With the Cotswold Wargames Day fast approaching, I thought I'd better get a game or two in to re-familiarise myself with Black Powder II, the rules I'm planning on using for the day. Looking back at my AAR's, and its been about year, maybe a tad more, since they featured in a game! Keeping things simple and an excuse to use my new river sections, I turned to the ever useful One Hour Wargames scenarios to come up with a game. No AI used here I tell you!
Scenario Details
The Blue Army has been raiding Red territory and are making a hasty run for safety to their side of the border, with the Red Army in hot pursuit.
OOB Blue
2 x Brigades, each with: 3 x Line Infantry, 1 x Light Infantry, 1 x Artillery.
OOB Red
2 x Brigades, each with: 3 x Line Infantry, 1 x Light Infantry, 1 x Artillery.
1 x Brigade: 2 x Mounted Infantry, 1 x Horse Artillery.
The Game
The objective was for the Blue Army to reach the safety of a hill, that for Red to take the hill. Simples.
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The Blue Army starts on the table on the right hand side, next to but not across the river. The Red Army will arrive at the start of Turn 2 from the right hand table edge. |
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The Blue Army right flank. |
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The Blue Army left flank. |
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The hill that is the objective. |
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A fuzzy shot of the Red Army ready to roll. |
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Some gratuitous shots of the new river sections! |
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Both Blue columns make smart moves across the river on Turn 1. |
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The end of Turn 2. The Blue Army has already put good distance between itself and the pursuing Red Army. |
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The Blue Army is closing in on the hill. |
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The Red Army left flank manages to reach the river as the last of the Blue Army cross the bridge. |
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The Blue Army left flank column again puts good distance between itself and the enemy, although the Red Mounted Infantry cross the ford and threaten their rear. |
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The end of Turn 4. The Blue Light Infantry have managed to hold all attempts by the Red Army to push them back from the bridge and the ford. This has allowed the Blue Army to form a very good defensive position on and around the hill. |
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The Blue right flank. |
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The Blue centre on the hill. |
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The Blue left flank. |
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Outnumbered 3:1, the Blue Light Infantry on the left flank stubbornly refuse to budge. |
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A similar situation on the Blue right flank. |
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The end of Turn 6. The Red Army has only managed to force the Blue left flank Light Infantry back 'whipped', other than that, Blue has just waited in a strong defensive position as they have no need to move nor fire. |
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The Red Army left flank have been unable to force a crossing over the bridge. |
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The Red Army right flank finally has the way clear to cross the ford. |
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The gallant and brave Blue Light Infantry are finally forced back 'whipped'. |
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A view of the Blue Army's defensive postions on and around the hill. |
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Little Round Top. |
End of Game
With 6 Turns of the usual 8 Turns already gone, it was obvious that the Red Army could not move and contest the hill before time ran out, so I called the game as a comprehensive Blue victory.
Post Game Thoughts
Well that was a funny old game to say the least and an unsatisfying one too! Why? Well some thoughts below:
- Despite not having played BPII for a year or more, it all came back to me, with the QRS being used for most of the game and with occasional reference to the main rulebook, which has a brillaint contents page, which makes this a very easy thing to do.
- Originally I had the Mounted Infantry as 2 x Cavalry and 2 x Light Infantry, but after the first moves, it was obvious that I needed to amend this due to the rapid moves by the Blue troops. This was because I use the Glory Hallelujah! amendments that means if a unit moves more than once, it cannot fire. Also I feel it unrealistic for say the Red Cavalry to suddenly arrive on the table and charge the Blue Light Infantry in the rear.
- Aside from some excellent command rolls by the Blue Army, the +2 to the command rolls when in march column and on the road, meant that short of rolling and 11 or 12 on 2D6, the Blue Army could easily cross the river and form a defensive position, making it very hard for Red to then have a realistic chance of crossing the river to contest the hill.
- If I was to play this again, I would add a movement penalty for the ford and the wooden bridge, as well as limiting the march column bonus to a +1 at best. This would still allow the Blue Army a chance to steal a march on the Red Army, but not too much as to spoil the game.
- Both Blue Light Infantry units were simply stubborn and outstanding all game. On the right flank, I was somewhat reminded of the lone Viking at Stamford Bridge holding up the Saxon Army!
- All of the above should be considered alongside the fact that the Red dice rolling for shooting was truly shocking, barely causing any hits and most of those were saved until Turn 6. Even if the shooting had been better, I still think it a tough ask for the Red Army in this scenario.
- To make it a more even or enjoyable game, I think there needs to be a better ratio for Red vs Blue than the 3:2 in the current scenario. That and maybe some tweaks on Reds arrival or maybe to make the river fordable all over, but at a larger movement penalty that for at the ford or the bridge. Plenty to ponder for sure.
What Next?
Ideally I would like to get another game or two in before the CWD to really get familiar with the rules again. Figure wise I am painting more units, but rather slowly, as I don't want to force it and not enjoy the experience. At least I have enough units for the show. Scenario wise still rather up in the air, but at least the fluff is all roughed out.
Thanks for getting this far after a rather bloodless and inactive AAR. As always any comments greatly appreciated!
TTFN.
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