Friday 16 August 2024

OHW Scenario 15 - Attack On A Fortified Position

After the previous game to get me back into the swing of things and more au fait with BPII, I found time for another game in the same vein. Not having played any of the OHW scenarios for many a month, the next one in line, Scenario 15, made it onto the table. Broadly based upon the Battle of Fontenoy, in essence it sees a larger force attacking a smaller one in prepared defences.

Taking this as the basis, I tweaked things to hopefully be a better fit for BPII, with the Defenders having a Brigade on table and one in reserve, the Attackers 3 Brigades, with both sides having some mounted infantry too. Once again the table layout was basically an ACW type setting, with some stone built houses to provide better protection for the Defenders. Last game I forgot to add any fences, so this time they were there plus some stone walls too.

So onto the action and as always annotated photos to give an account of the action.

An overview of the table, with the Blue Attackers coming in from the left and the Red Defenders deployed roughly from the mid-point of the table and back towards the right.

Red troops occupy the stone houses by the woods on their left flank.

And again but on the right flank.

The Blue centre, right flank and mounted infantry deployed, with the aim of turning the Red flank and thus unhinging their defence.

The Blue centre deployed in line of march.

The Blue left flank whose aim is to fix the Red right flank and hopefully take the BUA too.

The view from the Red positions, with Mounted Infantry in the centre with one Artillery piece.

The end of Turn 1. The Blue force moved forward, with the right flank making speedy progress. There was a brief exchange of fire that had little effect on the Red centre.

The Blue right flank has moved briskly forward.

The Blue centre has moved up and the light infantry exchanges fire with their Red counterparts along the snake rail fencing.

The Blue left flank blundered but at least in the intended direction!

The Rec mounted infantry move and dismount to cover the threat from Blue developing across their front.

The end of Turn 2. Pretty much all of the Blue force failed to move, other than the 'free' move for being in column! Again some shooting but of no real consequence.

The mounted infantry advance as the Blue right flank stalls by the woods and orchard.

The Blue centre can only advance in column but do the best they can under the circumstances.

Ditto the Blue left flank, who have a unit that has become disordered from firing.

The end of Turn 3. The Blue force makes better progress, but is still not getting forward quickly enough.

The Blue right flank begins to advance through the orchard.

The Blue centre has pushed forward and combined firing sees the Red light infantry shaken and disordered.

The Blue left flank shakes out into line and begins to shoot at the Red troops in the BUA.

The Red reserve Brigade arrives, but only slowly, when really they need a speedy advance.

A view from the Red left flank.

The end of Turn 4. The Blue force finally really gets moving and the shooting begins to take its toll on the Red troops. The Red troops really need their reserves right now!

The Blue mounted infantry advance to the edge of the woods, ready to try to turn the Red left flank.

The Blue centre has finally managed to form line and exchanges fire right across its front.

In the process however their light infantry make a disorderly retreat to try and recover.

Despite being under intense pressure, the Red light infantry somehow survive the storm of lead that has come their way.

The Blue left flank beings to exert pressure on the BUA as the Red troops accumulate hits and disorder.

The end of Turn 5. The pressure exerted by Blue begins to tell as several Red units are forced back 'whipped' or making disorderly retreats. Its looking bleak for Red at the moment.

The Blue mounted infantry have advanced, dismounted and begun to open fire on the Red infantry in the BUA.

Suddenly the troops in front of the Blue right flank have retreated.

The Red light infantry are finally forced to retreat back to a safer position.

The Blue left flank too suddenly sees the BUA vacated by the Red troops.

A 'whipped' Red unit.

The brave Red light infantry 'whipped'.

The Red mounted infantry 'whipped' and disorderly retreating.

The last Red unit manages to hold out, but a 'forlorn hope' position?

The Red reserves still unable to reach the battle field in time.


End of Game
So with the Red reserves too far away to prevent Blue from taking one BUA and likely to take the other, the game was called there as a rather convincing Blue win in the end.

Post Game Thoughts
In the end a funny old game, with neither side really doing well and Blue's numerical advantage being the deciding factor. I thought it might be a tough ask for Red and so it proved to be, as they really needed their Reserves to make a 3 move advance at the start to give them a chance. If I were to play it again I might tweak things a bit, but as a scenario it didn't really grab me if I'm honest. It might play better as a WWII game, something to ponder for a future game. So some more post-game thoughts as always:
  • Another quick game that was good to get more comfortable with BPII, which took about 1 1/2 hours to play. Certainly reading the rules after each game is adding to my knowledge, but I'd say 80% of the game is fine just with the QRS.
  • The Blue force was really slow to get moving and I thought they might struggle before the Red reserves arrived, but 'twas not to be. If the Red reserves has come on speedily, it might have given their force a chance, but only if Blue was slow. I think if Blue had moved more quickly earlier on it might have been over even more quickly.
  • Both sides shooting was poor right across the board. If one had gained fire ascendencey early on, it might have given them an edge, something that Red really needed to achieve.
  • From the get go Blue does need to move and press the attack and their numerical advantage, which they were finally able to do, before the Red reserves can come into play.
  • Having stone buildings and walls was good and to see how they affected the ability of troops in them or behind them to stay in the game.
  • I need to check some of the tweaks in the GH! supplement re: terrain and its effect upon movement. I think I got it right...

What Next?
Well some more trial games, maybe some smaller ones just to speed things up from my point of view, but so far it's all going well in terms of getting back into knowing the rules. Now the recent heatwave is behind us, hopefully some more painting will ensue, especially on the units and commands I know I want/need to finish for the CWD show. Terrain wise I think I'm there bar some more snake rail fences that have been made and nearly finished, bar some flocking.

So I hope you enjoyed the AAR and it would be lovely to receive a comment or two!

TTFN.


24 comments:

  1. Steve, lovely table and game. I wonder whether a re-run with ‘better’ dice and movement would give a better feel for you, but of course, that is what BP does, which I like. Agree that the table would make for a good WWII game, plenty of terrain, obstacles, leap frog objectives and line of sight problems.

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    1. Thanks Norm! I'm sure with a more 'dynamic' run of the dice for both sides it would have felt a better game, but then BP does throw up those curve balls when things just don't go to plan, as in real life. I can see the scenario working well on the Russian Front at various points in the War, with interlocking fields of fire etc, something I hope to explore in another game where I might feel the need for a break from BPII and the ACW.

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  2. Steve, as always, you present a superbly modeled table. With two games in rapid succession, seems that your newly Christened and dedicated game room pays dividends already. While shooting combat may have been below average for both armies and Blue was slow to get moving early on, Red's delay in getting reserves on table and engaged really was the deciding factor. I wonder how much an effect the rules used have on "unbalancing" these OHW's scenarios? BP certainly seems to throw up the possibilities of great friction. Perhaps too much friction for the scenario to overcome?

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    1. Thanks Jon! The dedicated games room certainly makes it easier to set something up, as not only having the space just for the game, but all my toys and terrain are now in one place:).

      I think the OHW scenarios can come 'undone' when used with other rulesets, given the friction that C&C dice rolling can have on movement etc. IIRC in his rules you know you can move each turn, so predicatable in that sense. Certainly if Red's reserves had arrived with 3 moves to start with, then it would have been a very different game and one that was possibly too tough for Blue. Maybe Honours of War might have been a better choice for this scenario, but as I'm in the BPII groove, I went with these.

      Certainly replaying some scenarios as you do does give greater insight and can counter the swings of dice rolls over several games, plus of course you can tweak force balance as required. I always feel if designing a scenario, you need to play it at least 3 times to make sure if plays well and as you intended.

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    2. Well, having refought Cheriton on Wednesday and Thursday this week and losing both times as the Royalists, my conclusion is that the Royalists either have a tough row to hoe or I am a loser. The latter insight is not so appealing...

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    3. Definitely the former rather than the latter Jon! Sometimes when replaying a historical scenario you do sometimes wonder how the hell one side won against the odds.

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  3. That did seem like a tough ask for the Red force, Steve. Even though Blue seemed to dawdle quite a bit in their initial advance, AND Red did some good work early on, Blue still won convincingly in the end, so to have any chance, it looks like Red needs everything to go their way, which is unlikely to happen very often.

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    1. All good points Keith. In the original scenario, Blue is allowed to reset their force once per game, so having a 2:1 advantage, with a completely new force entering the table. To try and replicate this I'm not sure I got the balance right, in fact I think I gave Blue a bit too much force wise. But as mentioned above, if the Red reserves had arrived quickly, then it might have balanced out OK. If I were to do it again I would up the CV for the Red reserves to give them a good chance of getting in on the action.

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  4. Thoroughly enjoyed your report. BPII can impact any scenario with its dice rolls. That's a good thing as not everything should go to plan, and another game could be very different.
    Good to see the wooden troops out.

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    1. Thanks Richard! I love the friction that BPII, BKCII and other rules bring to the game, especially as I'm mainly a solo gamer these days. In this game, probably due to my not quite getting the force balance right, it seemed to unduly affect the outcome. Of course I could have left it set up and done a replay, but fancied moving onto another scenario or game instead.

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  5. I'd echo what Jon said, (a) about the table and (b) about the rules maybe unbalancing the scenario designed for OHW.
    I can see the links to Fontenoy. Maybe use that knowledge to add some artillery to Red to balance the scenario more if you're not using OHW rules?

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    1. Thanks Chris! Certainly if were to play it again, I would tweak the Red force slightly to give them a bit more firepower, or alternatively reduce Blue slightly. I think as I'm still learning BPII, I haven't yet got that gut feel of what makes a balanced game that I have with HoW and BKCII.

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  6. Lovely looking game as always, I've found the one hour wargame scenarios don't always transfer entirely successfully to Blackpowder but we generally got an enjoyable if unbalanced game and I do like tge unpredictability and friction you get with Blackpowder. Oh and mych better with fencing!
    Best Iain

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    1. Thanks Iain and glad you liked the fences! I'm half way through the scenarios now and most have worked OK, but some just simply did not give a good game, even with other rulesets. I suppose a bit more thought on this one and I might have either used BKCII or tweaked the forces as mentioned above. Ultimately until you play the game you can't know if you've got it 'right' or not!

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  7. My initial thought when Blue failed to make significant initial progress was that the battle would likely turn in favour of Red if only their reinforcements would arrived in a timely manner. If only… Sadly, it wasn’t to be. ☹️
    Still, another game played and further opportunity to reacquaint yourself with the rules, so that’s a big positive.
    Will your game at CWD be a demonstration game (showing Joe Public what it’s all about), a participation game (where Joe Public can join in) or just a friendly game? In any event, well painted toy soldiers fighting battles on nice terrain is always good for the hobby.
    Cheers,
    Geoff

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    1. I too thought that Blue's slow advance might mean Red would be in with a fighting chance, but 'twas not to be. The games are proving useful as I re-read the rules, spotting some things I need to make a note of for future games, so all good on that front.

      The CWD will be a friendly game between Dave and myself, but we are always happy to explain what's going on etc. Always a nice vibe to the show with great games on display too.

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  8. Pretty set up and glad you’re getting in some good use for that game table and game room. 😀

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    1. Thanks Stew! Certainly having my own dedicated games room does make it sooo much easier to set stuff up. I'm a lucky man indeed. I expect to see more games once Autumn arrives and the schools go back in early September...

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  9. Nicely done Steve , I need to pick up that scenario book 🤔

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    1. Thanks Matt! I think all gamers should have a copy of the book, just for the scenarios, which are great as a basis for many a game.

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  10. I think it is very noticeable that in all NT's rules, things are usually very predictable usually until combat happens, since the only unpredictable inputs into the game are player decisions and combat outcomes, whereas lots of other rulesets inject more unpredictable results at more stages of the game - and depending on the exact scenario, like this one, can have a huge effect on how the scenario plays. I think this one was my least favourite of all the OHW scenarios, now I think back - although something makes me agree with you that it might work better in a later period: WW2, or WW1 especially; or even the Russo-Japanese War or the Boer War.

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    1. I found his rules too predictable in terms of the early moves, thus using his chits option to see how many units might activate etc. I like some form of friction as how else could one reproduce the C&C issues seen on the battlefield. I'm currently reading about the battle of Kernstown and to try and get a feel for the C&C, you would need some form of friction. It's OK once combat is joined, but there is a lot more before that that can affect a game.

      Good to know you had 'issues' with the scenario too and that a more 'modern' setting might be more appropriate.

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