Tag Archives: Hussars

November’s Game – Napoleonics

The consensus of the usual players was for a Napoleonic Game.

Having recently visited the Elite Miniature website I spotted a great scenario on there. I decided to give it a try. The basic plot is that a Spanish garrison is holding a town blocking the advance of the French. The British with a few Portuguese are rushing to help save the day.

Here are the Orders Of Battle

The table was 9×5 and dominated by 2 large tree covered hills and a large town in the the centre. The focus was the town and this would be the first time this type of feature had such a prominent role in one of our games and would test the rules.Map

French commanders 1,2,3 and 4 and their direct commands were placed on the French table edge.

The Spanish were the only Allied units on the table and they were holding the town. Initially one unit holding each quarter of the town, artillery on the road deployed facing the oncoming French and the Dragoons outside awaiting a suitable target.

The main French attach lead by Brigadier Heller advanced towards the village in columns with skirmishers to the front. As they got close the Spanish dragoons fancied making a name for themselves and charged. They contacted a unit of skirmishers before they had a chance to fire ( They decided to stand and fire but rolled a score on the fire dice for the range at which they fired that was greater than the distance to the cavalry). This meant they were automatically wiped out. The dragoons realising how easy it was carried on into the French columns. Here they hit a column before it could get into square but it held and for the next couple of turns a furious melee was acted out which ended in the dragoons being wiped out although they had inflicted some damage to the infantry. What this really did though was to brake up the attack so that not all the French hit the town at the same time! This gave the Spanish to move all the infantry to the half of the village nearest the French. In our rules each building represented can hold a battalion. Attacking the town gives the defender a +2 advantage. To get into the town the Spanish must either be destroyed or vacate a building which would allow the French to move in and then fight house to house). Over the next 6 turns the melee continued to ebb and flow with both sides at times thinking they had carried the fight. Unbelievably the Spanish morale held even though casualties were building.

In the meantime more French had arrived and were moving through both hills to envelope the town. the horse battery deploying on the hill to give supportive fire into the town. The British had also started to arrive. Deploying either side of the road and bracing for the expected French attacks.

Back in the town the fight was grinding to an end. The Spanish had gallantly fought to the last man. The artillery being the only surviving unit but that was in full route, not being rallied before it routed right off the table. The town was open for the taking. How could get to occupy it first? This was were the British were given a life line, by the French! A random event was drawn and it was “The master spy” card. This allowed the next activation card to look at the follow 6 activation cards and rearrange into an order that suited them. A very powerful card. This could have allowed the french to activate their units first and then place the “end of turn” card before any British card. Unfortunately this did not happen and in a panic the French place the End of Turn card as the next to be drawn, therefore ending the turn. Next turn the British were activated first and allowed them to move reinforcements into their end of the town. The French did move into their end of the town but now they would have to get involved in house to house fighting.

The British were not having a great day, their firing was not causing the casualties they hoped for and losing all faith they moved more and more units into the town. The French right flank came down off the hill to engage the British moving into the town. This advance was only halted by the late appearance of some British and Portuguese Light Dragoons to their flank. The Light Dragoons went in catching a French column in the flank. It did mange to hold though. This fear caused the remaining French units to all form square. I could almost feel the sense of Christmas coming early for the British artillery seeing this new dense target that surely even they could not miss.( They had been rolling terrible dice). The panic in the British was also true on their right flank as they abandoned their position upon the french cavalry coming down the hill and raced for the town, leaving a few skirmishers to stem the on coming cavalry.

Last turn of the day heard the British give a sigh of relief as the Portuguese infantry finally turned up. The French had their cavalry and Italian reinforcements also turn up. Everybody now have the confidence that they could win the day.

In all we had about 5 hours of full on gaming with many breaks for tea and chatting and an hour or so for lunch.

It was decided that we would leave the game as was and continue next month. So Part One is complete what can Part 2 hold? Will any more reinforcements turn up, will the squares hold, can the French clear the town or can the British clear it.

Figures and terrain  are all from my collection, mainly Perry and Victrix with a few Elite. Town and trees were homemade.

Rules – Our own house set called “King George Commands and We Obey”. See link to rules on side of page if interested.

 

 

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Filed under Free Wargame Rules, KGCAWO, Napoleonics, Peninsular, Scenarios

August’s Game – Like a lot of Brits we went to Spain.

I had received a request for a Napoleonic game. Steve had only played Napoleonics once before so I decided on an engagement battle with the British having the added task of trying to secure an point of entry. As was normal in the Peninsula, the British were outnumbered in cavalry but had their new secret weapon, Congreve Rockets! and hopefully the promised assistance of the local Spanish Commander, who assured the British he would be there as soon as he could.

The terrain was laid out. The British were to come on from the main south road (A) with a small advance force having held the hill line. The French were able to come on along the whole length of their edge. Both flanks had been secured with cavalry although poor leader abilities may mean that the cavalry may not be as active as the French commander (Steve) may like.

The Rules

Our own set ” King George Commands And We Obey”  KGCAWO.

The Forces

French OOBBritish OOB

The Map

the game was 10×6

Map

How it went

SAM_3314SAM_3315

SAM_3320SAM_3323

SAM_3316SAM_3312

SAM_3330 SAM_3329 SAM_3328 SAM_3327 SAM_3326 SAM_3325 SAM_3324 SAM_3322 SAM_3321 SAM_3319 SAM_3318 SAM_3317 SAM_3313

The French came on to the table in a confident manner securing both flanks. Their brigade of infantry that started on the far right flank began to advance upon an increasingly isolated British light dragoons, who patiently awaited the arrival of the Portuguese brigade.

The Portuguese decided to support the Light dragoons by taking up residence in the village of Blanco Aqua which spanned the river.

The French columns of Grenadiers, eager to get to grips with the British started to advance upon the brigade holding the hill line. In fact they were so keen to engage they started to pull away from the rest of the French army. They had out-marched in particular the brigade next to them, who were in mixed order. The British gunners on the hill spotted them and switched to them as a target (No skirmish screen to protect). Worst still, although not sure for who they had drawn the attention of the rocket troop!  With a mighty whoosh the rockets screamed into the air. Nathan’s dice throwing allowed the rocket to head on a straight path towards the target, at least for a while. Then, all of a sudden the rocket started to turn, back upon itself heading towards the foot gunners on the hill. Luckily for them the last die Nathan threw was a 1 and so the rocket came down just short of the crew, forcing them and another two British units the rocket had flown over to test. Luckily all survived unharmed but it did mean that once the laughing had finished the French commanded commented that it may be a lethal weapon on shaky troops, if only it would fly correctly.

The French right wing cavalry engaged and destroyed the light dragoons but were driven off from getting closer to the village by some accurate fire from the Portuguese inside the village. It was at this time things were starting to get tense in the centre. The French had been steadily advancing upon the British with minimal casualties. The deployed light regiments in front of the attack columns really paid off. This was not true from the French Grenadiers who had suffered terribly. Luckily for hem the French left wing cavalry had managed to advance in support and this in turn had force the British heavy dragoons to retire and forced the end British line unit into square.

The next turn a fate/ fortune card revealed a previously unknown ford in the river. Whoever’s action card was drawn next decided where they thought the ford was and on a 4-6 it was there. The next card out was French Light Cavalry Division, they identified the river area between the town and the hill and threw a 6. This allowed them to advance through the river and threaten the British centre!

The French centre were in melee with their columns against Picton’s brigade. Only stout defending managing to save the day. With the light cavalry ready to pick off the remaining British, accurate and timely fire from artillery and the Portuguese in the town convinced the cavalry they may have advanced too far.

The Game was declared a British minor victory. What happened to the Spanish Commander. well he could arrive on any turn after the 8th turn. This came and went, as did the 9th, 10th and 11th. He never managed to get a way from his mistress in time to get to the battle!

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Filed under KGCAWO, Napoleonic, Napoleonics, Peninsular, Scenarios, Wargame Rules

Units of the AWI -The Queen’s Rangers Hussars

Below are a few pictures of my finished unit from Perry Miniatures. As some time I will do some foot.While painting my latest unit I wondered if there would be any benefit in sharing what I have found out about the unit?

The Queen’s Rangers are probably the most represented table top Loyalist unit that fought during the American war of Independence.  Originally raised in 1776 by Robert Rogers of “Roger’s Rangers” fame. During the AWI the commander was John Graves Simcoe. They fought at many battles including Brandywine, Germantown and Monmouth and many skirmishes. Originally an infantry regiment, Simcoe remodelled it into a “legionary” corps of consisting of both horse and foot.

Their distinctive headgear is rumoured to have come about due to a rider being shot by a Hessian Jaeger who mistakenly thought they were American. To avoid any mistake again a cap, made of black cloth (reinforced inside with leather or pasteboard) and decorated with a green “bag” hanging from the crown and the crescent device was introduced.

Below are a few pictures of my finished unit from Perry Miniatures.  Some time I will do some foot to go with them.

QH1 SAM_3284 SAM_3285

Headgear – Black with green plume and silver crescent

Jacket – Green. I have done mine with Green facings as well to collar, cuffs and turn backs. Musicians and Officers have white piping to cuffs. I have also seen mention of Black facings.

Waistcoat – Green

Trousers – Green, Leather or later white.

Belts – Black

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Filed under American war Independence, Uniforms