Sunday 24 November 2019

SYW Right Flank of the Battle of Kolin

23 Nov 19

The battle was a loose interpretation of the fight for the right flank of the Battle of Kolin on18th June 1757, fought between the Prussians and Austrians.


Reference:
As this was a 2-3 hour battle and on a 6'x4' table I desided to only fight the action on the right wing of the battlefield, centred around the village of Kutlire.  I played the Austrians and my friend Mark, commanded the Prussians.  I didn't have time to prepare historically realistic unit lists.  Instead I created a battle field with the some of the key terrain, including the villages of Kutlire and Krzeczor and the rough, hilly ground between them.

As per the real battle I place a brigade of Grenze light infantry into the rough ground and placed a brigade of Austrian German infantry to the east (right flank) of Kutlire.  I placed a Grenadier Brigade with Horse Grenadier support as a central reserve.
Grenze holding the village of Kutlire


The Prussians had three Infantry brigades, one of which was elite and 4 regiments of cavalry, two cuirassier and two hussar. The two sides had roughly equal infantry but the Prussians had a cavalry advantage.  The Austrians however had the advantageous terrain.

For the Prussians to win a  victory they had to capture the village of Kutlire (in the centre of the table) and cut off the Austrian ability to reinforce the main Austrian Army (who are off table to the Austrian left.)

For this battle I wanted to test using one 60mm stand for each unit using the Black power rules. The scenario rules brought a SYW flavour to the battle.  Click on the link for the unit stats for the armies.

Austrians are on the left of the pictures, Prussians the right.


The battle started with the Prussian Cuirassiers making a huge flanking movement (triple move) around the Austrian right flank, the Prussian left advancing and the rest of the army going backwards (blunder) or standing still.
In the second turn the Cuirassiers charged into the flank of one Austrian battalion driving them back and then charging and driving back a second battalion before retiring themselves in good order.  The infantry on the Prussian left advanced to point blank range and opened fire to little effect.

Cuirassiers charge home on the Austrian right flank

The fight on the Prussian left was not going well for the Austrians., The Prussians occupied half of the village.  Meanwhile on the Prussian right flank their Elite brigade continued to refuse to advance and instead swapped a few shots with the Austrian Grenze.
Austrian infantry brigade starts to break

It was time for the Austrian reserves...
Austrian Grenadiers and Horse Grenadiers

The Austrian reserve marched to the relief of the right wing. During the ensuing fight, a unit of Horse Grenadiers charged the Prussian infantry brigade occupying half of the village.  Heavy cavalry v 3 battalions in line, what could go wrong...so that was the end of that regiment.  A similar lesson on the Prussian side was an infantry battalion bayonet charging  a battery of artillery...so that was the end of that battalion.  In the end the Austrian reserve managed to drive back the Prussian assault.
However the Prussian elite brigate had managed to drive the Grenze off the high ground and force them back into the woods.

Grenze in the woods, Prussians on the high ground

This gave the Prussians the high grounds overlooking the half of Kutlire village still held by the Austrians but the light was beginning to fail.  The Prussians had time for one assault on the village.  If they captured the village it would be a Prussian victory.  If they failed an Austrian victory...

The Assault!
The  Elite Prussian forces fought hard but Austrian Grenze defencing the high walls of the fortified farm house held on.  Darkness fell over an Austrian victory.

After Action Thoughts

  • It was a great game.  I though the battle was all but over in the second turn when the Prussian Cuirassiers flank charged the Austrian right.
  • Using one 60mm base per battalion or cavalry unit worked very well.  It allow for manoeuvring  room on the table (6'x4'). Due to the period it's not so important that we can't depict columns and squares as easily as you can with multiple bases.
  • The Black power rules are fun and we are getting quicker to play them as we become more familiar with them.
  • One change we will make if to bring in a rule similar to that suggested in Age of Eagles where Cavalry may opt to charge any unit, to their front, moving into proximity range (12cm).  The rule will allow infantry more move into musket range without provoking a charge but closing to point blank range may provoke a charge.
  • I personally got a great kick out of refighting part of an actual battle, even if it was a loose interpretation.  In hindsight maybe I should have given the Prussians more troops to offset the advantage of the Austrians starting in the village but I'm not sure that would have helped them.  The main reason the Prussians lost was their inability to get their Elite troops up onto the high ground to attack Kutlire until the last turn of the game.


Saturday 23 November 2019

SYW trying our 60mm wide bases with two bases per Btn/Reg

09 Nov 19

This was a pickup encounter battle between Prussians and allies v Austrians and allies, played with my friend Paul.  The aim of this battle, other than fun, was to try out Black Power rules in 6mm with each unit having two bases, 60mm in width.


The Battle

The battlefield had a few interesting features,  See Scenario rules for SYW including rough ground and linear obstacle hedges.


The Austrian centre stormed forward in to Prussians.
The rest of the Prussian left wing held back
The assault on the centre failed and the brigade broke.  The left flank became embroiled in a heavy fire fight, which the Austrians won.
With the left won by the Austrians and the centre by the Prussians it all hung on the cavalry battle on the right wing...which the Prussians won, thus winning the battle. 

Lessons Observed 

1. Turn sequence:  Moving then firing encourages more aggressive play.  When the sequence is shoot then move, players are encouraged to sit in defensive positions which is a problem if the scenario dos not have an aggressor. 
2.  Movement Distance: Moving in CM rather than inches works well in 6mm on a 6'x4' table.
3.  Unit size: Two bases per unit works fine but does not add any special value in a SYW battle where everyone is in lines.
4. SYW Black Power Scenario rules: The BP Scenario rules worked well. It is a pity we didn't get some Infantry v Cavalry combat.



Friday 8 November 2019

Second Battle of the Boudica Campaign

26 Oct 19
This was the second battle in the Boudica Campaign. It was a much bigger battle with four players, each commanding two commands, with each army being 204 point To the Strongest armies.  We used the new TtS lists which give the Britons battle chariots rather than light chariots.  From my understanding of the period the chariots should maybe act more like dragoons, taking warriors to the enemy's lines and providing an escape route if it all goes wrong.  One the whole the addition of chariots is a great improvement to the army lists.



For those of you unfamiliar with the period this battle was a major defeat for the Romans.

"The victorious enemy met Petilius Cerialis, commander of the ninth legion,..., routed his troops, and destroyed all his infantry. Cerialis escaped with some cavalry into the camp, and was saved by its fortifications. After this defeat, Catus Decianus fled to Gaul."



The scenario for this battle called for a Flank march by Britons. (The campaign rules can be downloaded here.)


This was a big battle fought on a big table.


The British left command was entirely mounted troops.  Two light cavalry units and two chariot units. There roll was to tie up the Roman right.
The British centre, warriors and slingers, supported by light cavalry and chariots, were to press forward slowly. Wearing the Roman's down with their numerical advantage over the Romans in missile troops.
The British right flank, fanatical warriors, was the flank march.  Their role was to surprise the Romans and attack the unprotected Roman flank.
It was a good plan but... the Romans refused to be drawn off their defensive position and turn after turn the flanking force refused to advance on the Romans.  Curse those cards!  
(BTW: These are 15mm figures. We just use small cards :). )
The centres engaged. The Brits, showing the IX Legion the traditional British sign for victory!



However as the fight progressed the Warriors were ground down by the Legions. British warriors are the same point cost as Roman legions but can't stand up to them toe to toe. The Roman's better saves keep them in the fight and although the warriors have three hits once they are disordered they start to loose the fight.

Alas we were unable to fight the battle to it's conclusion but at the time we stopped the Romans were winning 6VP to 2VP. I had forgotten that two of the generals were new to TtS and explaining the rules (and general chatting) took longer that I had expected. Next ...the final battle. Who will have victory? Roma or the Iceni?