Fellow South Florida Miniatures Gamer Mark Ritchie - who wrote Tactical Combat as played here and here - has Ancients and black-powder rules too - Pilum and Firelock respectively. Last Sunday he ran me and "Oriskany Jim" Johnson through a late-16th-century encounter. The club has been very busy lately, with games almost every Saturday, but I've been working every Saturday for over a month and jumped at the chance for a Sunday game. Unfortunately that meant there were only four of us there. Mark GM'ed the game.
Ron and I played an Imperial/Hungarian force:
Jim got the Poles, including their famous winged lancers:
| The battlefield, from the Imperial side. Brown for roads, blue for rivers, the colorful patches round the village are cropfields. There is a low hill at center-bottom. |
We set up first in the southeast (from my perspective) quadrant, and our options were dire. It wasn't obvious which way Jim would come, as he could set up anywhere about 15 hexes from our line. Ron took the guns and half our army to the left, setting up on the hill east of the village. I set up my infantry across the road, wary of an assault from the northeast, with my cavalry in reserve to go either direction as needed.
Jim, of course, then set up his entire army on our left flank. My troops would have some humping to do...
| The Imperial forces, badly strung out; to rear of picture the Poles. Clumping of troops is deliberate, as orders are best issued to groups. |
| My half, now facing the wrong direction, but with cavalry positioned to support. |
| Ron's side. Each unit had 6 or 8 hit points, with loss denoted by colored pipe cleaners; here the guns start with only four HP apiece. Tags denote leaders. |
| Jim's cavalry races forward. |
| Our side fires. In addition to HP loss, units can be shaken or routed, denoted by colored caps. |
The combat result table links number of attacks plus assorted bonuses to a 2D6 score that can cause up to three hits on the opposing base (though both sides may attack). Hits may be saved; those that aren't require morale checks, which ultimately resolve the combat. It's possible to be eliminated by hits alone, but more likely to eventually fail a check and either retreat or, with two failures in CC, be eliminated that way.
Turn 1: Jim threw a unit of fast horse archers at us, then swept across our left flank while his infantry followed more sedately. I hastily moved my flank towards the enemy, but at the rate they were going, the infantry wouldn't make it in time to participate. Roads do allow extra movement provided half the unit's move is on that road, and luckily I was mostly deployed near it.
Turn 2: The hussars charged Ron's hill. We lost two pike units, a gun, musketeers, and horse, while a second horsed unit broke and fled. Five units lost already - close combat in this game is a quick way to die. The other gun managed to hold off the winged lancers, and in our turn, we variously rallied shaken units and advanced. Our counter-attack was weak and did little to push the Polish army away from our flank.
| The first gun captured, lancers go after the second. |
| Reiters attempt to rescue it. |
Turn 4: More of the same. My infantry finally got close enough to fire shot at Jim's also-slowly-slogging infantry while his cavalry continued to rampage through what remained of Ron's end. Partway through, we lost our twentieth base and the game was over - Jim had lost four, two of them on the last turn. I'd taken a lesson from his tactics and made sure to gang up on his units to force more morale checks. If we'd continued, my infantry close-combat types were now close enough to do some serious damage, but his cavalry would have swept behind me and finished the job.
| Lancers tear the crap out of Imperial reiters, though in the distance you can see my own attack going in. The yellow- capped bases are in trouble; one loss in CC and they'll be gone. |
| Melee on the road - from the darker colors of chenille and the yellow caps, I'm finally achieving something. |
A few more close-ups of Mark's nicely-painted figures:
| Infantry in trouble. This arquebus base has 1 of 8 hp left. |
| Jim's view of same combat. |
| Poles hold off the Imperial charge. |
| Poles closing the trap. Dice denote order "pips" available to commanders; the CinC can distribute these to others. |
Thank you for a thoroughly entertaining report.
ReplyDeleteGlad you liked it! Thanks!
DeleteLimicon - new one for me too. Every days a school day, eh!
ReplyDeleteI've learned several interesting words from Games Workshop novels too.
DeleteGlad you finally got in a game. Working on the weekend sucks. I know bc I work on Sundays. 😀
ReplyDeleteLooked like a fun scenario and I like the terrain hexes being the same size as the mat one.
I did get two games of chess and a little painting in at work today, but it's not the same. Used to have to work occasionally Sundays, but not since the pandemic.
DeleteInteresting game, my personal favorite is the Winged Huzzar units. Jim did well handling the powerful but brittle cavalry.
ReplyDeleteExtremely well. I'd happily play again, but not at those odds!
DeleteLovely looking game, if unfortunate result!
ReplyDeleteBest Iain
I like these more minimalist games, they can still look nice.
Delete