Showing posts with label Black Powder. Show all posts
Showing posts with label Black Powder. Show all posts

Saturday, March 10, 2012

From the Archives: 'Black Powder' First Play: Rearguard Action on the Minho



(originally posted on the Home Page, Dec. 19 2010)
This is a repost from a report I did for The Fawcett Ave Conscripts that I wanted to put on this blog to bookend with my upcoming 'Republic to Empire' first-play report.

This past November Dan, John and Sylvain came over to my place to try out a small Napoleonic scenario using my unblooded copy of the 'Black Powder' rules. The scenario I came up with is a fusion of Clarence Harrison's starter scenario and a series of historical rearguard actions that the British conducted during their retreat to Corunna in January of 1809. During the retreat it was not uncommon for the British to attempt to forestall the French by fighting a delaying action at a river crossing, fall back and then demo the bridge. Accordingly, the scenario has a small British force trying to buy time for the engineers to rig the bridge to blow while a large force of French press on in an attempt to push the rearguard aside, force the bridge crossing before it is destroyed and carry on to threaten the main British force up the road.

In this action the British have two infantry battalions as their mainstay. One is the solid 28th which historically fought in many of these rearguard engagements. They are solid regulars. The other is a composite battalion made up of bits and scraps of several battalions that have largely disintegrated during  the retreat. I classed them as 'Untested' which means that once they take their first casualty they test to see how they react for the rest of the battle. This can range from near-collapse to raising-up to fight like heroes. The British line infantry is also aided by two companies from the 95th Rifles. These specialized skirmishers can either fight on their own or be attached to any battalions to reinforce their own light companies. The British infantry is also supported by two sections (4 guns - basically a half battery) of Royal Horse Artillery, one section of 6-pound canons and the other of 5.5 inch howitzers.

The French vanguard has a full brigade of infantry composed of four line battalions (roughly 2400 men). One battalion is considered large in size and all are classed as Regulars. In addition the French force benefits from being supported by two squadrons of Dragoons (around 160 troopers). The French commander, a General of Division, knows that the Emperor wants the British 'brought to ground' so I've rated him as a bit of a fire-eater to help keep the French moving forward aggressively.

We rolled for sides with John taking the British while Sylvain and Dan having joint command of the French.

Though this scenario could easily be played on a 4x6, or smaller, we played down the length of a 5x8 table with the bridge about 2 feet away from one end. The British (John) set-up first with one battalion, the 28th, a bit forward of the bridge with a 6 pound section of guns from the Royal Horse Artillery in support. The 28th also benefited by having the both companies of 95th Rifles in skirmish order to their front. John chose to make the 95th as in integral part of the battalion so they would benefit from the rules of 'mixed order' but risk the same fate if things went bad. The RHA howitzer section was deployed behind the river on the British right flank. The remaining British composite battalion was also back behind the river, arrayed in line next to the bridge.


The 28th positioned in front of the bridge with the 95th Rifles acting as skirmish screen and a section of 6pdrs as artillery support.



The untried British composite battalion arrayed in line near the bridge awaiting orders. Note the local monks cajoling the heretics and helping the engineering party with the powder kegs. Better the devil you know...
The French deployed 12" in from the opposing narrow edge. They chose to place the majority of their battalions in attack columns so they would benefit in the better command roll modifier (the rationale being that the compressed nature of an attack column makes it easier to manage as opposed to the more fragile and disjointed battleline formation). I believe the Dragoons also started in column as well to facilitate greater mobility.

The base mechanics for Black Powder are reminiscent of Warmaster but perhaps a little more streamlined and sophisticated. Basically each unit only gets one chance with a command roll but if the roll is especially good (i.e. low) they can benefit with up to 3 actions (moving, formation change, charging). Alternatively if the roll is pooched then that unit does nothing and the commander is done for the turn. This mechanic makes the command phase entertaining as there is much arguing of who should 'lead off', general nail biting, groans and cheers. It also makes movement and charging interesting as a lucky unit can potentially take the bit by the teeth and streak across the table to engage the enemy while other poor souls can have an unlucky streak and flounder.


The French roll forward to attempt to push back the lead British battalion and gain access to the bridge.

The French moved first and decided to keep their formation as tight as possible for maximum impact. The British opened up with long range artillery fire causing a bit of disruption in the French ranks but nothing that a few bawling sergeants couldn't handle. The rifles tried a shot at the cavalry but were just short of their maximum range. The Dragoons arched their collective eyebrows at the rifles' longer range and knew they had to get these fellows sorted quickly.

In the next turn the French managed their initial moves but did not get the rolls to allow them to charge home. John 'held his bottle' a bit longer to give the approaching cavalry and march columns some more galling fire, all the while risking the coming charge. Next turn, the French used their initiative moves to declare a series of charges from both the infantry and cavalry. The fact that the cavalry were threatening caused the British battalion to automatically recall the Rifle skirmish screen and attempt to form square. The Brits made their roll and formed a solid square to repulse the cavalry. BUT the wily French, knowing the English were vulnerable in this compressed formation have also sent in their infantry to take advantage of the situation. The Brits gave a good account of themselves but were forced to fall back from the combined arms threat. But here was the rub: The bridge hampered their retrograde movement in square and with nowhere else to go the men panicked. The 28th's square broke and its men were swept aside by the French assault columns (the Rifles sharing their fate). The now isolated British horse artillery section fired canister at short range and scampered back to redeploy at the river's edge. The remaining British battalion gaped at the slaughter in front of it while its commander screamed ineffectively at his men to move to the bridge to thwart the French. The Brits needed to hold for three more turns to have the bridge ready to be blown.

The golden moment had arrived for the French. The screening British battalion had been shattered, its supporting artillery pushed aside and the bridge was wide open. To make matters worse for the British their isolated battery was assaulted on its flank and silenced by a French regiment using its own initiative. Dan duly picked up the dice to send in the first column across the bridge - and uttered something unmentionable as (of course) his roll failed. John breathed a sigh of relief as he knew he had just been given a new lease on life. (Note: Particularly astute BP players will notice that the entire British force should have been 'broken' at this point as half or more of it's numbers were now out-of-action. I pointedly ignored this as the scenario was so small and I wanted to have as long a game as possible. I also reasoned that both combatants knew that the 'stakes were high' and would have greater resiliency for this action. Besides, why let a petty truth get in the way of a good story!)

In his turn, John rolled for a 'follow me' order and moved his command stand to join the British battalion (they used three actions to change formation, move to the bridge and shake-out into line). The howitzer section had a perfect target with the French battalion that had just silenced their brother unit. They fired canister which caused the battalion to fall back in disorder, out of the action. Two turns left.

Dan rolled for the French Brigadier and he led the leading column across the bridge to assault the British on the other side. The Brits fired a closing volley and prepared for the assault. As the French were on a very narrow frontage in order to cross the bridge they could only bring a limited amount of men to the fight whereas the British were arrayed in full battle order. The result was that the French battalion was shattered on the British line. Nonetheless they did cause enough casualties for the British to have to test their mettle as they were a composite battalion. If John rolled poorly they could route leaving the bridge entirely undefended. John's luck held and so did the British. John then redeployed the howitzers to enable them to give enfilading fire on a French column marching to the bridge. In a spectacular roll the artillery tore the guts out of the French formation making it combat ineffective. The French were running out of troops and they had only one turn left before the British could see if they could demo the bridge.


The 1st Neuchatel assault the bridge while the British prepare to give close range volley fire.

Sylvain suggested trying to soften the British up with musketry but Dan was chomping at the bit wanting to force the issue with the bayonet (watching the two 'debating' was as entertaining as the game itself). Dan won out and another French battalion was sent in, but alas it too was sent back reeling from the steady British volley fire. In his turn, John had the British stay put, give harassing fire and basically waited for the turn to end. The engineers completed their preparations and John rolled to see if the bridge would go up. The roll was too high so he girded himself to hold for at least another turn to try again (at this point we speculated that during the assault some French rear-rank fusilier had dropped his trousers while on the bridge and put out the fuse).

Things were getting desperate for the French. Dan and Sylvain decided to move the commander to the two squadrons of Dragoons to entice them with medals and easy women and then led them in a pell mell charge across the bridge to see if the British would fail in forming square. They did not. The square was formed and the cavalry were compelled to recoil. John rolled the dice for the bridge and was relieved to see it finally blast apart ending the French pursuit for that day.


The French Dragoons try to force the issue with the British. Note the Engineer by the bridge lighting the fuse with his cheroot...

We had a load of fun with the game with the result going right down to the last turn. The rule's mechanics were very easy to pick-up with us basically using the single quick-reference playsheet after only a few turns. Later I noticed I made a few slips here and there but I attribute that to the natural learning curve on any new ruleset and it did nothing to hamper the enjoyment of the game. I think they would be great for a large group of players as the command rules are quite streamlined promoting quick resolution of turns. On our part I think I can safely say that we'll be giving them another try.

In a couple weeks we'll give "Republic to Empire" a run through using the same scenario. We'll let you know our thoughts.

Thursday, March 17, 2011

When Things Go Boom - The Conclusion

"Soldiering is easy, Jean-Louis. You see, we just follow these big red arrows..."
When we last left the village of Boom, its defenders (The 23rd Royal 'Welch' Fusiliers) were  girding their loins, preparing to be attacked by three battalions of French infantry, supported with all the possible trimmings (a frothing Marshal Ney, two generals of brigade, three battalion commanders, two pioneer companies and Yvette from the Divisional Brothel).

After the charges had been declared the attackers next needed to determine if their resolve would hold in order to allow them to follow through with the charge. The two battalions from Sylvain's brigade passed with aplomb, their drummers taking up the 'pas de charge' and his columns moving forward at the quick step. 

My lone battalion, on the other hand, completely sh*t the bed and sat around like a bunch of striking Parisian transit workers, smoking Gitanes and reading 'LeMond'. As you can imagine I was not impressed.

Anyway, the Brits, watching the French come up held their bottle and let them have a dose  of musketry and canister at close range.  The French took the casualties, gritted their teeth and stormed the village. The ensuing first round of combat was a pitched battle with handfuls of dice being thrown. The British had the advantage of defending the village but they knew that they could not trade casualties with the more numerous French. The dice did not come through to give the British the definitive victory and so the result was a draw. Casualties were suffered on both sides and a second bound was set to be fought. 

The French immediately storm Boom again with the two battalions that they have at hand. The combat in the streets is furious but the British get the definitive upper hand and Ney is forced out of the village.


A bird's eye view of the second assault.

The French spend time to regroup and bring up a third battalion with its assault pioneers to add weight to the assault. Charge checks are passed and Ney goes in again! 

Ney taking reserves up to support the assault and to meet his fate...
Over the next two bounds, the increase in French numbers and the incessant whittling down of the British garrison begins to tell. Finally the defense, harried beyond measure, entirely collapses under the weight of the assault.  Ironically, in the final turn Ney is killed in the last spasms of vicious street fighting. 

The victory points are tallied and it is determined that while Louis and his royal court has escaped, a significant number of British are still trapped on the wrong side of the River Rupel. It is a hard won French victory and Ney can rest assured that his death will be remembered as a glorious one!

As a footnote, we played this scenario once again using a modified version of Black Powder. The big difference in this replay is that the British were provided with a small detachment (two squadrons) of KGL Light Dragoons which created havoc with the French advance, ultimately destroying an artillery battery before they were brought to ground by a regiment of Dragoons. Nevertheless, the French finally forced their way past the British defense screen and  began their assault Boom en force.


The French enter the Belgian flood plain on their approach to Boom.
KGL Light Dragoons crest a hill and charge a battery of French artillery - and survive!
The Rifles hunker behind a stone wall and harass the French with long-range fire.

To make a long story short, the assault lasted for four turns, but the telling lack of a preparatory artillery bombardment and the stalwart British defense in the plain, had a significant impact on the final assault. Though the combat was protracted and bloody the British held long enough for the army to evacuate (along with Louis' royal court) and the guts were finally ripped out of the French assault with Ney and the survivors being thrown back. As a twist of fate, it is the British commander, Frederickson, who is killed in the last turn - right at the point of his victory. How apropos considering the result of the last scenario!

Following are a few shots of the assault.



 



Thanks to all the guys that came out to make these games such great fun - I look forward to our next bash!