Monday 7 February 2022

Battle of Schuller's Creek - OOC

Battle of Schuller's Creek

For the Mauxican Rebellion game I am using "Live Free or Die" by Little Wars TV. I came up with "costings" for the units, and the various players have created the Mauxican army over several turns.

On the "right" of the field (Mauxican left) are a Militia Cav (3 bases) and Infantry regiment (6 bases).

In the Centre are three regular infantry units (6), two Militia Light Artillery (3), and one Militia Infantry (6). The Commander and Lieutenant are here in the centre as well.



On the left are more Militia Cav (3) and Infantry (6). 
The view from the Crimsonia Camp. The Cavalry and Infantry deploy in Column, ready to respond to threats on either flank.

The Crimsonian Field Artillery open fire, at 30" they outrange everything else on the field.
And the opening shot is devasting, 3 hits out of 4 dice.
I cannot understand why blogger won't let me rotate these pictures. It is maddening! It would be so simple!
And the regular infantry take the hits - of course, at this range 2 of those hits will just disappear in "redress the ranks". Long-range artillery fire seems almost futile. I'm using d6s to mark "DMZs" as this is a lot less fiddly than tokens.

The broad sweep of the battle.
A Lieutenant joins the unit that was shot by the artillery, and the DMZs are removed immediately.

The Mauxicans advance into range, and the light guns open fire. I think there might be too many guns in this battle - they take up an awful lot of space. Perhaps they should use a Johnny Reb system, and count gunners rather than cannons - each gunner represents a section of guns. Or perhaps the Mauxican rules have just made the guns too cheap.
The guns on each side shoot at Infantry, since counter-battery fire is difficult.

12 dice from all those guns, and only 2 hits - removed by Redressing the ranks. Save your powder, boys.
One of the most important rolls of the game - Initiative on turn 3. High red means that Crimsonia gets to choose to charge first, so the Cav on the right flank will get to hit the Mauxicans before they charge back, and so get the +3 d6 for charging. If the Mauxicans had won, it would have been an even fight - instead it's 7 to 1. (Higher Quality, Charging Cav). Seems a bit much to come down to one die roll. Perhaps both sides should count as charging?




The rules say you have to be withint 12" to charge, but give Cav 3d6 of range - is the 12" only for Infantry? And Cav can charge up to 18"? Questions, questions!


The Mauxican Cavalry are forced back, causing distress to the Infantry behind being of equal training, and interpenetrating their lines.
The Crimsonian Cavalry has to wait for the following turn before charging again, this time into the Militia infantry.

Though outnumbered, the Cav make short work of the infantry, being higher quality and cavalry charging. The Mauxican Cav behind are distressed by the fleeing infantry, and are almost wiped out, but will stand ready to be charged again next turn.



The whole field, as seen from my ladder. The lengths I go to for my art, I tell you.

In the Centre, this Infantry unit has been battered something chronic by artillery, and now infantry have finally come into range. Once the enemy are within 12", you don't get the benefits from "redress the ranks", so the Artillery Barrage is actually starting to do something.
Five hits from 12 dice (I forgot to add Musculus' extra dice).
Exchanging volleys.
And the light guns join in as well.
Crimsonians are getting battered - down to half strength (but this has no impact in the rules - the units keep operating as if casualties mean nothing as long as they pass their morale tests - and with leaders attached that's pretty much guaranteed).

Musculus is wounded, but it is not serious. 

The regiment keeps fighting.
On the left, the Crimsonians push the Militia Inf and Cav back with volley fire - the Militia inflict equal damage, but break first. 

And the Cav is unwilling to engage a large unit of superior quality.
Musculus is being overwhelmed in the centre.
The whole field again.
The Crimsonian reinforcements are delayed by the "Covert Division" in the rear by 3 turns - so on turn 7 they need to roll a 6 to arrive - which they do!
Here comes Brigadier General H. Charbonnier, a latter-day Hannibal!
Or at least a charming and charismatic fellow, if not a Strategic Genius.
Musculus has realised that sticking with the Infantry is death sentence, and has gone to meet with Charbonnier.
On the right, the hasty fire of the Militia is enough to remove a base of Cav, who promptly fail their morale test and retreat. One less hit from the Militia, or one passed test, and this flank is toast. The Militia simply cannot stand up to regular cavalry on the charge. A break-through here and the Cav is behind the artillery, and they would be dead too. This is perhaps the luckiest and most important set of rolls in the battle.
The Cav are pushed back.
A fresh Mauxican unit advances to threaten the Crimsonian centre.


The field guns change facing to prepare for the coming break-through.
The Mauxicans charge home in the Centre, with the Commander leading the way. 
The Mauxican Infantry have chased the smaller unit of Cav back by effective fire - the Crimsonians have only been able to charge with one unit per turn, which has led to half the cavalry being wasted and beaten.
The Centre Infantry fell back last turn, and are now in danger of being swept away by a flank charge.
The Field Artillery open a punishing grape shot fire on the infantry, but because of the commander they simply do not break.

The light guns exchange fire.
The Mauxicans charge across the stream into the flank - but there are no modifiers for flank battles - and the Crimsonians score a hit and the Mauxicans don't - so they fall back across the creek.


The Crimsonian reinforcements are arriving quickly to strengthen the centre, but will take a full turn to get out of marching column. 



On the right, the Cav charge one more time at the Militia.

While the Mauxicans charge the battery in the centre - though the second unit of infantry falls just short of reaching the target.
Hasty fire has little effect this time, but the dice abandon the Crimsonians. Even rolling 7 dice to 2, the Crimsonians are defeated in melee, and fall back.
This flank is locked up.
In the Centre the fight is nasty, Mauxicans rolling 3 dice to Crimsonian 3. The Leaders make a huge amount of difference here - contributing as much to the fight as the units they lead. Seems a bit much.
The Mauxicans score one more hit than the Crimsonians, and a cannon base is destroyed. The unit is meant to retreat, but how can unlimbered cannon retreat? I decide they can't, and both bases are destroyed.
Attached to the battery, Musculus rolls a 1, so is wounded.
He rolls another 1, and is killed.
Charbonnier's reinforcements have formed line, and prepare to advance.
Seeking Vengeance, Charbonnier joins the Elites, and charges the Mauxicans.


While the Mauxicans decide to finish off the Artillery, charging home against the light guns.
This time the battle is a draw, and both units take a casualty and remain to fight another round.

While against all odds the Elite Guard are pushed back - 7 dice to 3, and lost!

Charbonnier isn't having that, and orders another charge - but this means the large unit of infantry behind can do nothing since there are limited numbers of orders available.

This time the Elites are more successful, and the Mauxican regulars are driven back. 

The guns are less successful, and are destroyed.

While volleys are exchanged near the camp.

The large infantry are finally set loose upon the Mauxicans who just overwhelmed the battery, and even outnumbering them 8 bases to 2, it is a close fight because of the presence of the charismatic leader. But the Mauxicans are driven back.
The battle draws to a close. On the left flank, a stalemate caused by a lack of orders and desire to engage.

In the centre, the Crimsonians have recaptured the ground to recover their guns - the Mauxican infantry is falling back in disorder, severely diminished. Only 7 of 18 regular bases are left.
On the right, the Militia are advancing, pushing the cavalry before them, but if the Cav wanted to risk it there is a good chance they can ride down that Militia - given the orders. But Charbonnier was busy in the Centre.

And the Mauxican guns and a unit of Militia stand ready in case the Crimsonians decide to advance across the field.

But Charbonnier thinks better of charging up the centre. He has no option but to fall back to the Coast, and call for reinforcements from the Motherland.


CAMPAIGN RULES


 

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