Showing posts with label Napoleonic. Show all posts
Showing posts with label Napoleonic. Show all posts

Tuesday, April 9, 2024

9 April 2024: Burrows and Badgers

Finally got started playing this fascinating skirmish game with anthropomorphic creatures. Regular gaming buddy called round and we introduced ourselves to the game. Below is our playthrough of the combat phase. We started with one-on-one combat. Then made it two-on-two. Picked up the rules pretty quickly and it has got us both interested. 











Ran the warband I bought some time ago. My buddy was keen to try out this skirmish game and it proved an interesting experience for us both. We plan to catch up next time soon. Looking forward to seeing his Mr. Toad warband with cats and beavers. 

Learned that you need all the dice from d4 to d20 as each character has different traits and qualities. From a beginner's perspective, you do need the Roster Sheet to keep scores on wounds. Every four wounds accumulated costs you -1 on subsequent die rolls. If a leader, that's means every action whether fighting or moving. 

When playing two-on-two it became interesting as you suffer/benefit accordingly when outnumbered (fighting more than one). 

You get modifiers for various moments like what type of equipment in your possession at the time, and character traits as well as actions.

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Addendum

d20 dice are useful as visual record of keeping score on wounds, an initiative my game buddy came up with while we were learning the game. Smart dude; by the way, he came fourth in Warmaster at CANCON 2024, a game he's never played before. Had a hearty chuckle when he told me of his placing and how it unfolded.

If looking for alternatives to the very popular figures by Oathmark (the original authors of the game) who often run out of the figures you may need then Critter Kingdoms offer a very nice and expansive range option. The figures shown below are from the Dark Sword Miniatures Inc website (USA). I am tempted by one of their minis in particular and may purchase it to add to my existing warband simply because it's a lovely figure.















Ferret Druid with Staff. Sculpted by Christine Van Patten. Painted by Mary Proffit. Figures are pewter and may require some assembly. Images above and below of said miniatures are by Dark Sword Miniatures Inc.

Also keen to buy one of the larger creatures as used in the B&B to compare (size-wise) when stacked up against the Oathmark models. Any Large Creature will do. Maybe this Badger Ranger with Bow by Jason Weibe (also painted by Mary Proffit) will suffice? If not, then they will look nice adorning my display cabinet.















But maybe I will contact the company first and ask about dimensions of the selected individuals. 

My gaming buddy is getting his minis from Slaugterloo. There is also Eureka Miniatures here in Oz although their range is limited to a single creature (frog) in multiple poses. There are other sites no doubt although my initial search yielded these results first.

13 April

Emailed the owner of the Critter Kingdoms regarding compatibility with Oathmark's Burrows & Badgers. Sadly, he told me the creatures are all of similar size so that a mouse is about the same size as a badger. Still going to buy a couple of minis though as I do like their quality. And figure out a way to incorporate them into my growing warband.

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Napoleonic

The minis from the Borodino Refight are all now packed away in their storage boxes ready for final storage. Took me a few hours over two nights. Only a few figures have been misplaced, lost, or are broken. Just have to figure out where to put the collective whole as storage space is tight at the moment. 












Currently sitting atop Table 2 in the other room (phot above). Bought 2 large tubs long ago (under the table) to accept the quantity of mini containers invested on the French/Allied side but the poor Russians will have to settle for their old pizza boxes which really doesn't work out long-term as they are too shallow (like the original actual pizzas).

14 April

It is unfair to have storage containers for the French/Allied forces while the Russians make do with roped-in-old-pizza-boxes. There needs to be balance and fairness. So, over the next few days, I will hunt down suitable containers from a suitable store (not Bunnings) to cater to the individual corps (where possible) or settle for individual division containers, as I have done with the French. 

Then I can figure out where to store them all (looking at you large empty storage tubs) - the real problem.

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9 April: What a waste of time and effort that was...!

Finally began putting away all the minis from the Borodino refight given my regular gaming buddy and I are catching up for a chinwag and a possible game tonight. TONIGHT? Aaargh....!

















Russians are the first to return to their storage boxes. Which just leaves the French. Made a start before quitting for the night (this was taken yesterday). Problems include:

  1. Putting them into storage. Got a medley of old pizza boxes that are suitable for a single entire Corps of infantry or cavalry but cannot be stacked on top of one another because of depth issue
  2. Checking them off their lists (not as simple or straightforward): ensuring they are still all there. Found some extra Cossacks for some reason. Karpov, you old sly dog you...!
  3. Finding a place for all of this means rearranging what limited storage spaces there are. And with the size of this collection, tossing them into a small hobby sulo-style bin is just lazy.

What's left as shown in the photo above are the remaining French. Part of them. Did not take a photo of other room where Table 2 is located.

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What a waste of time and effort that was...!

This report is a sober look at the entire Refight process from start to finish. Aim is to serve as a warning to myself to think before I commit to any such future endeavour of this scale and magnitude. Obviously, I didn't think deep enough because I got shafted down this blind hole without a guide. But having an idea what to expect next time should aid me if I should ever again contemplate the notion...in 1/72 scale.

The Models

PAINTING. Nothing more off-putting and confusing than seeing a bunch of cavalry mounts beautifully painted but missing their riders. Ensure they're properly glued/attached too. And protect from constant handling by applying a seal coat or protective varnish. Found out to my surpise when handling some of the older minis that they just crumble upon direct touch. Gives new meaning to the expression "touch of death"!

BASING. Uniformity rules. Don't mix and match bases (usually when incorporating bases from earlier efforts) unless you cannot help it. They may not match well. Because it does look grand come tabletop time when such collective uniformity is spread before your very eyes. Ever watch those massive military parades? Because of availability and personal preference I have used foam board for my basing because I like the look of their chunky depth. They also they have one side sticky which helps when attaching the minis. Their only weakness with this is that the minis can sometime come off during handling in-game. Why is why you glue the minis to the bases in the first place. Art foam boards are relatively cheap although I should warn not to settle for the cheap Chinese knock-offs. It will cost slightly more but go instead to a camera shop or a proper art supply store where the quality should be a lot better - both in stickiness and when cutting (as in foam not crumbling apart or air pockets revealed during the cutting process). I might have used a more sturdier material like MDF or plastic card but foam board (3mm thick) is, I found, perfect. And, after all, 1/72 plastic miniatures have a limited lifespan depending on the brand and plastic type (soft or hard). They're certainly not as durable as white metal.

LABELS. Underside, the back edging of the base, colour coding the back edge side...whatever you choose, easy identification is absolutely essential, a given. It really spares you moments of frustration when you accidentally knock a swag off as you bloat your way past the table and try to restore them to their original placing. Anything above an Army level of minis begs labelling. You would be foolish not to ID every stand whereby a regiment might be four or five stands and the figures look almost identical from the front. I chose to label my minis on the underside. Labelling at the back of the stand spoils those award-winning battle pics you take in-game. 😉

STORAGE. Simply because of the scale of the project - mammoth-plus - ensure you have an adequate amount of storage bins. I chose to employ large tubs suitable for armies/army groups that are also able to accommodate lots of smaller storage containers (division/brigade size). This approach saves on storage where space in your mancave is tight. Also make sure those containers are also correctly labelled appropriately. Label everything. You do that with life anyway; how is it any different with your minis?

SCALE. I inherited 1/72 as my refight scale simply because I had a large collection of half-painted and unpainted Russians that I had been wanting to paint up since 2016. The scale of your minis also factors in cost. Obtaining second-hand lots is well and good. Turning that into a playable large-scale battle however is another thing altogether insofar as you may have to prop up your collection buying additional figures. As I quickly found out I had a sizeable shortage of figures needed to refight Borodino. So spent extra when I didn't plan on it. 

For such large-scale actions, so I've since realised, a smaller scale just makes more sense. Still reasonably priced too; certainly they will cost much less in the long run. And you can plan to obtain all the necessary figures you actually do need in one hit - if you can afford it. Scale impacts on everything else related to conducting a large-scale engagement like Borodino. Leipzig is a perfect example where refighting it in 6mm makes perfect sense. Not as spectacular as some prior attempts (thinking that Leipzig group from the early 2010s who fought part of the battle using 1/72 on a 1:1 ratio - truly spectacular).

PROXIES. Not ideal but sometimes you're left with no option but drag in substitutes from other nations (but within the same period) to fill in any shortfalls. And they can make life a little easier as well as providing lots of WTF moments to any casual spectator of your mad gaming. There is also the option of borrowing minis from others who are willing to share. Promise them whatever if you're that desperate. There is also the gaming community who are, after all (trumpet fanfare), the best guys (and gals) in the world when it comes to helping out a fellow gamer. 

NOTE: This analysis relates specifically to the trials and tribulations associated with staging such a large-scale activitiy as a SOLO WARGAMER. As they so often prudently say, "never attempt this at home, folks..." And, to be honest, if I had a chance to reconsider this, I would say "Damn the torpedoes! Full steam ahead!" I say that as a deranged solo wargamer.  Multi-player gaming has a similar approach but handles it differently and the problems faced therein are easier to resolve. But with solo wargaming there is only you. You are all alone in a room full of clutter.

Planning the Game

RULES. Obvious. Never considered changing the rules mid-game. I thought about it before I began the refight for some time, and explored the various other rulesets out there at the time. And to be honest there are a number of really good Nap wargaming rules. But in the end I opted for the lazy solution of playing with what I knew. And that was Field of Glory Napoleonic version 2 which is as convoluted as it can get. In its short life it has proven to be off-putting for a number of players. However it's one I was as familiar as one can be. And rules can get updated so decide if you want to switch if you know this is a trait as with 40K updates. Sensibility suggests that you do not take this approach because (1) you don't fully comprehend the scale of changes with the updated version and will spend time adapting them to your current situation, and (2) it can break the flow of game play which can impact on appreciation. 

TABLE. For me, it was a continuation of the applying the scaled down ground scale to come up with the playing surface, subsequently modified to suit the venue space. Ideally, you want a large size space to accommodate your "special event". If not, as pointed out, you alter to suit your needs. In my case, I pared down the table to the main fighting areas, coming up with six normal (6 by 4) table-sized boards. And then "built" my gaming table from there. It meant shifting two table boards to another room due to lack of adequate space (you need to move around the damn thing to begin with) in the main room where four table boards were combined to make one large main table.

OBJECTIVE. What is your ultimate aim is the obvious question. But there are considerations affecting that outcome. You will have to ask if this will be historical or what-if contest. Borodino began as historical (used the actual historical timeline to devise the number of turns based on the rules I was using) but turned into a what-if game simply because the historical part went out the door early on. Thereafter it was just a series of questions asking, "What if I did this...." or "What about that approach...", and so on. Which only muddied up the original aim. Revisions finally led to the final Game Victory Points (GVP) system devised in a moment of inspiration and quickly adopted on-the-fly. 

Having a clear aim from the start is very important. It helps direct you towards a goal. Wandering aimlessly, as I did at times, can give birth to a slow-moving game that can have a detrimental effect on both motivation and enthusiasm. 

They break down battlefield tactics into two main grouping - strategic importance and tactical value. One relates to overall aim. It is generally political in nature - if I capture A it might force the enemy to relinquish B which means I can advance on to C bypassing D. Tactical value relates specifically to what's in front of you - taking the fleches will open up the Russian defensive line and I can then rush up my supports. 

When dealing with a tabletop objective, you are basically talking tactical. But their achievements impacts on your strategic goal(s). Identifying them as objectives therefore is an important part of the preparation. 

Do you assign a score value to them? And how much? There are other factors, like timeline, specific conditions, and so on. Consider them all carefully before formulating a suitable overall objective. Beat the Russians! Fine, but how are you going to do this?

SCORING. The rules gives a simple straightforward victory outcome based on a points value system. Which works fine for standard 800-point small corps-level games. But I was running several Armies at once with multiple Corps. I had to come up with something more simplified and direct. Eventually ended up with GVP system mentioned above that related to the tactical objectives. And that's something you have consider; is the level of your game going to overwhelm the system available? Will you have to devise your own - which is a given but the basic scoring fundamentals remain the same nonetheless?

KISS - Keep It Simple Stupid. Axiom to live by. You don't want a Gordian knot situation when you take on such a project; use Alexander's solution: cut it down to size. There will be many moments throughout when you are constantly reviewing and revising your project. Be flexible. Never see anything as being set in stone; if implacable or unmovable, then either accept it or, if not possible, change the goal posts. If I could number on my fingers the number of changes I've made over the length of this project, I would need to be one of those multi-handed deities of old (thinking Shiva). 

Game Play

MOTIVATION - This factor does not relate to actual game play specifically. But it is important. Pace yourself. Motivation/enthusiasm/whatever you want to call it is very relevant and important to your actual playing state of mind. If you cannot be bothered, don't even go near the project. Do something else. Walk the dog. Spend time with family and partner. Go shopping. Once all that energy is redirected elsewhere, game time motivation will return as your enthusiasm returns or is renewed. Never tabletop game unless prepared to do so. 

TIME - For Borodino, I ended up playing one part of a turn because each phase would take a while. So, I would start with the French (who always played first every turn) and go through all the phases of the turn for all the units. Sometimes, even then, I would not finish play for every sector: I ended breaking down my Borodino refight into three specific areas: Table 2 or Utitsa, Main Table - the fleches (and surrounding area), and Main Table - the redoubt (which also included Gorki as it got embroiled in the action). When I did play, I played through to its conclusion before calling it a day. In FoGN 2 these are the following phases:

  • Command Points Allocation Phase (Command "pip" given out by active side commander)
  • Assault Phase (where active side declares assaults, and the reactions following by those assaulted)
  • Firing Phase (where the active side get to shoot and the inactive side responds)
  • Movement Phase (all movements by the active side only)
  • Combat Phase (primarily by those charging and subsequent actions)
  • Recovery Phase (who ordered fries with their coke? moment by active side. Inactive side cmdrs moved)

So the above happens thrice (three sectors, remember). Making for eighteen actions all up in turn, by one side; there is still the other side to go. A tiring session that affects game turn time and motivation. If I could do it differently I would but I did NOT think it through that far enough so laboured with what I had at the time. No regrets but I wish I had found a more efficient approach. 

BATREP - To simplify and save time I used photos a great deal. Coupled with hand writing a record of what happened, my batrep was created as it was played. Simple system that works for me but not necessarily for others. 

CASUALTIES - Easy to overlook at times in the excitement that is tabletop gaming. But if you remove a stand, or three, make sure you return them to their original storage containers. Do not rely on your memory by placing them at whatever handy location is available as, and I can verify that personally, you will forget where they belong (ID, remember?). 

ACCESSORIES - I've had these guys with me throughout. They've proven their worth many times over and are just as important as your minis and should never be overlooked nor under-utilised.

Dice - make sure you have all the required dice needed to conduct the game. I use colour to help differentiate between sides as sometimes a lot of dice are rolled. And I like to be uniform with the dice used: for Borodino green dice allocated to the Russians and blue for the French/Allies. Simple and straightforward. And red dice for artillery of both sides to differentiate firing between inter branch - usually whenever artillery and infantry were firing upon the same target. 

Markers - have more than enough as they are essential to any gamer's peace of mind as well as provide instant recognition of the fate of said unit. Can be as detailed and of any quality as long as you know what they represent. My original FoGN cohesion level markers were insufficient so I roped in LoTR boxed game counters to represent the various stages of unit's cohesiveness. In other words, I just grabbed whatever was handy at the time in large numbers and stayed with it. 

Measuring tape - some use rods marked off in different coloured unit of measure. For FoGN the standard unit length is called MU (abbreviation for Movement Unit) where 1 MU equals 1.5 inches (for 20mm). But I've always used a proper measuring tape harking back to my construction working days and never really deviated from it when that use transferred to the tabletop. Sampled the rod approach but they become awkward and are prone to snapping or bending whenever annoyed or misplaced.

Refreshments - it goes without saying that sometimes you can so caught up in the game that you forget to refuel the body. But...and I say this cautiously because I love my food...take proper refreshment breaks that are timed, like you're supposed to do so at work but always go over that time limit (2 hour lunches for example). Also, do not eat while playing unless it's to sip water or, in my case, barista coffee; it's messy and your eating can "infect" the tabletop and your precious minis. 

Camera/Camera Phone - this, for me, has been indispensable for wargaming as a whole. It has really enhanced my gaming experience without any doubt. And as they say, a picture paints a thousand words. It's really important to have a good camera that can take decent photos, ie close-ups and wide-angled. I hand-hold whenever taking my game shots because it's both quick and convenient yet you can have camera stands set up (out of the way, of course) as well that can really give your presentation greater appeal and appreciation. I have a couple of small stands that I can attach my smartphone but have yet to use them in a game. I may film a snail race though just to test its viability. Hoping I don't get Turbo though. 

SCHEDULE - Easily forgot (as I just did and thereby having to re-edit this post). Be generous with the time allocated to this project. But always have an end date set. Don't let it drag on and on, as I did. Pare down the schedule if necessary. If it wasn't for the constant feedback I was receiving I may still be playing this refight. And, like I've said before, I needed my studio back sooner rather than later. 

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Summary

I feel that this analysis is missing more. But then I also believe I've said enough; I really don't have more time to waste on this refight. Happy gaming.

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Sunday, April 7, 2024

7 April 2024: The Russian Invasion of 1812 - Other engagements

Preliminary preparation part

"Never say never..."

The thought of what to do with all those Russians has been niggling at me for a couple of days now. And so I figured why not check out other battles of the Russian 1812 campaign. And happened across this smaller action between a combined Franco-Bavarian force comprising the French II Corps (Oudinot) and the Bavarian VI Corps (St-Cyr) up against the Russian I Corps (Wittengstein).

Compared to Borodino this should be a stroll in the park, right?

I have picked this action primarily because I have plenty of Bavarians whom I was collecting for the 1809 Danube campaign but who have now been roped into this 1812 mis-adventure. But first I have to convert the actual troops numbers to tabletop unit size. Still using FoGN2 simply because I know it well enough now, ie I know the drill, so to speak. 

Below is the OOB extracted from an online source - Mr Thierry Legrand - from a familiar Napoleonic website that's been around for a long while now. 

Commander rating. I will be giving everyone a Competent rating with one - Oudinot - getting the Charismatic Competent rating because anyone brave to suffer so many wounds as he did over the course of his military career has to be charmed somehow. Not charming like those TV witches from Murica; wrong sense of the word. 

Russian forces

Overall Commanding General (OCG) will be Wittgenstein.

Russian I Corps - d'Auvray*

* d'Auvray filled in for Wittgenstein, the normal commander of the I Corps, on the day of the battle. 

Advance Guard - Kazatchkowsky

  • 1 small unit (4 stands) consisting of Jagers with Horse and Artillery attachments. So two stands of Jagers, one stand of Dragoons, one gun stand.

First Line - GM Berg 

  • Bde Kazatchkowsky - comprising two small units of infantry (4 stands each)
  • Bde Prince of Siberia - 2 small units of infantry, 1 small unit of Gd heavy cav, 2 med arty btys (4 guns)

Second Line - GM Sazonov

  • Bde Lialin - 1 small unit (4 stands) of infantry
  • Bde Harpe - 1 small unit (4 stands) of infantry & jagers
  • Artillery - 1 light arty bty (2 guns) & 1 med arty bty (2 guns)

Reserve - GL Kahhoffski

  • Grenadiers - 1 small unit (4 stands) & 1 large unit (6 stands)
  • Dragoons - 1 stand
  • Artillery - 1 light gun stand, 1 med gun stand
NB: Large unit comprising grenadiers from six regiments while the small unit is the Converged Grenadiers from the 14th Division even though the listing says that unit comprised two battalions.

Troops under GM Helfreich

  • Jagers (2 stands)
  • Grenadiers (2 stands)
  • Hussars (4 stands)
  • Cossacks (1 stand)*
  • Guard Cavalry (3 stands)*
  • Artillery (2 stands)

* Combined to form single unit

Near Pridouisk - GM Balk

  • Jagers (8 stands - 2 small units - 24th and 26th)
  • Cavalry (4 stands - 1 small unit of mixed types - Dragoons & Cossacks)
  • Artillery (2 stands - 1 small unit of light)

Near Belmonte - Albrecht

  • Cavalry (2 stands - Hussars & Cossacks)

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Note: I am going with making all French line infantry regiments veterans in keeping with my earlier assessment or view the force that crossed the Niemen were largely the best of the best that could be spared. The only doubtful part would be the quality and loyalty of some of the various German and Other Allies participating in this grand adventure so I have chosen to make them - with certain exceptions that are known - average drilled which is neither great nor awful.

Franco-Bavarian forces

The Franco-Bavarian forces are under the overall command of Marshal Oudinot whom I've rated as Competent Charismatic simply because he was a wound magnet for such a long time and seemingly led a charmed life. 

French II Corps - Marshal Oudinot

6th Division - Legrand

  • 1st Bde - Albert (ill in Polotsk) - 1 small unit of veteran drilled (26th Lt)
  • 2nd Bde - Moreau (Competent) - 1 small unit of veteran drilled (56th Ln)
  • 3rd Bde - Maison (Competent) - 1 small unit of veteran drilled (19th Ln)
  • 4th Bde - Pamplona (Competent) - 1 small unit of Portuguese/Hanseatic poor conscripts (3rd Portuguese/128th Ln)
  • Artillery - 1 small unit foot (2 guns), 1 small unit horse (2 guns)

8th Division - Verdier

  • 1st Bde - Vivies (Competent) - 1 large unit of veteran drilled (2nd Ln); 1 large unit of poor conscripts (11th Lt)
  • 2nd Bde - Pouget (ill in Polotsk) - 1 small unit of average drilled (37th Ln), 2 stands of Dutch poor conscripts (124th Ln)
  • Artillery - 2 small units (1 each of foot and horse)

9th Division - Merle

  • 1st Bde - Candras - 1 small unit (Swiss) - veteran drilled (1st/2nd Swiss)
  • 2nd Bde - Amey - 1 small unit (Croat/Swiss) - average drilled (3rd Prov Croat/4th Swiss)
  • 3rd Bde - Coutard - 1 small unit (3 Swiss/123rd Ln Dutch) - average conscripts
  • Artillery - 1 small unit 
  • 5th Lt Cav Bde - Castex - 2 small units (Chasseurs each)
  • 6th Lt Cav Bde - Corbineau - 1 large unit (Chasseurs/Chevau-legers)

3rd Cuirassier Division - Doumerc

  • 1st Bde - Berkheim - 1 small unit (Cuirassiers) - veteran drilled
  • 2nd Bde - Lheritier - 1 small unit (Cuirassiers) - veteran drilled
  • 3rd Bde - Doullembourg - 1 small unit (Dutch cuirassiers/Chevau-legers) - average drilled
  • Artillery - 1 small unit (medium)
  • Reserve Artillery - Lavoy - 1 small unit (heavy)

Bavarian VI Corps - Saint-Cyr

19th Division - Deroy

  • 1st Bde - v. Siebein - 1 small unit (average drilled)
  • 2nd Bde - v. Raglovich - 1 large unit (average drilled)
  • 3rd Bde - v. Rechberg - 1 small unit (average drilled)
  • Artillery - 1 small unit (2 guns)

20th Division - v. Wrede

  • 1st Bde - Vincenti - 1 large unit
  • 2nd Bde - Beckers - 1 small unit
  • 3rd Bde - Habermann - 1 large unit
  • Artillery - 1 large unit (3 guns)

Note: I may be missing the mark by rating the commanders the way I have. But for now these rating will suffice and will no doubt change over the course of the campaign as the commander improves or declines accordingly. But on a more practical note, each commander is rated competent so that they get at least one command pip to use for the various tests that will happen during the game.

Cheers....

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8 April 2024: Postscript

Further reading reveals that Swolna was not a battle but more a clash of forces as both sides tried to outflank one another and/or prevent the same happening to them. 

The list above shows the total forces AVAILABLE to either commanders during their detached operations. Oudinot's mission was part of the larger plan by himself and others to protect Napoleon's left flank.

13 April 2024

The unit sizes are very small for Swolna and consisted of only forward elements of Oudinot's corps encountering the Advance Guard of Oudinot's command. The outcome saw the Russians push hard and capture the forward village outpost and press the French back to the river crossings. The intervention of Doumerc's heavy cavalry helped stabilise one front being assaulted while the other river crossing was stoutly defended by the lone French infantry unit holding that sector. In the end, it was a Russian victory. 

This skirmish engage with the ruleset which I openly confess still throws up lots of page-turning moments. Which is par for the course for a declining memory, and not confined to just FoGN 2.

Anyway, I will refight Swolna some time later in the year on a small table. In the meanwhile I will continue to search for a suitable larger engagement to involve my Borodino collection which is what I will now rename this part of my larger Nap collection. And thus allow me the opportunity to finally table my other favourite Napoleonic nation - the Empire of Austro-Hungary.

Cheers.

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Friday, April 5, 2024

5 April 2024: Borodino Refight review (a light-hearted look back)

Initial Planning (Alright, who pushed me outa the plane?!)

Factors to consider are briefly outlined below. There are others I have ignored or forgotten as I have moved on to other projects on my "workbench". One word of caution: if anyone is considering a large-scale historical refight solo, DON'T. I say this because this is no lightweight activity. It's a challenge that's worth the while but fraught with perils you cannot imagine without first of all having the courage to undertake it. And the determination.

Venue (Beer or Port?)

I had always figured to use my back decking area once I sorted out the proposed dimensions when scaling down the actual ground of the battlefield to a suitable tabletop size (the rules you choose will heavily factor into this calculation). Its pluses included a well ventilated scenic setting that was under cover. The space could easily accommodate a custom-sized table. The negatives were largely elemental, exposure to the outdoor elements - wind, rain, night and day creatures - and an irritable wife.

Objectives (for those king of the hill moments)

I had no clear idea what the game objectives would be. Studied a few existing archives sources for both ideas and clues but nothing registered mentally although they were very good and successful in their games. But as this was a solo attempt and I was using a ruleset that did not fully cater to large-scale army group battles, I was going in blind and had to conjure up some sort of magical ideal.  

By the time of the game started I opted for tying in significant historical moments, coupled with adopted time schedule, into a basic simplified system of victory objectives. As the game progressed below that of snail pace however I soon became dissatisfied with this setup. Plus the constant revisions to the system proved to me, on reflection post-refight, that I was not completely sold with what I had created in the first instance. 

In the end, as the game wore on into months of inaction followed by a couple of days of wearing gaming, I binned the modified systems (there were more than one attempt) and substitued with a new one (the Game Victory Points system) drummed up in one minute of inspired navel-gazing. And it appeared at a most opportune time. One gets lucky sometimes. 

I also needed my mancave back because the spiders were building condominiums on the bookshelves and about to install an interconnected high speed transit system!

Terrain (Don't think about storage afterwards)

Salient features like the 3 fleches (a 4th was near the ruined village), the redoubt (nothing Grand about a killing field), the Borodino church, the bridges over the Kolocha, and others - need constructing if only to give the whole spectacle a visual confirmation and reference point for anyone interested. This all takes time unless you already possess the terrain pieces or are handy with a modelling tool and possess the necessary skill to construct these items scratchbuilt. My attempts have been barely-basic but more than adequate for my needs.  

Archiving (Penmanship or Photos?)

There were moments - months actually - where nothing happened with the game. Even though I left the game setup in my mancave, it takes time to get back into that game mood after a period of non-playing. That's where keeping records proves itself most useful. But it DOES take a few minutes to get your game mind active again so be mindful of this. Hopefully your record writing skills are legible enough. Photos indeed say it well so that tool was heavily used throughout as the numerous batrep post attest. 

Getting Others Involved (not your partner though)

I tried to entice my regular gaming buddy who was initially enthusiastic at first. I did this because, at various times throughout this project, I was overwhelmed by the enormity of it all. And I therefore reached out for help. But circumstance and opportunity changes with time which rubs away at the best of intentions. In the end I ended up "going solo" as intended. And, to be honest, it worked out for the best. But I would never attempt this again on the fly (says he who will repeat this mistake no doubt in the near future); proper preparation is vital and essential. 

Plan Everything (except toilet breaks)

Crucial to proper preparation is having a plan to get the momentum under way. During my dim past, I was taught how to prepare instructional lesson plans. First step is drafting the outline plan - bare-bones basic overall aim and conduct of the lesson. Once sorted out, then you prepared your detailed plan breaking down the lesson components into actionable parts; the nitty gritty stuff. This approach has stayed with me lifelong-since. And that's how I've approached this refight project from the moment when I sighed heavily and jumped off the cliff-of-no-return. Over the course of the project, many times over, I have revised and even discarded my gameplan to suit the times and needs of the moment. On the fly might be an accurate description.

Flexibility (not the contortionist kind)

Be flexible in your approach. Nothing is set in stone unless it's your headstone. And will you notice when you're dead? Hardly. Remember if doing this solo, NO ONE CARES! So any expectations or concerns in that regard are a simply a waste of time. What matters is the end-result. Finish what you start. Life's much too short for regrets so they say; bet it was said by someone who regretted their life story.

Summary

To say I am done with this refight is a gross understatement. From start to finish it has consumed a great deal of my time and energy. There were moments when I wanted to burn all the minis: put them in a empty forty galloon and watch them burn and hear their imaginary screams. At other times, I would be left gobsmacked in awe (like those moments when it's you and Mother Nature alone together under the clear night sky in the Southern Alps) and marvel at the fact that this was of my own doing. My very own creation. 

Yes, there is a sense of achievement in finishing it...finally. What began as a simple painting task soon ballooned and blossomed until it took on a life of its own. Right now, it kind of feels like Old Man Fredricksen at Paradise Falls leafing through the album his late wife Ellie left him. And her enduring message: "Thanks for the adventure. Now go and have a new one!"

It has been worth the whole experience - every up and every down. Would I do it again? Nah. Once is enough. But you can never say never; at least that's what a lifelong study of history has taught me. 

Take care.

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Monday, March 25, 2024

24 March 2024: Borodino Refight - Russian Turn 9

Quote for today's gaming session: "...Feeling lucky, punk?! Well, do you?!..." 

Russian Turn 9

I was so sure this game would end. How wrong was I?

Table 2 

Situation is now becoming dire for Tuchkov. No reinforcement will be arriving now: the earliest they will hope to arrive is Turn 15. He only has three units left at his disposal from his original corps. He has no cavalry and no artillery. Given his options, Tuchkov chose the option least expected: Stand and fight. I rolled a d6 giving him the following options:
  • 6 - Stand and fight (less chance this would happen)
  • 4,5 - Withdraw in good order (hoping this option would win out)
  • 1,2,3 - Flee (worst possible option available)
Tuchkov's choice set the tone for the rest of their turn as it turns out. 



















View of the Old Post Road from the woods. Foch's grenadiers are facing the threat of enemy cavalry lurking nearby on their own.



















View south towards Utitsa, also from the woodlands. Shakhovsky's Jagers are in a shaky state while Mersheryakov's infantry are left to deal with the Poles at Utitsa also on their lonesome.
















With this many enemy in the area, Tuchkov is probably hoping for a miracle. He is unable to prevent the enemy from moving up the Old Post road and begin to threaten the Russian rear, despite the presence of the militia posted on the road to prevent desertion and act as stretcher bearers. Situation is reminiscent of what Platov and Uvarov planned and enacted historically at the other flank.

Main Table - Fleches

For Borozdin, responsible for the defence of the fleches and up to Semenovskaya village, the arrival of elements of Russian Imperial Guard couldn't have been better timed. But, in the meanwhile, he still has to somehow recapture the fleches with the French assaults slowly but steadily pressing forward. 



















However he is distracted to his immediate left as von Mecklenburg's grenadiers are being pressed by Davoust's lead units. His efforts however don't start off well as his opening fire is ragged in outcome. Meanwhile the French better coordinate their return fire as shown above.



















Thankfully, the effect causes little disruption and Borozdin orders a realignment of his new defensive line.



















Meanwhile the Guard lifeguard cavalry instigate their own "line breaking" and declare a charge on a suitable target, the Westphalian light cavalry of Junot's VII Corps. 



















Of course, the brave Westphalians are up to the challenge, daunting as it is. 



















For it's a predictable outcome. Shock heavy cavalry versus light cavalry is always going to end up one way. The Westphalians are too shaken up as they beat the feet but fail to outrun the pursuing Guard cavalry. A second round of combat takes places. Much worse than the first as they are caught in the rear.



















As the picture above states, the Westphalians are broken and removed from gameplay but not before raising the courage banner for nearby friendlies. But these are veterans and they manage to steel themselves. Combat ends and sees the Guard cavalry now holding their earned ground. But for however long? They're mounts are blown and they are now Spent (remove one base to indicate this).

























Unexpected help arrives however with Uvarov's 1st Reserve Cavalry Corps showing up along with the remaining unit in the Guard cavalry division - Shevich's brigade. There is a collective sigh of relief (and release of bowels) by the senior commanders in this sector.

Lost: von Hammerstein's Westphalian cavalry: -2 points.

Main Table - Grand Redoubt

At the redoubt, twin assaults by the French and the struggling Russian defenders ramps up. This time round however the Russians prevail and the French are soon repulsed and they retire leaving the exhausted defenders victorious - albeit until the next assault.



















The above photo shows how hampered the defenders were - two units ready to break and one feeling queasy. Yet they won out somehow. Now all they need are some reinforcements...any!

























And they receive it as Raevsky asks Baggovout for help citing the dire consequences if it's not forthcoming. Baggovout immediately agrees and orders his relief column to change direction and issues a new directive - defend the redoubt at all cost! 

In the same photo above, to the north, Korf's 2nd Reserve Cavalry Corps and Osterman-Tolstoy's 4th Infantry Corps show up to bolster the defensive line. Platov's Cossacks are still in the north (off-table) watching and guarding the now emptied Russian right flank. 



















Kreutz's dragoons now declare an assault on one of Almeras' brigades - the 35th Line. The French quickly form square to receive the charge. Firing might work but odds say play it safe and sure. So, square it is. 



















It does not fare well for the Russian dragoons as they are quickly sent running away. 

























At Gorki the Russian defenders finally win their third round of combat against St Aubin's brigade. Again, French experience wins out as the surrounding friendlies remain unaffected by the rout. 

Lost: French St. Aubin's bde: -2 points

The Russians enjoy success rallying those troops in and around the redoubt. At least better than those at the fleches. 

Summary

The Russians show their mettle and dig in despite the earlier mass losses. The region around the redoubt and Gorki still remains under their direct control. With the arrival of three new Corps and part of a fourth, they can now reset their defensive line with some degree of assurance and confidence. Question is: do the Russians abandon the redoubt when the fleches and Utitsa are lost and retire to form a second defensive further east? Turn 10 may provide some answers. Or more questions. 

Cheers.
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Sunday, March 17, 2024

17 March 2024: Scurrilous Saturdays

Busy day yesterday. Started the day off by finishing the French Turn 9 of my ongoing saga of Borodino Refight. Started slow and as per its plodding self but quickly picked up as a combat result sparked a widespread panic among the Russian troops. To be honest, I've never been witness to such the scale of misery suffered by one side. Let alone witness it in any multiplayer game where such a fate invariably incites the poor sufferer to rage quit. 😧

One and a half corps worth of losses I estimated was lost.

Started gaming session mid-morning and finished around late afternoon. 

Then it was on to a long evening grind session of online World of Warships. The new Commonwealth cruiser line is now available with the current update (13.2) and I was keen to tackle it because of the strong Oceanic connection. According to WG, the Commonwealth consists of ships from Africa, India, and Oceania. But I am only interested in the Tier VIII Auckland, which is the name of my hometown. 

One can obtain the first four Early Access ships - Port Jackson, Caradoc, Dunedin, and Delhi using the temporary Commonwealth tokens. And obtaining those is pretty easy - just play and earn them as rewards after completing several mission. 

The last of the lower tiered Early Access ships is the Dehli which was formerly the Achilles, of the Battle of the River Plate fame. 

These light cruisers play alright if you don't YOLO or rush into the killing zones early. Just sit mid-range, use the long-lasting running smoke to annoy the enemy, and then send in your torps to make life even more uncomfortable for your opponent. These are great DD killers and fare well enough against submarines too providing you keep your distance. 

Also took out the Mysore, which features as the ship reward for the Commonwealth Team event (two levels - top one is FREE while the second is accessible only if you PAY real money for the privilege). Earned Mysore as part of the Hampshire Dockyard event last year. Or was it the Marlborough. Had played the Mysore previously in close to 300 battles so it was a familiar ship. Doesn't have the choice of HP and AP like the lower tiered ships. Nor does my version of the Mysore carry the new Submarine Radar consumable. But it did okay IN CO-OP battle mode through the arduous grind Friday and Saturday. 

Played it till I earned enough tokens to obtain the Tier VI Hobart. Next grind is for the Tier VII Uganda. The Tier VIII Auckland is next. Then it's the Tier IX Encounter which can be had by purchasing the premium Commonwealth containers. For a price of course. But I will gladly skip that part and wait for the eventual release in around Update 13.4 or 13.5. If you do want to spend a penny then after obtaining the Auckland by spending tokens you can purchase outright the Tier X Cerberus. If it plays like the other Tier X Brisbane then it will prove worthwhile. But I have the Brisbane already anyway.

Slowly learning how to play cruisers as it never did gel with me like I connected with battleships or destroyers. Always had trouble playing cruisers because I never knew their true purpose apart from having paper-thin armour that any decent fart could rupture.

I performed well enough in RANDOM with the Pan-Asian Tier VIII Harbin a few weeks back although the reason for playing Harbin now escapes my mind right now. Won more than I lost which is saying something. And Random wasn't as toxic as it normally is, from past experience. 

With WOWS done, I switched over to Stardew Valley, my other long-playing game, to play the new update. News of Update 1.6 got me excited but I misread the release date. It won't be out until next Tuesday. Oh well, I was tired anyway. And I still have to finish the Russian Turn 9 later on today after a few hours kip...if my little girl Sally will let me share the bed. Lol.

The garage gaming group are gathering for a session mid-week in. I said I will attend. It's before Easter. It should prove interesting as a spectacle visually. I have yet to play Victory Without Quarter (English Civil War) so it will be more a learning game for me. The guy running the game told me to hold off on the show cards for now as there is still plenty of time to sort out the exact number of cards required as well as what goes on them.

Next weekend hopefully will be busy gaming-wise as I get to hook up with my regular gaming buddy for a bit of Canvas Eagles and a chinwag, coffee, and cake. Unfortunately not a pretzel and port session. Last weekend was a bit of a bender for me given my age. Started out just sampling a bottle of wine. Three bottles later and I was sampled out. Woke up sick-er the next day and groaned throughout the whole day spent mostly in bed. Only started recovering two days later. 

Painting-wise, not much else is happening as I've been too crook (a lot) lately. Barely enough energy to do much of anything to be honest. Been feeling this way too many times for my liking. Getting older is like that downhill run that somehow gets out of control. Maybe even start an avalanche. Or sail right off the edge of a cliff. I guess that's why I drank too much the other weekend; I learned an old Army comrade had just died. Thankfully, it was peacefully. But it's happening a lot of late. Which can be depressing sometimes.

Take care. 
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Saturday, March 16, 2024

16 March 2024: Borodino Refight - French Turn 9 Pt 2

Apologies. Life matters. Situation on the main table during the remainder of the French turn unfolds as follows...

Situation at the fleches

Another visual report...




















Only two assaults are declared in and around the fleches. This time the French attack with two infantry regiments. One is bound to make it through, right?

























The Westphalian cavalry assault on the guns in front of Semenovskaya village sees the gunners abandon the guns, albeit temporary. As a result, the cavalry now target the infantry who respond with effective defensive fire forcing the Germans back. 

























The Russian gun in the NW fleche (above) forces one of the attacking French columns to retire. But the other formation strikes home and a fierce model brawl occurs.

























French firing yields good results as shown above. In this example, the infantry (still in square) spot the approaching limbered artillery and opens fire causing the guns to retire. In the process, the artillery drop to Wavering as a result of fire and subsequent morale checks. 

























South of the fleches, v. Wurttemburg's grenadiers come under heavy sustained fire from the French infantry AND artillery so much so they flee. This allows the French to advance one of their regiments forward into the vacated spot. 



















Movements behind the assault lines are mainly lots of shuffling formations and units around to better support the changing fortunes of the main assaults.

























French cavalry formations now advance to support the infantry and perhaps add their considerable clout. The French artillery is now closer than previous but their effectiveness is now largely obscured by friendlies blocking their LOS. 

























The lone fleche gun finally succumbs to overwhelming odds and breaks leaving the fleche now unguarded and ripe for capture and occupation. However, its flight triggers much panic among it fellow defenders. The forward-most Jager units holds firm as do the Guard cavalry but the Jagers in the second hidden fleche (NE directly behind the NW one) and the grenadiers supporting that front directly behind them break. Which then triggers further panic among the other defenders. Again the Guard cavalry hold fast thanks to their elite status but not so fortunate are the rank-and-file types. 























The opportunity of the now-vacant fleches sees the French pursuit strikes the next unit directly behind the lost gun - the Jager unit - and a short scuffle ensues before it is forced to retire shaken which it does as far as the NE fleche. 

Situation at the Grand Redoubt




















Aside from the ongoing combat at the redoubt, the French focus is now on pushing the Russians position in front of the redoubt and immediately north towards Gorki. Their targets are the artillery spread along that frontage between the redoubt and Gorki itself, as the white arrows above and below show.



















The Russians defensive fire yields mixed results, but not the ones they were hoping for.

























The Bavarian cavalry are pushed back but the supporting French infantry (above) drive home their assaults with dramatic results. 




















Combats at the redoubt results in both a stalemate and a success for the French efforts.

























Success to the north of the redoubt though is followed by a dramatic outcome.

























Meanwhile, further north, another stalemate is the outcome although the Russians seem to be gaining the upper hand in their fierce defence of this village. And what follows surprised even myself.






































Dokhturov's sector is pretty bare to the rear. 






































Baggovout's reinforcements are the only cohesive force at the moment. But he seems intent on racing to support Tuchkov unaware that front has virtually collapsed.






































And the further south one travels, similar sights of empty areas to the immediate rear greets the viewer.






































Only the Russian Imperial Guard remain active to the rear of the fleches. Only their elite status and being fresh to the battle probably saves their situation. Yet it remains a fairly precarious one.

Tally Up time

Am changing the format for determining victory as I've got it all mixed up anyway (winging it as per usual). New format expressed below and briefly explained.

Current Points tally so far is based on the starting Army Combat Value total. Losses accumulated over the course of the game is calculated as a differential value. When that differential reaches 30%, an arbitrary value assigned that is simply taken from the rulebook, then Victory is declared. The game deviated from the historical in Turn 2 and I have been following the course of the game as it has unfolded therefore. Apologies to any purist. And solo gamers.

French Turn 9 outcome (thus far. Still to play the Russian Turn 9):
French = 200 - 0 (losses) = 200 (Originally started with ACV of 248)
Russian = 182 - 26 (units/formation that Broke/Routed) = 156 (Original total of 180)
% Differential = 25% (getting close to 30% minimum)

Breakdown of results
Losses - the Russians lost heavily in this part of Turn 9. Below are those units/formation that broke or routed off the table. It is quite a lot of dominoes that fell.
  • Bogdanovsky's brigade (7th Inf. Corps) = 2 points
  • Tsybulsky's brigade (6th Inf. Corps) = 2 points
  • Denisyev's brigade (6th Inf. Corps) = 2 points
  • Dorokhov's brigade (3rd Cav. Corps) = 2 points
  • Glebov's brigade (7th Inf. Corps) = 2 points
  • Pantzerbiter's brigade (7th Inf. Corps) = 2 points
  • Panchulidzev's brigade (4th Cav. Corps) = 2 points
  • Arty bty (6th Inf. Corps) = 2 points
  • Arty gun (fleche) = 2 points
  • Arty gun (redoubt) = 2 points
  • Arty gun (behind redoubt) = 2 points
  • Emmanuel's brigade (4th Cav. Corps) = 2 points
  • Vasilchikov's brigade (4th Cav. Corps) = 2 points
Victory Points tally so far:
French = 4 + 3 = 7 VP (gained 2 of the 3 fleches)
Russian = 7.5 - 3 = 4.5 VP (lost control of 2 of the 3 fleches)
Total VPs on offer = 14 (New Post Road added today)

Decided the game will end Turn 9 irrespective of any further outcomes. Today's results (for the French at least) looks promising and really turned the game on its head. The collapse just north of the redoubt sparked a chain of panic among the Russian troops in those areas affected. Not like the historical outcome for sure but then nothing about this game was ever purposefully accurate from the start. It was merely a tabling of all the painted lot done over the past three years. Nothing more although I was unrealistically optimistic that some grand might eventuate. Playing solo? Lol. Yeah, right...

Cheers.
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