Sunday, 10 May 2009

'The Emperor thought the moment propitious to settle accounts with the arrogant and overbearing Petrus, and despatched an Army under the Archduke Guitar to seize and sack the Electoral captital'.


It is in small pieces of narrative such as this that I find a great deal of the charm in Charge! that has kept me interested in wargaming the past forty years. The image of a crumbling empire with its well-connected generals of doubtful talent leading their long-suffering troops to war somehow has great appeal. It is difficult to know exactly why - perhaps it resonates with real life experience and can be fun when the only lives at risk are little metal ones.


Oddly enough, I have never in the past attempted to build an Imperial Army. Perhaps I have been deterred by the reputation of an Army remembered for its routs rather than for its victories. So it is the blue-coated opponents of the Emperor to whom I have been drawn in the past. It is time to make amends for this shameful adherence to what, from my newly adopted viewpoint, can be considered as a rebel cause.


Figure manufacturers seem to view the ReichsArmee with the same amount of enthusiasm as the average wargamer. We can't really blame them for this: a manufacturer who devoted much of their time to such an army would starve due to lack of demand for their figures. So it is especially important to check that all the troop types I want are available.


The infantry of the line will use the Stadden Prussian musketeer figure: so long as I choose regiments whose uniform had a 'Prussian cut' this should not be too inaccurate. Casting my own figures would be very economical, but would be too time consuming given the number required. Light infantry will be provided by an Austrian contingent in the form of home-sculpted and cast Croats. No Imperial general left home without some of these gentlemen.



Uhlan - From Remarks on Cavalry, by Warnery


For heavy cavalry it was an easy decision to raise two regiments of cuirassiers, again using my own castings. Light cavalry are a more vexing problem. The armies in Charge! had a regiment of lancers on each side. This does not appeal to me as lancers are an unusual troop type in the Seven Years war, receiving little more notice in the histories than a few unkind remarks about Frederick's Bosniaks. Also, the dress of these lancers tends to be far too exotic for my taste. Hussars and Chevaulegers are more representative of the army and the period, but I have decided to evade the issue entirely by not raising any light cavalry regiments at all. My excuse for the omission is that, while light cavalry are unmatched for utility on campaign, they appear on the battlefield as inferior to their heavier brethren in what is only their secondary role. As I only intend to fight battles and not campaigns I feel it is best to field additional heavy cavalry in their place.


The gunners will almost certainly be Stadden AWI British manning an Elite Miniatures 6pdr as suggested by Der Alte Fritz. This option combines elegant figures with an elegant gun.


One disappointment in basing an army on the Reichsarmee is the lack of references for it. Project SYW does have some uniform information, and the detail it gives on its recruitment are fascinating. The thought of the single cavalryman owed by the Abbess of Gutenzell turning up for duty conjures up quite a picture.

Thursday, 16 April 2009

Hohenzollern Cuirassiers

The first figures that I 'successfully' sculpted were a cuirassier and his horse. I have now cast and painted the first figure from this master, as is shown in the photo below.



I have painted him as a member of the Hohenzollern cuirassiers, a unit of the Reichsarmee. From the references I have seen for this unit, it is not certain as to whether the cuirass was worn over or under the coast. I chose to model the latter as this makes for a greater difference in look from the Prussian cuirassiers that will oppose them.


The figure still lacks a musket - I haven't made a mould for one yet. It's therefore not yet varnished, nor have metallics been painted. I usually add the musket at this stage - the varnish adding a little more strength to the bond given by the glue - so the figure will not be completed until a musket is available.

Thursday, 26 March 2009

Grenze Infantry

My first attempt at creating my own figures has gotten all the way to a result of sorts. The process took a lot longer than expected: partly my own fault, due to my trying to juggle too many different projects simultaneously, but also due to the bizarre society in which we all live.


I live in a town with a population of 25,000 people, and to any rational observer it might seem that such a town would support a thriving shopping area. What we actually have is a high street with a large number of charity shops, interspersed with banks and building societies, a few genuine shops (none of which seem to have a long life) and a wide selection of places where you can get food poisoning or drunk, depending on your preference. To acquire something as rare as plasticine required a trip to the nearest city. Unadulterated talcum powder was not to be had, so my moulds are dusted with baby powder (relieving me from any anxiety over my soldiery getting nappy rash).


The Silicone rubber I bought on the web from Alec Tiranti's. The mould making was poorly executed (if anyone can claim to be able to control the wilful determination of silicon rubber to explore the world far from the confines of a mould I can only envy him). I let the moulds dry out for some time before attempting casting. My wariness on this point owed much to an incident in my youth when I poured metal into a damp plaster of Paris mould. This turned into an impressive demonstration of the power of the steam catapult, pieces of metal being deposited on the ceiling.



The Offending Article


I have so far cast just one infantryman, although I have the moulds for a cavalryman and his horse also ready. I wanted to paint my first figure up so I could assess whether the results were usable. This is the figure shown in the photo.


With any project like this there is always the danger that one will view the products on one's labour with the same level of impartiality as a mother has for her new-born babe. However, in this case, even I can see the figure has it's faults: I would describe it as hovering dangerously close to the limits of acceptability. In particular, the face came out looking more like a lunar landscape than a face (the photo shows the figure after it has been cleaned up considerably). The overall impression is encouraging though. It does at least conform to my most important criteria: correct (slim) bodily proportions and a pose that works well on the wargames table. If, on my first attempt, I can get a figure that is at least usable, then it is worth pursuing this in the hope that with experience, I will acheive better results next time.


My choice of uniform helps a lot here: it's taken from the Funcken depiction of the Karlstadter-Oguliner Croat on page 99 of volume 2 of the Lace Wars books. The reason for choosing this uniform is that it is bright and busy: something which distracts from the figure's many blemishes. On the wargames table (and with the aid of a 50 year old's eyesight) I am happy with the look of the figure. And there is one good feature of making one's own figures that applies here: if I sculpt a better figure in the future this fellow can be melted down and reborn again.

Thursday, 12 March 2009

The Crunch

One disappointment in our recent refight of Action! was the absence of any attempt by cavalry to charge infantry in line. As long-term users of the Charge ruleset, we have in the past always written off such an event as inevitably resulting in nothing but woe for the cavalry. The Grantian rules include mechanisms which penalise infantry drawn up in only 2 deep line, and so I was keen to explore whether cavalry might - with these rules at least - expect a more fortunate outcome. The details of the rules I am thinking of are given on page 77 of 'The Wargame'.


Such a test does not require a proper battle and so I chose to lay out the necessary figures and try out the rules by myself. The starting position was a full regiment of dragoons drawn up facing an infantry battalion, also at full strength, deployed in line. I assumed that the infantry had not fired in the previous turn, being content to reserve their fire until just before the moment of impact. I decided, however, not to allow them their first fire bonus.



Starting Position


The Grant rules give the infantry a 50-50 chance of firing at close or medium range, giving -2 or -3 on the dice of each firing group for effect. If this were the sole factor determining losses then casualties would be likely to be heavy at either range, with 8 firing groups resulting in 13 or 8 casualties given average dice rolls. However, in practice there is considerable scope here for multiple hits on the same trooper: each firing group of 6 infantry is only firing at 3 cavalry (note 1). In my refight I scored only 4 casualties firing at medium range (and would have scored 8 casualties if firing at close).


I assumed that front rank losses amongst the cavalry could be filled in from the rear. Thus 12 cavalry charged home. I assumed the average number of breakthroughs (ie. 6) merely throwing for their position. I chose to allow a cavalryman who achieved a breakthrough to remain where he was if he was still in contact with at least one of the enemy (note 2).



After Firing And Breakthroughs


I was now at a moment where the strength of the Grant rules was in evidence: not only had the infantry already suffered casualties that would not have occurred under the Charge! rules, but their formation was sufficiently broken to allow the cavalrymen a far better chance in the subsequent melee. Almost every fight was at 2:1 in the cavalry's favour. In Charge! the cavalry would be facing an unbroken array of bayonets with many more 1:1 combats. This showed in the result, with eight more infantry falling as opposed to only one dragoon.



After The Melee


At the end of the melee, 14 infantry had fallen while the dragoons had lost 5 (or 9). With -3 on their morale due to the number of breakthroughs, as well as a further penalty due to the number of their losses the infantry would have a fair chance of failing their morale throw. Whether the dragoons were in a position to take advantage of this would also be a matter of some doubt: their chances of making a morale throw depending on whether they took losses due to close or medium range musketry.


I have to admit that all of this relies on a very shaky knowledge of the Grant rules. But I do like the mechanisms involved. The importance of steady infantry holding their fire until close range, and the 'feel' of the breakthrough rules seemed to give a flavour of the British infantry's desperate fight against the flower of the French cavalry at Minden.


Note 1: This is based on a very hazy understanding of 'target groups' given the musketry rules given on pages 33-37.


Note 2: In this case I decided the rear rank infantryman would still fall back - he'd probably be more inclined to think of his wife and children at this moment than wish to seek revenge for his fallen comrade.

Tuesday, 3 March 2009

Afterthoughts on Action! And More Blobs

Our refight of Action has seen me pondering over my choice of rules. When I was fighting battles with my friends as teenagers (some 30 years ago) we always used the Charge rules. There wasn't any real logic to this choice: they simply happened to be the first set of rules that we read and, as we were happy with them, there didn't seem to be any need to explore the issue further. After so many years, using the Grantian rules for the first time has therefore been something of a revelation.


I found that I much preferred the musketry rules from the Grant set. They have slightly more involved mechanics than the Charge ones but give good value for the extra effort. I feel they reflect how range affects the effectiveness of musketry far better than Charge does: our bickering at longish ranges were satisfyingly ineffective.


The Grant morale rules also worked well, although we would attend to proper bookkeeping next time. The Charge method of 49% casualties=no effect, 51%=total loss was never particularly satisfying.


The use of artillery templates as per the Grant rules we avoided and will continue to avoid. I have never found this device usable: often moving a template just a fraction of an inch can radically alter the number of figures within its area. This is not something that works well in a game with any sort of competitive edge. Fortunately a mechanism based on the Charge rules can be substituted here.


We never got a chance to try out the cavalry vs infantry (ie. the breakthrough) rules. In our game, by the time that the infantry columns had been roughed up sufficiently for them to be vulnerable, neither side was in a position to use them. Soubise's Gensdarmes were trying to rally (and failing every kind of dice throw they made), Kornberg's dragoons were better employed as a 'threat in being' to limit Soubise's options. Even so, the existence of these rules had some impact on the game as both sides felt the threat that cavalry posed. Using Charge rules, we were always confident that the casualties suffered to musketry in the charge would make the cavalry regret attempting to charge an infantry battalion.



Cavalry Man and (with luck) Croat


On the sculpting side, progress continues at a pace sufficient to make the average snail look like an olympic athlete. It's still great fun although, with the realisation that it might just result in a usable figure or two, there comes the the daunting prospect of having to try and make a mould. In addition to the cavalry figure, I'm now also working on what I hope might turn into something resembling a Croat.

Thursday, 26 February 2009

A Frivolous Action! Part 2

Turns 4 and 5 saw the musketry duel in the centre develop. Kornberg was struggling to form a better battleline. His grenadiers reformed in four deep line behind the cover of the stone wall, and his gun was moved to fill the gap between them and the fusiliers. The dragoons moved up to the right flank of the fusiliers and deployed into two deep line.


Some poor shooting from his men prompted Soubise to advance slightly to close the range. Meanwhile, his jaeger circled around the left flank of the grenadiers.


The musketry duel was largely ineffective, both sides losing little more than a handful of men. Kornberg was fortunate not to be more severely punished, his forces generally having fewer men able to fire due to the evolutions being asked of them. The Gensdarmes lost two men to enemy fire in these turns: while not severe, this discouraged them from advancing further and they were therefore unable to deploy into line.


Turn 6 saw the critical moment: one squadron of the dragoons charged the Gensdarmes. The resultant melee saw the Gensdarmes lose two men to the dragoon's one and thereby decide to go rather precipitously to the rear. Elsewhere firing continued to take a steady, if small, toll of both sides.


Turn 7 added to Soubise problems. Kornberg's jaeger emerged from the woods to pour fire onto the Gensdarmes, and knock down another 3 cavalrymen. If Soubise's problems were not bad enough, the fire of the fusiliers shot down two officers from the left flank musketeers regiment. As that regiment had already lost one officer earlier it was suddenly looking very fragile despite having the fullest ranks of any regiment on the field.


Turn 8 added to Soubise's misery with another officer falling and, inevitably, the regiment now gave way. Soubise had moved to join the Gensdarmes and was now struggling to reform them while they were being tormented by the fire of Kornberg's jaeger.



Soubise's Left Gives Way


The last four turns saw Kornberg able to gradually mop up. Soubise did finally manage to get the Gensdarmes to charge the jaeger that were tormenting them. However, they lost another four men in the charge and fell below half strength. On the other flank, the second musketeer battalion found itself engaged by the main strength of Kornberg's forces and inevitably gave way, albeit after a splendid resistance. Soubise's Jaeger and gun were left to absent themselves by devious paths.

Monday, 23 February 2009

A Frivolous Action! Part 2

The opening two turns saw both armies advancing at a reckless pace. It seemed that neither General was prepared to hold back and take a defensive position. Soubise was displaying signs of unusual energy (it is possible that some carousing on the previous night had got his blood up) and was enthusiastically talking about 'not letting the enemy take the initiative'. Kornberg was living up to his fiery nature with a headlong advance, with little regard for tactical niceties.



Turn 2 complete: Kornberg's grenadiers wonder if he's trying to get them killed



Turn 2 complete: View from Soubise's left flank


By turn three the range had rapidly closed and a musketry duel could not be long delayed. Kornberg halted the leading grenadiers, while the remaining companies were ordered to seek cover behind the stone wall on their left. His fusiliers, nervous at the sight of the Gensdarmes massing opposite formed a four rank line on the grenadier's flank (note 1). His jaeger, continued their lone advance along the edge of the woods on the extreme right.


Soubise had played his hand well and viewed his position with satisfaction. His jaeger continued pushing around the enemy's left flank, and with plenty of bad terrain to provide safe cover, were happily positioned for an good day's bickering. His gun (note 2) now unlimbered, having an good position from which to play on the grenadiers. His infantry halted and presented their muskets ready to fire, while the Gensdarmes covered their flank, occupying what little space remained before the second stone wall.


At the end of the turn both sides engaged in long range musketry. Kornberg ordered the leading two companies of grenadiers to fire: four enemy musketeers falling. Soubise replied with the leading companies of both his regiments: the grenadiers losing five men and an officer, the fusiliers (to whom only a small proportion of shot was directed) losing a single man.


At this juncture, Kornberg was confronted with the possibility that there was more to generalship than shouting 'Forwards' and waving one's sword around. His army was badly positioned and a good drubbing seemed likely to be the result. As to whether he managed to do anything about this, well, I shall relate this as soon as I may.


Note 1) Neither general had played the Grant rules before, and both were rather fixated by the breakthrough mechanism by which cavalry can punish infantry drawn up in less than four ranks.


Note 2) As both forces were little more than advanced guards we ruled that only light guns were present. We decided to use Charge! rules for firing cannon (I find templates both slow and hard to use) and used 6" range increments (ie 36" max range). This meant that the guns were little more than a minor irritant, something that I much prefer.