Tuesday, 21 May 2013

Hold the Line!

Played at Gunnedah on Saturday the 11th of May 2013.


This game was conceived by Adam, and played in my Garage. Andrew was there as well. And me.

Adam is new to the hobby, so thought a fortress would be fun. I said, yeah, maybe, as long as I get the fortress. So that's what happened.

A continental force is surprised by the British, and unable to escape, occupy a small town and the Star Fort (which is a Rectangle) and decide to fight to the bitter end.

I play the Continentals (Liberty! Justice! Convoluted System of Checks and Balances that Rewards Inaction!), while Adam and Andrew play the British.

The Continental Army deploys in the town and rectangular star fort. The British deploy by Brigades to the left, centre, and right.


The right of the field - a lovely open space, ideal for heavy guns and light cavalry...

 
The British cross the river, slowly, cautiously.
 
 
And on the right, not at all. "It's cold, sarge."
"Quiet you fool! We must sneak up on the rules summary page!"
 
The British attack the Continentals in the town, who immediately run away - but never fear, there are reserves!
 

The British finally cross the river on the Continental right. Every step brings them closer to the heavy guns...


Continental field guns open fire on the left.

Steady advance in the centre and on the right.


Plenty of reserves in... uh... reserve.
 
The hand of Andrew sends more brave boys into harm's way...

The ponderous advance on the right continues - oh wait! puffs of smoke in the centre! The continental light troops have broken cover and engaged a British line regiment in the flank.

Considering his options, Andrew decides to attack!

Closer, ever closer!
 
Assault the town! Give them the cold steel!
"Hold the line, Yankees!"

The long arm of Adam sends the flanking force home...

And the Redcoats charge the Militia on the hill, who deal a crippling volley, disrupting the attack.
We decided Mel Gibson must have been leading them.

The afternoon sun brings light relief.
 
The militia stopped the attack, and now the Continental regulars stick it to the lackeys of the Royal Tyrant!


The assault on the town heats up - the Continentals are winning and advancing on the far left, but are one battery down in the centre.

The British strike back at the hill. They have no reserves on this flank, this is it, and the whole attack relies on a Regiment of Redcoats charging a fresh HEAVY battery, UPHILL, and the Continentals have a GENERAL. A roll of anything but a "one", and this final British attack fails and the battle is over.
 
 
 
 
 
 
 
 
I rolled a "one".
 
 
 
 

I got a bit emotional, so the photos got blurred by my tears. The Heavy Artillery were wiped out, which started a chain reaction, and long story short, the whole flank was gone. All that was now left were three units of Light Cavalry and a suicide charge.
 

Yeah, that didn't work.
 
 
The cavalry gone, and the redcoats swarming forwards, it was time for a final last last stand in the rectangular star fort.
 
 
 
 
But those fights are boring, so we called it a day.
Continental casualties - all four Generals, all four Artillery Batteries, all bar one Cavalry Squadron, and the vast majority of the Infantry.
 
 
I was absolutely convinced I had this one in the bag, I was even planning my consolation lecture.
 
Uphill! Heavy Artillery! General Present!
 
a One!
 
 
 
Oh, do Doth Fortune play the huswife with me now?
Chimes AT MIDNIGHT!
 
 
 
A good game, but a frustrating conclusion for the Continentals.
 
 
 
 

Adding some links to other things I have and do

I have some other pages, many of which are just for storing stuff I use in forum games, or for past forum games.

https://sites.google.com/site/erfworldempires/
Is my main site for artwork relating to the various erfworld games I run. Visit erfworld.com/forums for the site where they happen.


https://sites.google.com/site/drvontemplin/
the site for "Drachen Regiment von Templin" my on-again almost-entirely-off-again webcomic. Maybe. Maybe. One day. Probably not.


https://sites.google.com/site/daveswargames/
A page that I really should delete, but who cares?



https://sites.google.com/site/davergrounds/
An older page that holds some things I've tinkered with.

Friday, 26 April 2013

Baby Brandywine II

This a game that was played at The Salvation Army hall in Gunnedah on April 25, 2013. Most of the players had never played a wargame before, so the rules were simple (but I think quite fun). The rules are my AWI version of 2 by 2 Napoleonics. I call them "3 by 3 Revolution".

This is the hall as we have it set up - plenty of space, plenty of light. We could fit a 12' by 12' table in here quite easily.


Table set up. Dillworth is the village in the front left, the Brandywine stretches across the field.


The forces before deployment - Continentals on the left, British on the right.

The players assemble and prepare to deploy. Andrew and Peter command the Continentals, while John and Adam command the British. Darryl and Laurie stand back as the "brains trust", to give helpful (and not so helpful) suggestions.

Continental deployment complete, the British prepare to march on board.

At the end of the first time, the British have performed their flanking march, much to the consternation and surprise of the Continentals, who have been told the British are coming across the river. Fortunately, the Continentals have deployed in depth, and right across the field, so are ready for any contingency.

His Excellency, Lt. General Lord John, gives some confidential suggestions to Major General Adam, unaware (or perhaps unconcerned) that Continental General Peter has surrecptiously moved into ear-shot. The Continentals are able to use intelligence thus gained to inform future actions.

Adam advances under the watchful eye of John.

The Continentals strike back - or at least move to sure up the line.

Lord all he surveys, John waits for the inevitable outcome.

Confident of sweeping the field, the British charge the hill in the centre, but to no avail.

The field at the end of the battle. The British were on the cusps of victory, sweeping forward on the right. With darkness closing in, and time for a final turn, the Continentals counter-attack - and send the Redcoats running in several places. The Continental left is saved by a desperate charge, and the far right is the scene of repeated charge and counter-charge, which leaves Continental Light Cavalry the only unit of both sides in a position to perform any actions.

The end of the battle leaves the Continentals all smiles, as they have grabbed a draw from the jaws of defeat. The British have taken heavy casualties, and will have to withdraw to Philadelphia. The Continentals have also taken heavy casualties, but held Dillworth and preserved most of the Army.

A Good Night was Had by All.









Saturday, 20 April 2013

Baby Brandywine

"Baby Brandywine"

A small version of the famous battle using 15mm troops on a 6' by 4' table.
The rules are "Three by Three Revolution"

This was a test run for the demonstration game in a couple of weeks time.

  Continentals deploy to defend the direct approach to Dillworth.

British right, Continental left.
British and Continental Centre.

British Left, ready to march on board.
The Continental Artillery opens the action.
British columns advance.
The British encircle the enemy positions.
On the British right, the columns are delayed by a line of Continentals.
Some brave charges break the line.
A brave regiment holds the high ground against two regiments of Guard class troops and one of line, and while taking long range Artillery fire.
The British right holds back, and so does the centre. All the action is on the left.