Monday, 15 July 2019

The Battle of Moonshine Ridge 1862 - An ACW Batrep

I've been a bit busy with real life getting in the way of my hobby time recently. This should have been written and posted a few weeks ago.....bad boy Raymond!!
Anyway.......Fire & Fury ACW rules, you love 'em or you hate 'em. To be honest I've had enough of them. I do like some of the mechanics but dispair at the thought of throwing 1's and 2's which leave you stuck all alone in no mans land. After our last game, here back in October last year, I swore I'd never play Fire & Fury again and that Postie was going to re-write the rules And so he did!!

Lee's version of events can be found here!

We picked out of the hat for sides I played the Union fighting against the 2 Confederate 
General's Lee & Surj.

All units started on their baseline and first turn had to throw for how far they could move 
on, either 12, 18 or 24 inches. I threw quite well as you can see in the pics above and below.
But Surj and especially Lee threw very low. With most of their army only moving 12 inches on the table.

The Confederates are usually the attackers in the ACW, so I planned to form a defensive line as quickly as I could.

I also had 2 units of Union Cavalry, that I could place wherever I wanted on the baseline that would become active on whatever turn I chose. I placed them on a road on my right flank. There move on the road was an eye watering 36 inches. So I chose top have them on straight away. Hopefully they would cause a stir in the Reb ranks?

There wasn't a great deal of room on my left flank, but I managed to get to units supporting each other on the hill.

Into the field I go,

The end of turn 2, I'm nearly halfway across the board and the Reb's can't even be seen!!!

I moved my Cavalry up again right behind the flank of the Rebel lines. 
That raised a few eyebrows on the Reb side!!

Nearly there with my defensive formation.

I'm ready and waiting, but I don't think they are.
My plan works straight away, as Surj has to divert not 1 but 2 Confederate units to deal with my Cavalry.

Meanwhile on the left, Lee's dice to move his units have been rather crap he was getting himself in a right royal mess!

But he does take the honour of first casualties of the day. Blasting my New York boys with his artillery.

Next move I dismounted my Cavalry and hoped over the fence for a bit of cover. As Surj's 
Virginian columns come in sight.

About time too! Surj starts his advance towards my lines.

At least 36 inches separates my nice defensive line from the  attacking Rebs!!

Like in Fire & Fury each unit had a morale grade, the 4th Pennsylvannia was one of my
 many Green units

I was getting really bored by now, as the Confederates were refusing to attack at all....anywhere!!!
So I left my nice defensive positions and moved forward. I was going to have to take the battle to them, which was very disappointing, the Rebs refusing to charge!!!!

Lee was faring no better, he'd still not managed to move any closer than the field edge.
So I hopped off the hill towards him.

Surj charged off the hill and into my now dismounted Cavalry units. These are NOT the old style Union dismounted Cavalry of old. I lost the melee very easily and was sent scurrying away with 1 unit while the other left the field. But I'd done a lot of damage to Surj's troops.

I charged the Virginian's on the hill with my Michigan troops. I'd been firing on the unit with guns and artillery and weakened it before my charge went in.

I easily beat the Virginian's pushing them way back. But there was a little bad news for me, as Surj bought on his reinforcement. He also had 2 regts of Cavalry, that cam on either side of the road.

And now for the big push forward. I charged along the front using a special rule A " Dander up" charge. If the phasing player, uses a Dander up charge and beats the enemy by 6 or more points (as in Fire and Fury rules) then the enemy will automatically route. But if they lose by 6 then they could route themselves. So it was a risky thing to do.

Now here's where the game went tits up. Somehow we all forgot the Dander Up rule?!?!
Yeh I know!!
I smashed the Confederates pushing them back, they should have routed but......

My 2 units on the left also used a Dander Up charge and hit Surj's spent unit (one with the red marker). I easily destroyed it and followed up the victory carrying on the charge into his second line.

But....... I threw BigLee style dodgy dice and managed to lose the melee!!!!

And got pushed back.

I'd moved up to the second fence line, and in a fit of I don't know what Lee threw in his Alabama boys into a charge, fortunately for me they bounced straight back off! I mauled Lee who used the Dander Up charge and lost. So he should have routed!!

We ended the game there calling it a draw, if we hadn't forgotten the Dander Up rule, the Rebs would have lost 4 units automatically, which would have made if extremely difficult for them to win the game.
Personally and I will blow my own trumpet, I thought I played a good game, the Cavalry coming on first turn stopped Surj from attacking, he used 2 units to counter them, which was 2 that were missing from the front line. I was very disappointed in both their lack of will in attacking. I could understand Lee's, he just couldn't get his troops moving and spent at least 3 turns trying to get into a position to move forward. Surj should have attacked, I know they'll say the rule for defending a fence line was very advantageous, perhaps it was? But they still should have come forward.
I only left my positions because I was bored stiff and I gotta admit a little peeved too! Surj tried to claim it was there tactic all along to piss me off and make me come out from behind the fence......yeh right!!!!!
Posties new rules had a few holes in them, we didn't like the Dander Up rule as it was (even though we all forgot to use it properly) It was very very harsh on the loser of melee. So Postie will tone it down slightly. Also as in the normal Fire and Fury rules,if you throw a 10 on a D10 and you fire with more than half of a unit you become low on ammo, we were throwing multiply D10's on each fire, so units were going out of ammo, left right and centre. With a few more adjustments I'm sure we'll have another great set of Postie rules.

Friday, 28 June 2019

BLB - NYW English Col Hastings regt of foot

The third and last of my recently painted units for our game at Broadside a few weeks ago and this one's Ferdinando Hasting's regt of foot.

The regiment was raised during the emergency of the Monmouth Rebellion in 1685. Theophilus Hastings, 7th Earl of Huntingdon was issued a warrant on 20 June 1685. As was customary, it was called Huntingdon's Regiment of Foot and based for recruiting in Buckinghamshire. The regiment was not ready in time for the battle of Sedgemoor on 6 July 1685 but was sent to Scotland in 1689 after the Protestant William of Orange acceded to the throne of England. The Earl of Huntingdon was considered disloyal to King William III so was replaced by his kinsman Ferdinando Hastings in December 1688.

At the Battle of Killiecrankie, in 1689, Hasting's Regiment were on the right of the English line, as they were at the back of the column during the advance into Killicrankie pass. As the Highlanders charged there was little time to fix bayonets and most of the soldiers turned and fled. Hasting's and Leven's Regiments mainly stood firm and 'maintained their ground till night'. However, at the close of battle General Mackay found himself alone at one point and managed to push his way clear on his horse. It was now dark and the only men he could find were those of Leven's and Hasting's. His army was reduced to 500, the rest were killed or dispersed. They were the only English regiment on the English side at the battle.

Later in 1689 Hasting's regt were sent to Ireland, where they were involved in action at The Boyne (Rossmare), Siege of Cork 1690, Siege of Kinsale 1690, Drumaugh 1691 and Lismore 1691.

In 1692, Hastings' Regiment sailed to Flanders and, in 1694, took part in the disastrous amphibious assault at Camaret Bay on the French coast, to seize the port of Brest.

Hastings was described by the historian Fortesque as, 'One of the most unscrupulous scoundrels, even in those days of universal robbery, that ever robbed a Regiment.' His misdemeanour came to light in January 1695 when the people of Royston petitioned the House of Commons for the failure of the authorities to pay their soldiers so that they were unable to settle their bills for food and lodgings there.
There were several ways that the Colonel of a regiment could profit at the expense of the soldiers, and the government. The soldiers' clothing was paid from 'off-reckonings' which were deducted from their income of 8d a day (8 old pence). This fund could be increased by claiming for more soldiers than were actually in the regiment. Also illegal deductions were made from the remaining 6d a day so that soldiers actually received very little, and sometimes nothing at all for weeks on end. The following month, on 23 Feb, the regimental chaplain petitioned the House of Commons for non-receipt of pay. The regimental agent, Tracy Pauncefoot, could not supply an answer to this complaint and, having been taken into custody by the Sergeant-at-Arms following the Royston petition, he was now put in the Tower of London.

A few days later Colonel Hastings and four other officers were questioned by the House. Pauncefoot also attended and was found to have misappropriated 500 guineas. The findings of the House stated, 'In particular Colonel Hastings hath compelled some officers of his regiment to take their clothes from him at extravagant rates, by confining and threatening those who would not comply therewith..' On 4th March 1695 Ferdinando Hastings was deprived of his commission. But eight years later he sent a petition to Queen Anne to take into account his long service and sickness. He was granted 'Brigadiers pay from the contingencies if there be room for it.'

 In 1695 Sir John Jacob became the colonel, and it was as Jacob's Regiment of Foot that they returned to England at the end of the war in 1697.

Wednesday, 12 June 2019

Broadside 2019 & The Battle of Killiecrankie 1689

Last Sunday saw the Rejects drive down to Sittingbourne for the Broadside Wargaming show. It was my turn to put on a game. After much deliberation (with myself) I chose to demo "The Battle of Killiecrankie"using Beneath the Lily Banners v3 The War of Three Kings.
I painted up all the Scots a few years ago and recently finished off the last few Williamite regts.
Postie was bitching that I didn't make bespoke terrain like he and Lee had for our last 2 Broadside game. I totally ignored him and used Posties normal gaming terrain that we use each week when we play. I've gotta admit to being very pleased with the results.

Richard and Surj played the historical losers of the battle the Williamites.
John and Dave played the Jacobites. With BigLee dipping in and out.

I put in an optional rule of an initial bombardment. They threw a D6 and compared in to the chart 1=0 2,3=1 4,5=2 6=3. They threw a 3 giving them only 1 turn of artillery before the game started. They did manage to knock off 2 casualties on Locheils regt though. Things carried on going wrong for the Jacobites on turn 1. I'd given them a Skilful Commander but each turn they threw poorly and only ever moved half of their troops per turn, which was a disaster for them. They did manage to charge Kenmure's and Leven's regts by turn 2

As most of the Jacobite army wasn't moving the Williamites pushed forward.

The Jacobite beat both Kenmure's and Leven's in melee, knocking each one back after 1 turn of fighting as they are Raw units. But the McDonald's of Glengary failed their morale throwing another 1, after receiving artillery fire from the Willimite artillery during their they retreated

Turn 3 and the Jacobites are stumped once again only throwing a 1 for their movement allowance, that was the third 1 on the trot!!! I'd given them a Skilful Commander, but this still only allowed a 1/4 of their troops movement. So that meant only 2 units could move this turn.

I insisted each turn that the Jacobite Horse had to have at least a move order each turn, so that left only 1 order to give. They chose Sir Alexandr McLeans regt, who attempted to charge Mackay's regt.
The Williamites fearing the worst attached Mackay himself to try and halt the attack. But the dice gods once again played havoc in the Jacobite lines. They threw a 1 again and failed to charge.

The Williamites had tasted blood and gave a massive volley into the confused ranks of McLeans regt. Who then failed another morale check and promptly legged it back up the hill!!

I'd lost all sense of reason now, my plan for a historical refight and a Jacobite win had well and truly buggered off.
The Williamites threw well again in their order allowance giving them 100% movement and blow me down the Jacobites threw a 1 again!! Their 4th 1 on the trot, luckily like on turn 2 this gave them 25% movement, but what could they do?
While Macay's regt turned to face the rear of Locheils regt, the Jacobite Horse tried to charge the lone English artillery, and failed miserably!

With the McDonald's of Sleat on the far Jacobite left dying to a man under superb musketry the English right turned on mass. Locheils was hit from behind and very nearly slaughtered in melee. I couldn't take anymore and stopped the game, calling an unexpecgted but thourally deserved victory to the Williamites, who changed history.

We had plenty of time left so started the game again, switching sides this time. The dice roll carried on the same Surj and Richard now the Jacobites threw a 9 giving them 100% movement while the English Dave and John threw another 1!
I think we all know what was going to happen in this game. My sanity would be restored with a Jacobite victory.

Before the start of the game I allowed the English to throw for Initial bombardment like they did in the first game, but no a throw of 1 meant no fire, what a great start!!
The WIlliamites place 2 units in defence, while the whole Jacobite line moves forward.

It looked very dodgy for the Williamites.

We had to have a quick break as we had to choose which other club had put on the best of show game. So I took that as my opportunity to take a few pics of other games.

Maidstone Wargames Society - Corsair vs Mustang - Dogfight '69

Wargames Terrain Workshop - Death Match

Shepway Wargames Club - War in Middle Earth

Who won the Best at Show award.

Friday Night Firefight Club - Trophy Hunting In The Lost Valley


Medway Wargames Society - A Song Of Ice And Fire

Man O'Kent Games - Gaslands


Emotionally 14 - Star Wars Legion

Milton Hundred - Showing the Gaming Interests


Echidna Games - Laserblade


Gravesend Gamers Guild - Kill Team


Deal Wargames Society - Operation Brassard (Invasion of Elba 1944), Assault on Cape d'Efola

Not Quite sure how this didn't win the Best at Show Award???

Battlefront - Flames of War Late War

SEEMS - The Colonel's Jammed and the Gatling's Dead!, Brits vs Zulus

I passed the Rejects table, the lads had carried on without me!!!

I then took a few random shots 

Mortal Gods?

I caught Postie buying figures from Andy at Grubby Tanks!!!

Then went back to our game!
Oh dear???

The game was virtually over, half of the Williamite army had routed!

But this time the Jacobites were following up their charges.

History had finally won the day!

Dave and John were sulking in the corner, 2 games and two losses.
Well not losses, absolute thrashings!!

Only three Williamite regts stand at the end of play.
Lauders Grenadiers (hid in the wood on the hill)
Balfours and Ramsay's

Run for your life!!!!!

All the Rejects apart from John and Dave of course had a crackin day, their dice on the day were absolutely diabolical!!! Richard and Surj defied all the laws of physics to serve out a jolly good thrashing in both games too.
Personally I was pleased with how the 2 games went and all the positive words from the visitors of the show, they all seemed to like the battle and set up.
The rules worked really well, after a few hiccups in the practice games, so all good!!

Red Rejects