With the Turn 4 moves completed in the campaign, one battle had to be resolved before Turn 5 could commence. As the Ruthenian 2nd Division advanced to join the 1st Cavalry Regiment (9B/11), it detached a Brigade with support to protect its right flank. Unbeknown to the Ruthenian 2nd Division commander, he had the Prusskian 5th Division bearing down on his right flank and so would naturally 'bump into' the detached Brigade. This in short was the outline for the battle.
With the terrain dictated by the map, it was fairlt easy to set the table up ready for the game. Mostly open grassland, it was punctuated with some orchards and a farmhouse by the road junction. I added in some rhubard fields (the artificial grass pieces on the table) for campaign flavour, using the cornfields rule from the 'Glory Hallelujah!' supplement, which we had found rather fun.
With the table thus set up, I sent 'photos to both players asking for their plans of attack and deployment. Once received I would then play the game solo, following their orders as best I could as the game developed..
Prusskian Orders (Red)
Dave's classic Zulu attack, which has stood him in good stead in our games. His ojective was to defeat the enemy as quickly as possible so as to keep the initiative for the next Campaign Turn.
Ruthenian Orders (Blue)
Keith's deployment made the best of the limited terrain available to him. His orders were to inflict as many casualties on the enemy as possible, then withdraw once he had lost the first unit, with the Light Infantry covering the withdrawl.
With the terrain dictated by the map, it was fairlt easy to set the table up ready for the game. Mostly open grassland, it was punctuated with some orchards and a farmhouse by the road junction. I added in some rhubard fields (the artificial grass pieces on the table) for campaign flavour, using the cornfields rule from the 'Glory Hallelujah!' supplement, which we had found rather fun.
With the table thus set up, I sent 'photos to both players asking for their plans of attack and deployment. Once received I would then play the game solo, following their orders as best I could as the game developed..
Prusskian Orders (Red)
Dave's classic Zulu attack, which has stood him in good stead in our games. His ojective was to defeat the enemy as quickly as possible so as to keep the initiative for the next Campaign Turn.
Ruthenian Orders (Blue)
Keith's deployment made the best of the limited terrain available to him. His orders were to inflict as many casualties on the enemy as possible, then withdraw once he had lost the first unit, with the Light Infantry covering the withdrawl.
Deployment
Following the above orders, I set both sides up as closely as I could to their plans. The Prusskians would get the first Turn and start the game on the table edge.
Following the above orders, I set both sides up as closely as I could to their plans. The Prusskians would get the first Turn and start the game on the table edge.
The view from the Ruthenian lines. |
The view from the Prusskian lines. There are an awful lot of them... |
Turn 1
The Prusskian commander sent his cavalry forward on the right flank, to probe the enemy positions. The Light Infantry were to support them, but failed their command roll. The rest of the Division made some small advances, but nothing spectacular.
The Ruthenians, content to hold in their current positions, opened fire with their artillery, which failed to hit anything.
The end of Turn 1. |
The left flank gently moves off, which is not really what the commander wanted. |
Turn 2
The Prusskian cavalry held position awaiting the Light Infantry, which once again failed its command roll. The Left Flank also failed its command roll, but the Centre and Right Flank advanced and opened fire on the Ruthenian Right Flank, causing Disorder and 2 hits.
The Ruthenian Light Infantry that had been held in reserve, moved up to support the Right Flank. The Right Flank, Artillery and Centre opened fire, but only managed to hit one unit in the Prusskian Centre, causing 2 hits and Disorder.
The end of Turn 2. |
Both sides exchange fire and take similar amounts of damage. |
The Ruthenian view of the battle. |
The Prusskian view. |
The tardy Prusskian left flank. |
Turn 3
The Prusskian Cavalry moved once to put pressure on the Ruthenian left, having tired of waiting for the Light Infantry. The Light infantry rolled a Blunder which at least led them to advance one whole move! Then the Centre also Blundered, leading to two units retreating one move! Not really what the Commander wanted. At least the Left Flank moved once and the Right Flank moved forward, unlimbered the Artillery and prepared to shoot with the infantry. The Ruthenian Centre in the farmhouse became Disordered and took one hit, whilst the Right Flank became Shaken and Disordered, but easily passed their Break Test.
The Ruthenian Left Flank moved up to be within range of the enemy, as did the Light Infantry. The Left Flank Disordered a unit on the Prusskian right, whilst in the Centre the Prusskians lost an Infantry Unit to artillery fire, as it failed its Break Test and turned tail. Elsewhere the shooting failed to hit anything.
The end of Turn 3. |
The Prusskian Infantry Battalion breaks and heads for home. |
The Ruthenian lines are slowly coming under pressure and are in danger of being flanked. |
The Prusskian mass begins to close in. |
The Left Flank is still too far behind the rest of the Division. |
Turn 4
As the Prusskain Cavalry continued to advance past the Ruthenian left, the Light Infantry once gain failed its command roll! Finally the Left Flank found its mojo and moved three moves to really put pressure on the Ruthenian Right Flank. With the Centre and Right Flank in position to try and gain fire superiority over the enemy, the massed Artillery failed to hit anything, whilst the Infantry either missed or had their hits saved, bar one unit which took one hit. Not the best shooting by a long stretch.
With the Ruthenian Right Flank in danger of being turned, the Light Infantry and Right Flank withdrew slightly to offer a refused flank. Now it was the Ruthenians turn for poor shooting, with only the Left Flank causing two hits on the Prusskian Right.
The end of Turn 4. |
The Ruthenian Refused Flank. |
The Ruthenian Left Flank in danger of being turned by the Prusskian Cavalry. |
The Prusskian Centre and right Flank are now finally back together again. The Light infantry still stubbornly fail to move (bottom right). |
The Prusskian Left Flank finally get their act together. |
Turn 5
As the Prusskian Cavalry cut the Ruthenian LoC, the Light Infantry yet again failed their command roll!!! Across the board the Prusskians advanced and shot at the Ruthenians. The Ruthenian Right Flank once again had to take a Break Test and again passed it with flying colours. In the centre the Ruthenian Artillery was destroyed and the Ruthenian Left Flank had to retreat one move after taking a Break Test. Pressure was beginning to tell.
With the loss of the Artillery unit and the general situation, it was time for the Ruthenian forces to start their withdrawl. The Centre and Left Flank made a Disorderly Retreat, whilst the Right Flank withdrew two moves. The Light Infantry moved off and shot at the Prusskian Cavalry, causing one hit.
The end of the Prusskian Turn. |
The Artillery unit in the centre (square block) is destroyed. |
The end of the Ruthenian turn. |
The Ruthenian withdrawl is under a lot of pressure, but is still in with a chance. |
The Prusskian 'horns' try and close on the Ruthenians. |
Turn 6
Having come under fire, the Prusskian Cavalry wanted to move out of range but failed thier command roll. The Light Infantry finally passed a command roll, a case of too little too late! Across the board the Prusskians shot at the Ruthenians, leaving the Centre Shaken. Again the Ruthenian Right Flank took hits, six of them, saved four and then passed their Break Test. What are the chances?!
Still needing to withdraw, the Ruthenian Left Flank and Centre made Disorderly Retreats, whilst the heroic Right Flank managed to exit the table. The Ruthenian Light infantry moved towards the beleaguered Prusskian Cavalry, but only managed Disorder them.
The end of the Prusskian Turn. |
The Ruthenians are under severe pressure. |
The end of the Ruthenian Turn. |
The Ruthenian Light Infantry engage the Prusskian Cavalry as the Ruthenians continue with their Disorderly Retreats. |
The view from the Ruthenian lines. |
End of Game
I rolled for the Prusskian commands to quickly see if they could hamper the withdrawl, but they couldn't so with that I called it a day as the remaining Ruthenian units could exit the table safely.
Post Game Thoughts
I rolled for the Prusskian commands to quickly see if they could hamper the withdrawl, but they couldn't so with that I called it a day as the remaining Ruthenian units could exit the table safely.
Post Game Thoughts
Well that was much closer than I thought it would be for a variety of reasons. A great game and fun to implement Dave's and Keith's orders, which made decision making easy for myself. Yet again Black Powder II gave a nice game, with plenty of challenges and was easy to play. So as always some post game thoughts in no particular order:
- The failure of the Prusskian Light Infantry was one of those episodes where you almost knew they were going to continue to fail until it was all over bar the shouting. If they had moved as planned, their extra firepower and their threat to the flank might have made for a very different game.
- Stars of the show undoubtedly had to be the Ruthenian Right Flank Battalion that survived three Break Tests in the game! This kept the Ruthenians at the party for far longer than would normally happen, given my usual die rolling. Again one of those episodes where you just knew they were going to pass. I think going forward they deserve some bonus in the next game to reflect their heroic action.
- Both sides shooting at times was somewhat poor and could have turned the game either way if it had been more effective. In the long run the Prusskian numbers would have told, but in campaign terms losses could be crucial.
- Even though the Ruthenian force managed to withdraw as planned, they were rather battered and almost hors de combat. Again this needs to be reflected somehow in terms of the campaign.
- The loss of the Ruthenian Artillery unit will probably hurt them more than the Prusskian's Infantry Battalion. Only time will tell.
- Playing this as part of a campaign made a difference as to how I approached the end of the game. Normally I would have called it a day as the Ruthenians started to withdraw, but with the campaign aspect, I played it right to the end to see if any units were caught or destroyed before they could exit the table. This certainly added a level of tension not normally seen as the end of a game.
- I think it goes without saying but playing the campaign as a whole is great fun and certainly comes up with intriguing actions such as this one.
So now all I have to do is update the campaign map, take account of how this actions might affect either side and then await further orders for Turn 5. Until next time...
Well done Steve. I thought the Ruthenians did remarkably well under difficult circumstances.
ReplyDeleteI always enjoyed the BP games I played. I never bothered with the 2nd edition but I'm glad to hear it plays just as well as the original.
I look forward to major engagement where the Ruthenians can show their true mettle!
Thanks Keith and they certainly put up a good fight. BPII tidys up a few areas that make the game flow better and more importantly has a better contents and index, which sure helps during a game. Let's see what the next Campaign Turn throws up!
DeleteSteve, I continue to enjoy seeing your block armies in action. The Ruthenians set up a fine "blocking" position at the farmhouse and astride the road. While beaten, the Ruthenians carried out their orders successfully. Good result given the odds. Waiting to see what is next.
ReplyDeleteThanks Jonathan and I'm enjoying playing with the blocks. As you say, they executed their orders well, so shouldn't suffer too much in the next action.
Deletevery good, really quite a tight game - I totally agree about playing a retreat out, particularly important for a campaign game, but I’m not a bog fan of calling a game, once victory looks unlikely, the winning side do deserve to see some of their hard earned positioning play out to a fuller conclusion.
ReplyDeleteA good game for certain and the Ruthenians put up a good fight. Playing the game to its conclusion was good fun and right as it's part of a campaign. Normally the calling a game comes about as a result of lakc of time during a mid-week game. Starting this at 8.00am'ish meant that was not a problem.
DeleteA good fun encounter Steve, a hard fought victory and a lot closer than when the red forces first appeared on the table.
ReplyDeleteBest wishes
Stu
Thanks Stu and as you say, a lot closer than it looked when the troops first appeared.
DeleteHi You have probably been asked many times but are the blocks used by you homemade or do you get them elsewhere? Love those block armies. Lexi
ReplyDeleteI made them many moons ago, so bespoke for my needs. Hope this helps?
Delete