6cm frontage, that means a board c.1m x 0.6m or something would cover all the scenarios in the book.

The fundamentals are reasonably intuitive. It is an IGOUGO system, although with some defensive fire, counter-charge and emergency command actions possible for the non-active player, so both players are at least somewhat engaged at all points. Most of the resolution mechanics are fairly simple in outline - one or several d6 against a target number to hit/succeed. There are, as you would expect, some quite distinctive mechanics for Highlanders, to differentiate them from the Lowland Scots and Goverment forces in terms of behaviour: naturally there are some 'Highland charge' type mechanics, for example the 'intimidation' mechanic, which allows them to scare the more shaky Government troops. It works quite similarly to the 'Charging as Ranged Combat' in some of the Polemos rules that I am familiar with. Some of the Government troops are able to use platoon fire, which is the most effective form of fire in the game (but can be discouraging if it doesn't work).

The combat mechanics combine some shock and some attritional aspects (and there is a possibility I have fluffed something here). The first 'hit' on a unit causes them to be 'disordered', additional 'hits' are absorbed by the unit onto each of their bases (which function as strength points), although they do make a unit less effective, and then when the number of hits exceeds the number of bases, the unit starts taking morale tests and can rapidly get into trouble. How fast this happens is somewhat dependent on unit quality, which is only known as a probability distribution at the beginning of the game, and only becomes 'concrete' when you need to know. This is generated from a card deck, so a very dispirited army will have a large number of troops who are already 'wavering'; conversely high morale armies will have most, but not all, of their units feeling very aggressive and only adversity can change this. There are some conditional aspects to all of this, so infantry losing to cavalry is never going to end well.

Fire combat and melee work quite similarly - roll dice, get sixes. Some conditions allow units to roll more (or less) dice than the number of undamaged bases, some modify the individual dice rolls...but under certain outputs, then these dice modifiers are converted into additional dice instead. In melee, these hits are 'potential hits', which are then transformed through a couple of situational modifiers into the same or a different number of 'actual hits'. In any case, melee will always to some extent 'take it out of' both sides, even the winning side.

Commanders' main mechanical effect is to act as a source of rallying and re-rolls. Government commanders tend to be able to do more of this over the course of a game, since their re-rolls refresh but Jacobite commanders don't - this is quite a neat way of reflecting the differences in discipline and staying power, and the emphasis on personal action within the Jacobites.

Okay, I hope I haven't done too much violence to the basic concepts in this initial summary. I had a go at Prestonpans, since this is one of the two easier initial scenarios (along with Killiecrankie), but I had an easier time recreating the simpler Prestonpans terrain on a grid.

The Set-Up:

The position from behind the Government Army - the smaller but more ferocious Jacobites are on the far side of the disused wooden rail track

A closer look at the Jacobites: two sets of Highlanders on each flank, with the Athol Brigade in the centre

The Battle:

Murray and the Highlanders advance

As do the Highlanders on the Jacobite Right: some long-range musketry causes some casualties amongst the government troops

The mortars (the pair of guns to the right) fire one shot at the Athol Brigade (top-left) since they can't fire at the closing Highlanders. They miss and run away

However, the remaining Government guns perform somewhat better, giving the advancing Highlanders a real whiff of grapeshot...before these crews also run away

The Government Dragoons charge home (visually I fluffed this, but mechanically I didn't. I think. The base of Dragoons on the left is effectively doing a flank attack but I wasn't sure initially whether one should move it until after the first attack was resolved; later examples made it clear that I should have moved them both into position)

In any case, one wing of the Government Dragoons is routed, although the leading Highland clan regiment is looking pretty shaky too...

The other wing of the Dragoon regiment charges home into the flank...

And routs the Highlanders...their sister regiment ignores them though, and stays strong

Government Dragoons on the other wing charge home too...

But the Highlanders here stand firm...

The Dragoons recoil, somewhat battered and bloodied...but at least they haven't run away (left)

Murray tries to rally the routing Highlanders in the rear; the weak Government Artillery Guard has proven totally ineffectual against the Highlanders, but is simply refusing to fail its final morale check, so is still just about holding on! (the old Wargamer's standby: if all else fails, roll a 6...)

The Goverment troops advance, firing: they haven't caused any crucial damage but have seen the 'edge' knocked off the Highlanders - in particular, the middle Highland regiment has taken really heavy casualties from the superior Government infantry forces in front of them

The Government Dragoons on the Right catch the lead Highland Regiment in the rear

Which is ridden down and destroyed

In the centre, the right-hand Government regiment of Foot - led by Cope himself - charges home against the somewhat weakened Athol Brigade

The Athol Brigade routs and - horrors! Bonnie Prince Charlie is captured!! Cope accepts his surrender

The position at the end of the battle. Although Murray has rallied one of the Highland regiments on the Jacobite Left (right), the Jacobite forces in the centre and the other flank are in full retreat - the battle was lost, even if Prince Charles hadn't been captured. The Goverment Army wavered but held on...
 
Game Notes: 
Although a first game with a new ruleset will never be amazing, as there is just too much to look through and learn, it was quite interesting and enjoyable. I had made one slight change to the rules that ended up making quite a big difference. Instead of using morale card decks for each side, I used a d12 roll. Individually, the probabilities of a unit being wavering, fierce or somewhere in-between were the same, but a deck forces the army to have a more-or-less predictable morale distribution (the players just don't know exactly where), whereas independent rolls allow a greater divergence. And this is what happened: the Government Army generated was effectively rather less shaky than the real thing, the Jacobite Army somewhat less ferocious. That meant that the Government troops held on just long enough initially to allow their musketry to come into play, and grind the outnumbered Jacobites down.
Please forgive any mistakes in the following: there is no doubt that I will have fluffed some aspects of these rules! They are by no means complicated, but on the other hand, they are not one-brain cell/beer'n'pretzels either.
There were lots of positives to this ruleset. The movement rules and shooting rules were pretty intuitive, as you would hope from a gridded game. The game's workflow, for want of a better expression, was quite easy to follow in most places. All the effects that you might want to see in a game of the Jacobite revolts are there, with (very importantly) equal emphasis on the tactical niceties for each side. The factors seemed reasonable and on first glance well-calibrated to their effects. None of the individual calculations were difficult. The command rules seemed pretty good in general, using a 're-roll' model; the idea of allowing Government commanders to refresh their command points but not the Jacobites seemed a good way of reflecting overall discipline and leadership differences and the initial equality of the Jacobite Army but their need to avoid protracted struggles without some crude 'Jacobites must attack' rules. The scenario I played was really good, and the others looked equally interesting - just a pity there aren't more of them!
Most of the things I am still thinking about in the rules relate to 'dials'. There are separate 'dials' for enthusiasm, orderliness, formation, size/strength, plus a number of situational conditions (has the unit fired? when did it last fire?). This requires many unit conditions to be tracked simultaneously. I find something similar applies to Twilight of Divine Right (although the latter is simpler, because it doesn't bother actually including most fire or melee as a separate calculable outcome). Commanders have lots of possible actions to remember, which is good for flavour but increases the learning curve. I think I might find all of this slightly harder as a solo player, because I have so much more to deal with than a couple of players able to assist in this administration. Going forward, I will have to give some more consideration as to how best to visually mark lots of this in a visually attractive but easy to manipulate way. Charging and melee felt a little more complicated than firing, although I also felt that this would become much simpler over time, when things like calculating the difference between 'potential hits' and 'actual hits' becomes more automatic.
Compared to other rules I have used for this period, I would say it is definitely better than This Savage Way of Fighting, since it does all the same things, but in a simpler way and without some of the interpretation issues that set has. It has lots of period flavour and chrome, which marks it out from Polemos: Ruse de Guerre and Simplicity in Practice, although at the price of some complexity over those rule sets. It is more complex than the Stephen Simpson rules from Wargames Illustrated 134 I often use, althought it is more complete than that set, which is more like a workable outline. I am not sure I would prefer this to Polemos:ECW for Killiecrankie, but that may well be that I am just more used to the latter. However, one should definitely treat all the above as impressions rather than conclusions.
Anyway, lots to really like about this game, so I am looking forward to giving it some further playthroughs, after I have worked a bit more on the game management processes and markers.
Figures by Baccus 6mm.