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.

Tuesday, 19 June 2018

The Hill of St.Giacomo - A WRG 1925-1975 AAR

I have wanted to get WRG's old Infantry Action 1925-75 rules to the table for ages.  In general I am a big fan of WRG rules and I use the 1925-50 set for platoon, company & battalion-level games so I did wonder what Phil Barker would make of this level of combat. 



For a scenario, as a little tribute, I used the first battle in Just Jack's "Blood & Guts" campaign, although I reset it for Italy rather than Tunisia.  This features a strong US squad advancing to clear a position held by a slightly-weaker German squad.  The ground scale is 1"=10m, so the battlefield was about 400m x 200m.

I simply used the plan adopted by JustJack in his game and played it from there, rather than using any specific solo mechanisms this time.

The Forces:

US Squad: 1 x Sergeant w/SMG, 1 x Corporal w/SMG, 1 x BAR gunner, 1 x BAR gunner's assistant, 1 x Rifle Grenadier, 7 x Riflemen

German Squad:
1st Group: 1 x Corporal w/SMG & 2 x Riflemen
2nd Group: 2 x Riflemen
3rd Group: 1 x LMG gunner & 1 x No.2

The only points to note about the weapons was whether to classify the BAR as an "automatic rifle" (the clue is in the name") or as a magazine-fed LMG.  What I went for was to call it an LMG, but to not allow it the bonus for no.2 assistance.

The Set-Up:

The US squad is approaching from the left, in dead ground.  The Germans are occupying the three buildings to the right: 1st group - bottom right, 2nd group - nearest centre, 3rd group - top right

The German 2nd group occupy the building in the foreground; the MG42 team is in the barn (background)

The 1st group (NCO with MP40 & two riflemen) in the isolated building

Sgt Cherry (2nd from right with Thompson raised) prepares to lead four riflemen right-flanking; the BAR gunner, assistant and grenadier are behind them just below the crest of the rise


The support fire group's view; the isolated building is clear, but the other buildings are obscured

 
The US Corporal prepares to lead 3 riflemen left-flanking

Another shot of them (to show the dead ground they are in)
 The Battle:
Both flanking groups start moving...here Sgt Cherry is just dashing across the road...

The US left-flanking movement can be seen in the distance (top-left)


At this point, the hidden MG42 team (in the red & white building) opened fire: they didn't hit anything, but the US riflemen went scurrying back on their belt-buckles!


As the last of Sgt Cherry's riflemen crosses the road, the crack of rifle rounds break the silence on this flank: again though, the fire is without effect

The two German rifleman shoot with more enthusiasm than accuracy

Bizarrely the inaccurate rifle fire causes the US privates to rush straight towards the two German Grenadiers!!!

Another view

With the left-flank path blocked by the fire of the MG42, the US Corporal chooses a route over the higher ground but covered by the trees along the stream

As the US on the other flank charge forward, they receive rifle and SMG fire from their front-right (right)

The German section commander and two riflemen fire on the charging GIs, without effect

This fire reveals their position to the US fire support team...but their BAR and rifle-grenades are equally ineffective!

The view from the support fire group (obviously the GIs in front would be on the deck at this point!!!)

The left-flank group moves off the higher ground into the little wooded valley

Sgt Cherry moves his troops right to allow the support fire to keep going but allowing his own men to fire too

The Corporal breaks out his group into line before tackling the stream...

With Sgt Cherry ordering his men forward, they have got to within 40 yards or so without suffering any casualties


Sgt Cherry gets them into the cover of the garden bushes and launches volleys of grenades, supported by the chattering fire of his Thompson

Meanwhile, the left-hand group, feeling unable to advance in the open against the MG42 in the building, have sneaked into some fire positions in the woods; they are not giving away their positions by firing just yet, however

Another view

The Germans in the building don't give up easily as the fighting continues with grenades, SMGs and rifle-butts...both sides have a man go down

Surprisingly, the fighting goes on for another two minutes at this intensity - both sides have another man hit, but the German NCO is one of them and that knocks the fight out of the third German, who surrenders.

Sgt Cherry gets his remaining men to occupy the building, move in the casualties and guard the prisoner


Sgt Cherry leaves the two remaining GIs in the building, then runs back along the proved route (remembering to crawl near the road!) to grab the fire support group; they inform him that the left--flanking group was stopped by LMG fire and were seen patrolling into the valley.

Sgt Cherry then brings the fire support team forward

Time for a quick "O" Group (what does the US Army call O Groups?!)

Sgt Cherry pulls the second group of riflemen back and gets the fire support group to move forward quietly into fire positions on the other side of the stream

Sgt Cherry takes the Corporal and the three GIs round to the captured building

And then sends them up this gully towards the road

Another shot; this gully is handily in dead ground to the occupied buildings

The fire support group lies in wait...

Sgt Cherry's group reaches the edge of the building's garden...

After the support group open fire, the GIs then attack the building with the familiar combination of SMGs and grenades...

One of the German grenadiers goes down and the other one puts up his paws...

Sgt Cherry briefs the fire support group again, telling them to silently adopt firing positions along the stream to cover the last building


Which they proceed to do

Sgt Cherry moves his troops out of the building back down the slope towards the slope, staying the dead ground (the prisoner has been deposited in the first captured building)



The fire support team in its new positions


Sgt Cherry repeats the same tactical trick...

And launches another attack!

After another short but intense fight, the Germans lose a man and the other surrenders.

The position is cleared
Game Results:
Quite successful for Sgt Cherry, although he seemed to lead a very charmed life on the approach to the first building!  The Germans were getting rounds close but could not stop the sergeant or his men.
US losses: 2 wounded
German losses: 2 incapacitated, 2 lightly wounded prisoners, 3 unwounded prisoners

Game Notes:
I really enjoyed this.  Perhaps because I have a fair amount of experience with WRG rules, in particular the 1925-50 set, most of the concepts felt quite familiar.  It is an "old-school" wargame in the sense that the mechanisms are all pretty straightforward, there are no clever "gaming" mechanisms in there to provide friction, it is all done by write the orders - stick to the orders - change the orders only to halt or with an O group.  The firing mechanism is done by counting up points for the weapons employed (which differ by range) and for the tactical situation; these are then converted into "potential casualties", which are rolled for.  It is not a buckets of dice game, with everyone and everything rolling to hit then rolling to damage.  The reaction table is believable, but does have a fair few factors.  That said, I became pretty familiar with them very quickly.
I chinned off a few things which I thought were a bit crazy (separate figures for each soldier in prone - upright - grenade-throwing poses!!!) but all-in-all, it worked really well.  Fire is realistically very ineffective against opponents using quite basic precautions, but the reaction table creates lots of "halt" type situations.

Anyway, I need to play more games before going into a full review, but I was pretty pleased with the first impressions.  I don't think they can be played very often anymore: there isn't even an entry in Boardgamegeek...

Figures are a mixture of Peter Pig, Battlefront & Plastic Soldier Company.  The barn was from Warbases, but I cannot recall at the moment who made the other buildings.  Anyway, I do need to do a fair bit more work on my 15mm set-up to get it where I would like it to be.

Saturday, 16 June 2018

The Battle of Bussaco - Reynier's Attack: a Polemos General de Division AAR

Michael Hopper, author of several scenario books for the Napoleonic Wars, very kindly sent me a few samplers of his very detailed scenarios to try out.  The first of these scenarios concerns the attack of Reynier's Corps on the southern part of the Bussaco battlefield.  This action occurred during Massena's invasion of Portugal in 1810.  Bussaco was a delaying action on the part of Wellington, to force Massena to assault him in a very unfavourable position or stop and try a wide, slow turning movement to force him to withdraw.

I haven't played Bussaco much: I tend to think that if the French win, then the rules must be a bit rubbish since the whole battle was so ill-conceived by Massena.  I share Napoleon's astonishment at the performance of his Marshal!  That said, I thought it would be quite interesting  to see how the scenario and the Polemos General de Division rules hold up in this kind of scenario.

The Forces:

The Anglo-Portuguese:
 
C-in-C: Welllington (Decisive)**
Reserve Artillery:
1 base of 9lb Artillery

3rd Division: Picton (Decisive)
3 bases of Trained SK2 Infantry
5 bases of Trained SK1 Infantry
1 base of 6lb Artillery

5th Division: Leith (Capable)
2 bases of Trained SK2 Infantry
8 bases of Trained SK1 Infantry
2 bases of Raw SK1 Infantry*

2nd Division: Hill (Decisive)
3 bases of Trained SK2 Infantry
3 bases of Trained SK1 Infantry
+ Reinforcements: 1 base of Trained SK2 Infantry, 3 bases of Trained SK1 Infantry

*Raw may be a bit harsh here.  Alternatives might be to use the "Shako" rating of Second-Rate; with -1 to combat tests and 0 for the firing tests.
** Wellington was not present on this part of the field but appeared to command effectively. What I did therefore was to place "Wellington" on the Northern edge of the board; he commands as normal, but cannot move, take part in combat or be harmed in any way.

Michael's order of battle is much more detailed and comprehensive than this, I have used a very summarized version so readers have enough detail to follow the events of the game.

The Imperial French:

C-in-C: Reynier (Capable)

Corps Artillery:
1 base of 8lb Artillery

Corps Cavalry:
3 bases of Trained Light Cavalry, 1 base of Trained Dragoons

1st Division: Merle (Capable)
8 bases of Trained SK2 Infantry
4 bases of Trained SK1 Infantry
1 base of Trained Sappers

2nd Division: Heudelet (Capable)
7 bases of Trained SK2 Infantry
8 bases of Trained SK1 Infantry

For players of Polemos General de Division who use very separate skirmisher stands, or those using the Polemos Ruse de Guerre rules, use the number of bases as the number of formed infantry bases.  Then, for the Allies, use the number of SK2 bases as the number of skirmisher bases (i.e.  9); for the French, use half the number of SK2 bases (i.e. 7)

A Google map image to show the ridge

And a top-down view


The Set-Up:

The key to this battle is to avoid the French commander getting the benefit of the helicopter-general, which would affect this refight more than most.  Therefore, the Allied commander need only deploy troops onto the table if they are at the edge of the crest or if otherwise hidden troops want to move from their deployment areas i.e. if Leith's troops stay in Leith's deployment area, he only needs to put them on the table if the French get past the crest in his area or if he wants to move them out of his deployment area (even if the French couldn't otherwise see them).

Reynier's Corps approach from the East (bottom); the Anglo-Portuguese hold Bussaco ridge, only showing a small portion of its defenders (mainly Portuguese)

Merle's troops on the French Right, facing Picton's troops, around the villages of Pendurada & Cerdeirinha

Heudelet's troops on the French Left, facing Leith's units; hopefully this shot indicates the size of that slope!

Picton is only showing a single brigade and some guns on the Allied Left

Leith shows two brigades in the Centre, supported with a battery (centre)

Hill shows very few troops on the Allied Right, holding the hamlet of Palmazes

The long view looking from South to North (omitting Hill's units)

The view down the slope from Leith's position

Looking down the slope at St Antonio and Merle;s Division (far side of the road)
 The Battle:


Reynier orders the advance: Heudelet's troops move forward in the centre

Merle's troops also advance; the French artillery is both ineffective and over-worked (see the smoke in front of the battery)

The Portuguese Artillery is equally ineffective in pushing the French back in the centre

Merle's light infantry loses some of its order as it advances up the steep slopes towards Picton's position

Hill's third brigade arrives on the southern flank

Heudelet's light infantry (from 31e Leger) also struggles up the hill (in column this time)


Merle's infantry makes slow progress forwards

A wider shot of Heudelet's initial attacks

Portuguese artillery has driven back some of the French infantry down the slope; Heudelet has also deployed his right-hand battalions out of regimental columns (centre); incidentally, the slope was a bit steep for practicality so I used some rough terrain markers (See the stones and dark earth areas) to help the little metal soldiers keep their positions on the table!

Unfortunately there are a couple of missing shots here; but the Portuguese brigade attacked down the slope; however the right-hand battalion of 31e Leger, despite its state of disorder from the steep slope, executed a devastating volley and routed Leith's left-hand battalion (see it running for the rear - centre of shot, just above Leith); note that Leith now has to show the remainder of his troops (left) since the French have made it to the top of the slope

A closer shot of the successful French light infantry at the crest

However, the remaining units of 31e Leger have been bundled back down the hill in disorder; Heudelet sends forward some units of the 47th (centre, fewer skirmisher figures) to help out

Another shot of the same

Merle's light infantry cause some damage with their musketry (see shaken marker figure centre-right); Merle had stopped and reformed his troops on the slope to improve their fire effectiveness rather than pushing forward at the point of the bayonet

An aerial shot

Another view of Heudelet's troops trying to re-organize at the bottom of the slope

Merle tries to slip a small column around the Portuguese left flank (bottom-right); Picton moves up some of his reserves to combat them

Picton leads the charge, sword in hand and top hat on head!

Leith's reserves attack the now isolated unit of 31e Leger that got up the slope

And after a brief struggle, the heroic French chasseurs are thrown back down the hill in rout

Leith unleashes another attack on Heudelet's disordered troops at the bottom of the slope


The same, a slightly wider shot

After  a couple of volleys and a short combat, the battalions of Heudelet's lead brigades are either in rout or retreat
 
The panic and disorder in the French ranks can be seen more clearly here

Merle's leading troops are pushed back by the fire of the Allies; note that the Portuguese troops had re-organized themselves to protect their guns (top-left) from an attack by French infantry in column (bottom-left)

A wider shot of the same

Picton charges again on both of his flanks (see right and on the road); the disordered French cannot stand

A wider shot: the French look both much reduced and very disorganized; Reynier calls off his attacks, seeing no further hope of success

Heudelet's troops have re-organized themselves, but there appears to be no hope of success now.
Game Notes: A clear Allied victory, although unsurprisingly, since Bussaco was, and should be, a very difficult proposition for the French.  As in the real thing, the French did achieve a couple of small local successes, but the overall picture is too difficult, unless the French can achieve a series of local successes in the same area. As it was, both Heudelet and Merle achieved fleeting moments of success but they were too isolated to allow of exploitation.  In particular, Heudelet was unlucky in that his breakthrough happened in the one part of the line that he could not reinforce quickly, because of the location of the small built-up area behind it.  Leith's quick counter-attack then assured it couldn't be supported.  Merle's good fortune in achieving a small degree of fire superiority over the Portuguese was cancelled out by Picton's prompt counter-attack.  In summary, the French are going to need to play brilliantly relative to the Allies or have some real strokes of luck to win this one.

I also think that Polemos is particularly tough for the French because it doesn't use a direct attrition mechanic.  Because of the relative lack of artillery, and the difficulty of the terrain for its employment, attrition from skirmisher fire should be the main tool of the French commander to try and weaken the line before he puts in his attack.  However, unlike in say Grande Armee, the skirmisher rating in Polemos positively influences the infantry assault but cannot be used for long-range fire.  In most battles this makes little difference, but here it does.  So I think that the combination of these two factors makes Bussaco under the Polemos rules very tricky for the French.  I am going to experiment with using the Ruse de Guerre approach to this and have entirely separate light infantry and close-order infantry bases, and maybe use the Shako approach to determining how many light infantry bases there should be.  Food for thought.

What I do like from Shako is the use of "Second-Rate Line" troops to have a step between Raw and Trained status, which is quite a big jump in capability in the Polemos rules.  I am sold on incorporating this into my Polemos games (although this is mainly an issue for the Napoleonic rules - the jumps are less big in the SPQR and ECW rules).




Anyway, the scenario and the Polemos General de Division rules worked very well on the whole.  The game took about 1hour 40minutes and was played on a 5'x3' table.  Figures by Baccus 6mm, buildings by Total Battle Miniatures.