Category Archives: Battle Of Vimeiro

Legionary 14 – Vimeiro

What a manic Friday, the show was on the Saturday. I started by laying the terrain out on the decking to get a view of the 12 x 6 table.

Vimeiro Battlefield

Vimeiro Battlefield

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Ventosa

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Vimeiro with orange orchard

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Vimeiro

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Then I packed it all away ready for the next day.

Legionary is a great local show. How many other shows can you drive to within a couple of feet of your table. We drove in and unpacked and set up.

Solignac’s troops

French right wing under Solignac

French right wing under Solignac with the village of Toledo in the background

Thomiere and Charlot’s troops in column with skirmishers deployed. In the background you can see Kellermans reserve Grenadiers. Just out of shot are St Clair’s Grenadiers. In the background you can see Junot and the Army Guns.

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French left- Thomiere and Charlot with Kellerman’s Grenadiers in Reserve

British Centre – Troops hold the hill.

British Centre

British Centre

British Right with Anstruther and Fane

Holding on to the high ground just out side Vimeiro. 95th formed up in the background.

Anstruther in the foreground with Fane in the background

Anstruther in the foreground with Fane in the background

20th Light Dragoons shelter in the gap between Vimeiro and the ridge.

20th Light Dragoons

20th Light Dragoons

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British Centre

What follows is hopefully an account of the game. The card drawn is identified and anything significant that happened!

Turn 1

St Clair – General advance skirmishers  8″ and columns 6″ towards Fane on the hill.

French Army gun – fire at the British artillery on the far right (Anstruther) they C class (5) with die modifiers  +1 First shot, -1 Long range 38″, -1 smoothbore and -1 Target artillery.  These meant they needed a 7+ to hit. they rolled a 1,2 and a 6. Sadly no hits. British started to mock the French gunners offering their grannies to show them how to do it! Smoke is placed in front of guns, not just to enhance the visual but to remind us they have lost the 1st fire bonus. this is removed either as an action or reload card drawn.

Kellerman– General advance skirmishers  8″ and columns 6″ towards Fane/Anstruther on the hill.

Nightingale – Advanced down the spine of the hill to hold the high ground.

Fane – Hold steady

Delaborde – He actions Thomiere who advances across the table.

Bowes – advances and secure the left flank of Nightingale’s advance.

Junot – With his 24″ command range and line of sight he actions Charlot, Thomiere, St Clair, Kellerman who all advance. For some the second activation of the turn. The Army gun get to fire again needing an 8 due to having already fired therefore losing the 1st fire bonus. They roll 1,4 and 8 so 1 hit. this is not saved but the British pass their morale and do not go shaken. French taunt the British about their Grannies turning up!  Junot cannot action Solignac as Toledo is blocking site and distance is too far. Deployment is all about command.

Solignac – General advance

Fate/Fortune – 2D6 rolled one tens the other units. 24 rolled. This resulted in the next divisional or brigade commander  ignoring their direct commander as they can do better. Both side understood the impact the card could have.

Charlot – General advance there were now within 12″ of the British right flank. But they now ignore any orders from Loison.

Anstruther – Unleash fire on the skirmishers of Charlot from skirmishers and canister from the gun. Skirmishers take 2 hits and fail to save either. They do pass their morale though.

20th L. Dragoons – These advance cautiously to the front of the hill level with Vimeiro.

End of Turn – card drawn. All cards return to pack and shuffled.

Turn 2

Kellerman – advance but concerned about the 20th Light Dragoons? Would they make it if their card is drawn?

Delaborde – Activated Thomiere and brings Brennier on to the table.

Solignac – Starts to advance up the hill into the face of Nightingale.

Wellesley – from his vantage point on the hill and a 48″ command range, he activates, Fane, Ackland, Nightingale and Bowes with Anstruther and Ferguson out of range. Solignac’s columns take a few hits. It is easier to hit those columns.

Margaron – these advance on to the table.

Fane – they fire at the skirmishers and wipe them out.

Loison – Charlot ignores him so he orders Solignac up the hill and on towards Nightingale.

Ackland – 95th skirmishers advance into the vineyard and secure the boundary.

Charlot – Skirmish screen attempt to charge the artillery of Anstruther. Big mistake. Crew decide to stand and fire. They roll 3 D6 and score 1,1,2 so fire at a range of 4″. Charge range was 8″ so they can. Canister wipes them out.

Bowes – Expresses concern over the appearance of Margaron.

Anstruther – all open fire and inflict a few hits on the columns of Charlot.

Nightingale – Advances down the spine towards Solignac’s advancing columns.

Ferguson – Artillery fire at Margaron inflicting 1 casualty on the 4th Dragoons, who fail their morale.

End of Turn – card drawn. All cards return to pack and shuffled.

4th dragoons

4th Dragoons

Margaron's cavalry

Margaron’s cavalry

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Ferguson’s Brigade

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Solignac’s units advancing up on to the ridge heading towards Nightingale

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Anstruther’s brigade unleash their fire on the advancing columns

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Fanes skirmishers having retired through the 95th allow them to open fire on the columns getting a little too close.

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Nightingale’s fire upon Solignac’s units

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Anstruther’s second activation allows them to fire on the advancing columns.

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Acland’s 95th skirmishers occupy the vinyard

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Kellerman’s grenadiers continue their advance

Turn 3

Wellesley – Charges the 20th light dragoons towards Kellerman’s Grenadiers. Grenadiers attempt to form square. They have enough time as cavalry are more than 6″ away. they roll morale and pass. They form square. Cavalry are moved 12″ and end up 2″ short. A lax moment for Wellesley.

Nightingale – Open fire on the advancing columns and cause enough casualties to remove a column.

Crauford – Portuguese arrive on the table. They reinforce the left flank next to Ferguson.

End of Turn – card drawn. All cards return to pack and shuffled.

 

 

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Kellerman’s Grenadiers form square

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Margaron’s cavalry

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95th unleash a devastating volley into the advancing columns.

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Crauford’s Portuguese

Turn 4

Charlot – pushing on to the guns with his columns and no skirmish protection.

Ferguson – opens fire on Margaron again with little effect.

Solignac – opens fire and clears Nightingale’s skirmishers.

Bowes – reinforces the gap between Ferguson and the advancing Nightingale.

End of Turn – card drawn. All cards return to pack and shuffled.

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British left flank opening up on Margaron.

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Solignac’s artillery fire on Nightingale causing casualties on his skirmishers.

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The view from behind Nightingale with Bowes in support

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Wellesley surveys the battlefield.

Turn 5

Nightingale – inflicts a few more casualties on the columns who now fail there more and grind to a halt unable to charge in.

Delaborde – Activates Thomiere and his columns chare into the 95th of Fane. In the following melee 95th take a casualty but the column receive 2 saving none they are removed.

Kellerman – Grenadiers stay in square but fire on 20th L. dragoons inflicting a hit which is not saved. Following morale check causes 20th to become shaken. French cheer.

Fate/Fortune – 11 rolled. commander sees the light!

Anstruther – I thought I heard the French commander let out a sigh. Anstruther, already in a strong position has his command increased to exceptional. Cannon fire and take another casualty off a column.

Junot – activates all commanders in the centre in one last charge. All units shaken test morale and all recover. the British player takes a deep swallow.

Brennier – tries to gee up his infantry following having been just activated by Junot.

St Clair – Grenadiers get in and engage with the 97th inflicting 1 casualty without receiving any. 97th pass morale and hold.

Fane – 95th engage with remaining column. They receive a casualty but inflict one as well. The column is removed and the 95th are on the edge. they have only 1 strength point left.

Charlot – Engages cannon and takes them.

Too week to do any more serious damage  the French player concedes the day. the British player very happy to accept as a few of his units are near breaking point.

 

 

All agreed it had been a good day and the rules worked well, although they were still unsure about units not being able to be activated. I proposed that when the end of turn card is drawn, all units not activated can fire but may not move or change formation. Units can still not be rallied unless activated. I will amend some of the fate rolls to represent artillery with incorrect ammo. This would help with issues like the artillery at Bunker hill etc.

They like the speed units can get engaged rather than playing for a few hours before getting into contact and really got to understand the importance of commanders being in the right places. they all agreed that the fate card is great as it can add a twist in the tail to any great plan.

This was the first time both players had used them or played this era.

Due to the  ease of play and speed of play we had plenty of time to go shopping.

if you get the chance please give Legionary a go. Great traders, easy parking (free), friendly organisers and a  good selection of games.

Have a look out for some photos of our game in Wargames Illustrated as their photographer took a few for the magazine.

 

Hopefully see you next year.

 

 

I will amend the rules to version 2 soon and go through an few more examples to help explain my rationale behind them.

 

Hope you enjoy the pictures and write up.

 

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Filed under Battle Of Vimeiro, Demo game, KGCAWO, Legionary Wargame Show, Napoleonics, Peninsular, Scenarios, Wargame Rules