Peninsula Napoleonic – Our Saturday Game 13/06/2015

Time for our Saturday game.

Nathan had never played Peninsula Napoleonics nor in fact 28mm. I decided to do a little scenario for him to get familiar with the troops and the rules. ( My own, King George Commands and We Obey).

The Orders of battle:

Allied

CinC – Exceptional 48″ command range

Army Guns – Foot Artillery Medium/ B/E/C 3SP

Brigade – Picton

Highlanders – B/B/B 3SP

Line – B/C/C 3 SP

Line – B/C/C 3 SP

Attached coy skirmishers – B/C/C 1 SP

Cavalry Brigade –

Light Dragoons – D/C/C 1 SP

Light Brigade

95th Rifles – A/B/A 3SP may skirmish, rifle armed

52nd light Infantry – B/C/B 3SP may skirmish

Attached coy skirmishers 60th Royal American – B/B/B 1 SP rifle armed

Spanish Brigade

Line – D/C/D 3 SP – may not deploy skirmish coy

Line – D/C/D 3 SP – may not deploy skirmish coy

Line – D/C/D 3 SP – may not deploy skirmish coy

Attached Skirmisher coy – B/C/C 1 SP

French

CinC -Poor 12″ command range

Brigade 1

Line – C/C/C 3SP

Line – C/C/C 3SP

Line – C/C/C 3SP

Light – B/D/C 3SP may deploy as skirmishers

Brigade 2

Line – C/C/C 3SP

Line – C/C/C 3SP

Line – C/C/C 3SP

Light – B/D/C 3SP may deploy as skirmishers

Foot Artillery Medium C/E/C 3 SP

Brigade 3

Line Irish – C/C/C 3SP

Line  Swiss- C/C/C 3SP

Attached coy skirmishers – C/D/C 1 SP

Chasseurs a Cheval D/C/C 1SP

Cavalry Brigade

Dragoons D/C/C 3 SP

Dragoons D/C/C 3 SP

The Game.

We had a 6×4 table with a village on each flank and a hill line that the Allies were defending .

The French came on in the same old way with the right flank brigade (3) taking the village ahead of them with a plan to advance through it and the orchard to engage the Spanish, defeat them and turn the allies’ left flank. All this while the other infantry brigades advancing under a skirmisher screen take the hill line. The French Dragoons there to exploit any gaps etc.

Well that was the plan!

All started well with both sides trading shots and no real damage. Turn 3 was a telling moment. The draw of activation cards did not go well for the French and the reality of a poor commander started to show. He was unable to influence the whole battle field, so the dragoons and brigade 3’s movement ground to a halt.  This timed with some first class counter battery fire silenced the guns in Brigade 1 who were supporting the advancing brigade.

The French centre starts to make it way up the slopes. The Pathetic British cavalry advance forward and could potentially threaten the French units in brigade 1 who are in Attack column. Not to worry the Dragoons will ride them down!

Turn 6 was the defining turn!

The second activation card was the Fate Fortune card. The result was master spy in play. Nathan won and so he looked at the next 6 cards and rearranged them to an order of play he wished. This allowed all his brigades to fire with devastating effect and his cavalry to charge into the side of my attack columns. The six card being end of turn, therefore my French never got to move. Over the next three turns his unit of cavalry dispatched two columns who all failed to react and form square or inflict any damage. Too  late I did manage to activate my dragoons to charge into the rear of the British cavalry, getting rid of them. My centre in ruins, a strong British presence still on the ridge and slow moving French Allies through the town we called it a day and a British Victory.

Here are a few pictures from the game and latest version of the rules.

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The Battle

100_3327

Picton’s Brigade holding the right of the hill

100_3326

British Light Brigade

Spanish Brigade

Spanish Brigade

100_3335

French Brigade 1 held up by British Light Dragoons

100_3336

French dragoons save what is left of the day!

100_3328

French Allies take the town

100_3330

French brigade 2 advances to the hill line

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Spanish move up and skirmishers open fire

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French Artillery open fire

KGCAWO rules V1.2

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2 Comments

Filed under KGCAWO, Napoleonics, Peninsular, Wargame Rules

2 responses to “Peninsula Napoleonic – Our Saturday Game 13/06/2015

  1. Geoff Coe

    Graham could you email me on sacredcarp@hotmail.com to discuss an adaptions to the rules for the Russo Polish war and the use of Pikes and scythe armed troops

    • Graham cookson

      Have dropped you a line seperately as well.
      Nice to hear from you. How did the Greek Independence game go?

      You ask an interesting question reference pikes etc.
      I would offer the following:
      • Pike being charged – if they decide to stand and defend, they test morale, if ok then they test for casualties before enemy. Ie not simultaneous.
      • +1 to combat die if charged by foot +2 if charged by horse for the first round (the Charge in) but -1 for each melee for each subsequent round after the 1st. ie -1/-2 etc as they tire and the melee gets intermingled. A 10-15’ pike is no goodfor hand to hand. They could use side arm with a E classification.

      I would consider the same for scythes regarding the striking first due to longer weapons against all except pikes and or lancers.
      Hope that this is some help.

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