All posts by Simon Clarke

Attack on Fort Vaux

James and Paul came down to a rather busy Thursday club night to trial their new show game. The game recreates the assault through the murderous tunnels of Fort Vaux where the brave French defenders reversed the setbacks that had befallen them at Fort Douaumont. James had rather lovingly rendered the fort interior in 1/56 and the action was based on the attack of the 2 access tunnels by the German assault troops. A set of random ‘reinforcement’ cards would be placed on each section and would give the Germans extra troops, grenades or the dreaded flamethrower. The defending French also had a deck of cards to boost their defense but they could only use each card once to simulate the attrition of resources. They also has a few ‘blanks’ which did nothing.

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The mechanics of the game were that the attack was over the course of 4 days. Each day was broken down into 4 assaults phases. Reinforcement cards were played at the beginning of the day. Each tunnel was sectioned in 10 barracked areas. To succeed the Germans needed to push the French back to the inner barracks area by the end of the 4th day. Any other result would be French victory. Each soldier/figures attacking or defending a barricade would roll a dice. To score a hit the attackers would need a 6, the defenders 5 or 6. Typical the attacking force would be larger. Each hit would remove a casualty and if the attackers won then they would push back the defenders the number of barricades equal the difference in the result. SO, a regular attack would be 10 Germans needing a 6 vs 8 French soldiers needing a 5 or 6. The cards would have some bearing on this.

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We payed several games. The first played out at a rather protracted affair with the French slowly giving was until the fort was captured on day 3 or 4.

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The second (where I was defending at the French) was a big victory to the French. Down to me throwing fistfuls of 5s and 6s. I don’t even think that Paul made it into the tunnel at tall. James did get in but ultimately came undone when he encountered a machine gun section (event card) lodged in a wider section of the tunnel. The attack was so bad that the we played a day 5 and 6 to see if the Germans could make any headway … but no

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The 3rd was again quick and bloody. As the German this time I was initially repulsed by the French at the entrance. But on the 2nd assault, aided by a NCO (giving re-rolls to the dice) AND a flame thrower (each 6 rolled causes 2 hits). A rather lucky roll of 6 sixes out of 10 dice wiped of the defender in a ferocious attack.

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All in all a pleasant game. Nothing too stressful, but it is designed for a quick participation show game. So all very jolly… not like the unlucky souls that had to face grenades in confined spaces and flamethrowers erupting everywhere.

We even had time to trot out a quick game of ‘The Grizzled’.lespoilus

sweet November

Keeping with the WW1 theme. This is a co-operative card game where each player takes the role of a Poilu trying to survive the war through various trials. Neither Paul or James had played it before and I was tired by this time. Whenever we play this at home with the kids its always really hard to complete successfully. But this time the cards seemed to be kind and we must have had a lucky war and despite my player ending with a string of disorders .. at one point I was a phobic, silent, tyrannical leader and one card from losing the game … we succeeded. So much so I had to read the rules again when I got home – as it seemed so easy! But no it was OK we just got lucky.

BADCON 2016 results

2016LADG

2016DBMM

2016FOGA

2016FOGR

Best Painted army Paul Dawson Indian
Best Baggage Tim Child Later Mycenaean
Prize draw for entering before 31.12.15 Dave Ruddock & Phil Powell- Free entry to 2017 event

Congratulations to the 4 winning teams, to Paul Dawson for best painted army and Tim Child for his baggage.

I hope that Nigel is feeling better after his close encounter with a plate of eels.

Badcon will return in 2017 but perhaps not at the Town Hall due to an impending huge price hike. We will keep you informed as we have more details.

See you at shows and competitions throughout the year.

Regards, Dene, for BAD Wargamers

TO HELSINGBORG AND BACK

The latest FOG:R refight involving the Swedes and Danes took place at the club recently. Helsingborg was a little different from most of these encounters as the Swedes were not heavily outnumbered and the Danes were not heavily outclassed.

helsingborg

The superbly confident army that Charles XII had led deep into Russia had been destroyed at Poltava in 1709, and their inspirational king was in exile in Turkey. The Danes saw another chance to reclaim their lost provinces in southern Sweden. They had been forced out of the Great Northern War early on, but had been far from idle. They had loaned out many troops to the maritime powers of Britain and the United Provinces and they had seen action in Ireland, Germany and Spain.
At the end of 1709 the Swedes had only around 1,500 troops available to counter any Danish attack. The Danes assembled an invasion force of 14,000 and rapidly took all of southern Sweden apart from Landskrona and Malmo with the latter under siege. Under General Stenbock the Swedes raised and trained a new army over the winter of 1709/10, and by early February he was ready to make a move on Helsingborg to try and cut the Danish supply lines.
Fearing being trapped between the Swedish army and the Malmo garrison the Danes marched towards Helsingborg where they could pick up reinforcements. On the freezing, foggy morning of February 28th the two forces met outside the town. The Swedes had around 8,500 infantry and 5,500 cavalry; the Danes around 10,000 infantry and 4,000 cavalry.

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The fog had hidden each side’s dispositions from the other. The Danes had their cavalry wings (including some infantry and mounted dragoons) on high ground, with their infantry in two lines on the low ground in between. The Swedes had also formed up with two infantry lines in their centre and two equal cavalry wings. They advanced across low lying marshland, cut with ditches and stone walls, but the frozen ground lessened the difficulties these could have presented. When the fog lifted they also found they outflanked the Danish left and were approaching at an angle, with their right wing far closer to the Danish line than their left.

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The Danes rushed to reinforce their left to avoid being outflanked but the main enemy advance came on the right as the Swedes swung round to line up against them. This meant the Swedish left wing cavalry moved well out further to the left, potentially cutting off the road to Malmo. The Danish general Rantzau (a veteran of Marlborough’s campaigns) rushed across and took personal command of the right wing, ordering them down from the high ground to counter this perceived threat. At first the Danes were successful, but Swedish reinforcements and a serious wound to Rantzau turned the tide.

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Rantzau’s advance had also opened up gaps in the Danish line as their infantry were unsure whether to hold their position or advance. As the Swedish infantry advanced to engage them rumours spread amongst the Danish army that they were being encircled and panic set in. Their Guards and Grenadiers fought well to cover the retreat of the rest of the Danish infantry, but the left flank was now under threat as well. Here the commander von Dewitz had also been ordered across to help on the opposite flank and the now leaderless Danes soon succumbed to the ferocious Swedish cavalry attack.
The retreat became a rout and the Danes ran in headlong flight back to Helsingborg where they were besieged by the Swedish army.

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They were eventually forced to abandon the city in early March having lost over half of their invasion force and their final attempt to regain their lost provinces in southern Sweden.

In the club refight the commanders were:
Swedish right wing cavalry: Steve 
Swedish infantry centre: Richard
Swedish left wing cavalry: Pete
Danish left wing: Paul
Danish centre: Simon G
Danish right wing: Dene

Although the Swedish army had been raised more or less from scratch it was still trained in the usual tactic of impact cavalry and salvo infantry. Not all of the new Swedish infantry regiments were provided with pikemen. To simplify matters the front line were classed as mixed units and the rear line as all musket.

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The Danish may have had some artillery on the heights on their left flank, but it had to be repositioned when the Swedish deployment was revealed and did not play a major part. As it can have a significant effect in FOG:R (especially on cavalry) I gave the Danes a couple of guns in reserve behind the heights. This kept it out of immediate use but could be deployable if the Swedish cavalry swept round the flank. The Danes also had the only superior infantry on the battlefield – the Guards and the Grenadiers.
The Swedes began the game with a compulsory double move to swing their left wing round to line up more with the Danish right wing – as happened historically. However their cavalry did not move too far out to the left, preferring to keep in close contact with their infantry, and their right wing cavalry also advanced to try and take an early advantage. The Danes responded with a large and frantic redeployment on their left and centre to reinforce the heights and prevent a Swedish flanking manoeuvre. On the right there was no immediate threat so Rantzau was not forced to move across and the Danes held their position on the hills.

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The right flank Swedish cavalry edged round the flank of the Danish positions, forcing them to turn to face. If this flank was to be successfully turned it would need an uphill charge. Steve duly obliged in the Swedish ‘ga pa’ style. Meanwhile the Swedish centre and left flank advanced steadily, the cavalry still keeping close to the infantry. This gave the Danish right a chance to threaten the Swedish left flank and they duly came down from their hilltops to engage. The Swedish cavalry now turned and swung out to their left to meet this threat. This could have triggered Rantzau to rush to the right flank and take personal command as happened historically, but events on the left flank took precedence.

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The Danish dragoon unit on the extreme left chose to pull back and secure the flank rather than engage in melee. The rest of their horse struggled to hold the Swedish cavalry who had great success with their initial uphill charge, winning most of the impacts. Much of this was visible to the Danish infantry next in line on the hill and rumours spread of a collapse on the left flank (in the shape of a failed cohesion test). This triggered Rantzau’s rush to take command of the left flank rather than the right. The situation was eventually stabilised and turned round on the Danish left as the Swedish cavalry ran out of steam and collapsed when their general was killed.
On the other wing the Swedish cavalry again had the best of the early melee, even fragmenting the Danish Guard cavalry, but here too the Danes eventually got the upper hand and the Danish Guard distinguished themselves by rallying up twice.

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The Swedish infantry in the centre had continued their advance on the Danish centre, still in perfect order with the lack of any enemy artillery fire. As they closed the withering fire of the Danish muskets and battalion guns broke three of the Swedish units in the front line but the other three passed all their tests and charged in. In the impact the Danish Guard were routed and the adjacent unit panicked and followed in the next melee round. With both cavalry wings losing out and the evening’s gaming drawing to a close continued Swedish success in the centre was vital. The last Swedish unit was led into melee by Stenbock in person; they were held to a bloody draw and with the last dice roll of the evening the Swedish general fell and victory was awarded to the Danes. It was the Swedes who had been to hell and back.

Battle of Sekigahara – after the battle!

Battle of Sekigahara, (Oct. 20, 1600), in Japanese history, conflict that established the hegemony of the Tokugawa family, a hegemony that lasted until 1868.

Sekigaharascreen

The chief contenders for power in Japan at this time were Tokugawa Ieyasu (Red markers in the game) and Ishida Mitsunari (Blue markers in the game), both of whom were members of a delicately balanced oligarchy that had been established by the former national leader Toyotomi Hideyoshi to keep Japan united under his descendants. When Hideyoshi died leaving only an infant son, Toyotomi Hideyori, to succeed him, Ieyasu, as head of the regency council for Hideyori, began to assume power. Ishida, another member of the council, challenged him, and two great armies of feudal lords faced each other at Sekigahara, a strategically located narrow pass between the two plains at Lake Biwa and Nagoya. Ishida and his allies were defeated; he was executed; and most of the lords who had supported him were either banished or deprived of their domains.

Immediately after his triumph, Ieyasu began a redistribution of fiefs to consolidate his rule, establishing the machinery for the 265-year Tokugawa shogunate, or military dictatorship, of Japan.
We refought this battle as a one day game. As events would have it we ended up playing the game twice over the course of the day.

To avoid it being a straight recreation of the historical events and make it more of a game I changed some of the events that occurred to give both sides more of a chance. The mechanism for this was a ‘pot’ of dice that would accuse each turn. Each time that each side did something positive then a dice would be added to the pot. The positive events were –

  • Killing and enemy base
  • Causing a cohesion drop
  • Rallying a cohesion state

Each turn 3 dice would be added as a ‘default’. This would always give a 50% of each player being able to remove a counter each turn)

At the end of each turn the pot of dice would be emptied and thrown, each 6 rolled could be used to increase the  ‘activation’ of troops that at this point were taking no part in the battle. Each pool of reinforcements had a pool of counters indicating there indecision or tardy action. Each 6 rolled could remove one of these counters. When all the counters were gone then those troops would activate.

Outside of the main battle we had the following re-enforcements.

Loyalist Turncoats. (4 red, 4 blue, 2 white counters)

In history the defection of Hideaki was the key event of the battle. I allowed an even chance that he would join either side. Therefore it had 4 loyalist(blue), 4 rebel (red) and 2 white. The white counters could be removed by either player but could only be removed when all the counters of their own colour was gone. When the last white counter was removed then Hideaki would activate under the command of the team removing the last counter

Ieyasu (5 red army counters, 2 red general counters)

To simulate his inaction on the day he had 7 counters to be removed. 2 to get the great man to join to fray personally and 5 to commit his troops to battle

Hidemoto (6 blue counters)

This was a deviation from history as Hidemoto took no part in the battle as he was deployed on the far side of Mount Nangu, threatening the rear of the rebel army and was the back door of the trap that Mitsunari was trying to spring. The removal of the hist counters represented his movement back across the mountains to bolster the loyalists. This was added just to give the loyalists more of a level playing field, and try an capture a feeling of the ‘unknown’ that occurred in the battle.

There were a couple of minor events too

Fukishima (1 red counter)

Representing his inaction following his slight after the honour of leading the attack was stolen by Naomasa

Yukinaga (2 blue counters)

Representing his inaction on the day

So a total of 12 each.

As the game started it would be a slow build up as each side would only get 3 dice, and events wouldn’t be triggered too quickly. As the armies engaged this pot of dice could grow up to 12 dice ,thus accelerating activation of troops on the side that were performing well.

The rules for battle were using the Field of Glory :Renaissance rules. There were a few tweaks that were made. The armies were drawn up from the orbats that are dotted around the internet and the maps and dispositions of the forces from the Osprey book. The combatants on each side were about 85K troops and we used a scale of 1 base = 500 troops (with a bit of rounding for flavour).

Red

blue

Each samurai lord would be represented on the battlefield (as a named flag) , mostly where a force was less than 4000 troops that would be a single battle group. I allowed the troops in the battle group to be mixed. So there was a representation of Samurai and Ashigaru spearman and Arquebusiers. The lord would be integral to the BG so it would always benefit from his ‘command’  – but not for the ‘fighting in the front rank bonus’. I also allowed a tweak for the spearmen to ‘protect’ the bow and arquebus in the BG. What that meant really was they there were very few POA in combats , as most troops were the same. It was kept simple to manage the 200+ bases per side that we would have to manage. The only chrome was that the samurai would re-roll the 1’s (being superior). Which just meant keeping those dice a separate colour. It seems to work well enough.

I allowed Arquebus to fire 4” and all the foot moved 3” as a rule.

The brief of the Loyalists started to enact the trap box the rebels in. Secondary was to keep the pass blocked and that Mitsunari would survive.

The brief of the Rebels was to break through the pass, and destroy the loyalist army.

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Game 1 with the troops array for battle. The table was a 10′ x 6′ L shape. You can just see Hidemoto on a separate table (behind Simon) making his way across the mountains

We ended up playing this game twice. The first one took just under 2 hours to play.

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You can see here that the Hideaki turncoats flags turn yellow with indecision

This was as a result of Pete playing the part of Mitsunari having his command position crumble away in just of over 4 turns. This was a rather unfortunate series of events where a handful of arquebusiers were potting away at some troops behind barricades. This in game terms was 3-4 dice needing 5s to hit, causing a single casualty and then Pete throwing a 1 to lose a base. There was 1/18 chance of this happening each turn. Pete managed this 4 times in a row. This caused quick breaks … this also meant that the Rebels pot of motivation dice green quickly and they activated Hideaki to the the rebel cause quickly.  Mitsunari committed his troops to leave their uphill positions and charge downhill to throw the rebels back over the bamboo barricades , but that simultaneously failed also through atrocious dice.

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With the turncoats activated and a breakthrough achieved we called it there as there was no chance that the Loyalists would fight back from this position.

sekigahara5Break through over the barricade to the Mitsunari’s command post complete ! the game is up

 

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After a break for lunch we reset the game an played again.

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so says Ian, will this take longer that 90 minutes?

Teams were reversed and it was a chance for honour to be restored.  The second game played out a lot longer.

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Naomasa charges bravely uphill but is swiftly defeated

Naomasa and his red devils did charge up the hill , but were swiftly routed. This did draw out some of the Hideie’s troops from their uphill positions.  Steve this time in change of Mitsunari held like a stonewall against all that Wayne and Pete could throw at him. This time the arquebus shooting was irrelevant , and the fighting in the pass was fierce. The loyalists has committed all their reserves but they did hold.

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This fierce fighting meant the pot of dice for activation did grow quickly and both sides jockeyed for Hideakis’s troops. As most the coloured countered had been removed there was some strategic choice of whether of not to remove the last white counters, as I made them alternate spending the dice based on the phasing team. It got down to the white… but in an imperious turn of combat the Reds received a boatload of dice and convinced Hideaki to join the rebels for a second time that day.  The fighting was fierce and soon all troops were active Ieyasu and Hidemoto had entered the rear of the field.

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The end of the loyalist line was beginning to crumble again as the turncoats collapsed the flank. But the centre was holding. The 17000 troops that Hidemoto were just a little to few and a little too late, and it looked like the Reds would carry the day a second time. However, when we called time, and night fell on our Autumnal Japanese battlefield, the loyalist line still held and so a minor victory was awarded the loyalists for holding on in the face of overwhelming odds.

The teams were –

Wasabi peas and 1’s

  • Wayne
  • Lynnette
  • Pete
  • Dene

Rice cakes and 6’s

  • Steve
  • Andy
  • Ian
  • Simon

So congratulations to Steve, Andy, Ian and Simon as the morning rebels slaughtering all in front of them, and then holding on in the afternoon as the loyalists in the face of really overwhelming odds!

a resounding 2-0 !

Thanks all for taking part and entering the spirit in which the game was attended!

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samurai

Battle of Sekigahara 関ヶ原古戦場 Update

the_sekigahara_campaign_by_lanoif-d5agxwa

Just an update on where we are with this.  As its taken a bit of organising. The Orbats for the Eastern and Western armies are

Red

blue

So that is about 85K vs 78K combatants. There is still some working out of the scale we’ll be attempting. But as it stands its about 1 base = 500 men. That works out to be about 170 stands a side.

As there is quite a lot of pontification of the troops at various points of the battlefield I might skew the scale towards the areas where the fighting takes place.

I’m not going to stick 100% to history as there were big surprises and events that we can’t keep as a surprise – if you look it up! So it will be a flavour of the battle!

The map for the whole battle is

Sekigahara

But we’ll probably zoom in on the top left portion. It depends if the board game element is picked up – not so far…

if not we’ll probably do more of the battle field

tokugawa

So we are nearly there. So far players are Simon G, Andy, Dene, Wayne , Lynnette. But there is plenty more space,  up to 4 per side easily

I’ll catch up with you all Thursday