My first full group of painted figures for my Anlgo-Portuguese army! Six Portuguese Partisans armed to the teeth and ready to hunt the French.
They're all from Front Rank's superb partisan/guerrilla range. Movement tray by Charlie Foxtrot.
They're all painted in a range of mainly Foundry colours; the complimentary triads make it far easier than messing about mixing shades.
I've painted each of them with an item (usually a sash around the waist) in Foundry Royal Purple as this is the colour of their partisan band.
The basing is a mix of small stones and grit/sand given a base of Americana Honey Brown then highlighted with VMC 847 Dark Sand then Foundry Boneyard
light. Colonel Bill's Winter Grass along with a few arid looking tufts of longer grass and some small pieces of Woodland Scenics clump foliage finish it off nicely.
Next will be their leader, the infamous AƧougueiro - "The Butcher" and an irascible little holy man on a donkey!
Saturday, 31 March 2018
Tuesday, 20 March 2018
Bristol War and Conquest Weekend
It's been a while since I last took part in a WaC event (Aug '17 I think!) so I was anticipating an enjoyable day of battling it out in the ancient world with a few good chums. I was especially looking forward to my game with good chum George; the last game was far too long ago! For logistical reasons I could only attend on the Saturday, however this turned out to be the same for a number of other players due to the suddenly inclement weather, the so called mini “beast from the east”.
Game One – Saxon Civil War!
This game was against Steve, a newcomer to WaC and this was to literally be his first game. Thankfully Rob was on hand to help us with the rules as I was decidedly rusty in places :o)
Steve has a lovely Saxon army so I’ve posted a couple of pics here.
I dusted off my own Saxons but, as I hadn't used them for three years, I couldn’t quite find all of the figures so we were limited to 2,000pts a side.
This was all of the pics I took as I was engrossed in the game. It was a good dark age tussle as the lines clashed. I quickly formed shieldwall and used my few missile troops to whittle away at Steve’s formations. Rather than be peppered with slingshot and javelins, he dashed forward – perhaps a little too hastily with his Mounted Thegns who charged a unit of mercenary Vikings! Funnily enough we both managed to achieve our objectives in the final turn of the game - although I edged a win on points ;o) I moved several units off Steve’s side of the table and he got a unit in to my deployment zone. A really fun game played with good humour and gentlemanly spirit.
Game Two – Rome vs Celts!
Ooh I was so looking forward to this! Steve had kindly loaned me his beautiful Celt army so that George could use his Thunderbolts for this classic ancient battle.
My plan was to hit one flank hard with a combination of chariots and elite cavalry supported by light cavalry and skirmishers whilst the rest of the line advanced, paused for a turn or two to allow the skirmishers to thin out the legions a little, then the warbands would get stuck in to overwhelm Rome’s finest with sheer frothing hairy madness. I’d like to point out here that the bulk of my warbands were just “ordinary” Celt warriors with only the one ‘elite’ warband accompanying my Warlord ;o)
George’s army (lovely paint-jobs sir!) was, as you might expect, largely composed of heavy infantry. However, I was intrigued by his choice of three “recruit” legionary formations... would they hold the line? Here are a couple of pics of his lovely cohorts.
We both agreed to ignore the prescribed deployment for game 2 of the weekend and drew our forces up in two long lines.
The Celts had some success early on; the Lancarii were routed by a hail of slingshot, the chariots swept over a unit of Roman skirmishers and my own skirmishers proved the worth of all their javelin practice. This swiftly encouraged George to form up his precious Legions in Testudo.
The shooting prowess was not all Celtic. The Auxiliary archers massacred my light cavalry – I had expected a few casualties... but not 11 out of the 12 in the unit!
With the Roman flanks trembling I turned my attention to the centre – the warbands faced off the Legionary cohorts. The testudo formations meant standing off and pelting them with sharp sticks would be a waste of time. So the horns brayed loud, a roar went up from the warriors and they pounded forward right across the line.
The Roman line heaved and buckled at the onslaught but all that drill paid off! Centurions fell, shields splintered and men died but, by the narrowest of margins, the line held. What ensued was a vicious struggle that ebbed and flowed right across the battlefield. First Celts would have the upper hand then Rome. Eventually one of my warbands broke but then so did the Roman General’s cohort and the fleeing Romans were chopped to shreds in a welter of blood and gore!
Alas this victory was short-lived and the battle ground on, gradually swinging further in favour of Rome's finest. My Celts had fought with incredible bravery but that was matched by the fearsome tenacity of George's Cohorts. A hard fought and well deserved win for the Thunderbolts. What a superb game!
Indeed, what a splendid day of gaming. My thanks to my opponents, gentleman both in every regard. My thanks also to Rob and Barbara for a great event. When's the next one Rob? ;o)
Game One – Saxon Civil War!
This game was against Steve, a newcomer to WaC and this was to literally be his first game. Thankfully Rob was on hand to help us with the rules as I was decidedly rusty in places :o)
Steve has a lovely Saxon army so I’ve posted a couple of pics here.
I dusted off my own Saxons but, as I hadn't used them for three years, I couldn’t quite find all of the figures so we were limited to 2,000pts a side.
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The forces deploy for battle! |
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My Saxons prepare the Shieldwall as Steve's advance |
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Battle is joined! |
This was all of the pics I took as I was engrossed in the game. It was a good dark age tussle as the lines clashed. I quickly formed shieldwall and used my few missile troops to whittle away at Steve’s formations. Rather than be peppered with slingshot and javelins, he dashed forward – perhaps a little too hastily with his Mounted Thegns who charged a unit of mercenary Vikings! Funnily enough we both managed to achieve our objectives in the final turn of the game - although I edged a win on points ;o) I moved several units off Steve’s side of the table and he got a unit in to my deployment zone. A really fun game played with good humour and gentlemanly spirit.
Game Two – Rome vs Celts!
Ooh I was so looking forward to this! Steve had kindly loaned me his beautiful Celt army so that George could use his Thunderbolts for this classic ancient battle.
My plan was to hit one flank hard with a combination of chariots and elite cavalry supported by light cavalry and skirmishers whilst the rest of the line advanced, paused for a turn or two to allow the skirmishers to thin out the legions a little, then the warbands would get stuck in to overwhelm Rome’s finest with sheer frothing hairy madness. I’d like to point out here that the bulk of my warbands were just “ordinary” Celt warriors with only the one ‘elite’ warband accompanying my Warlord ;o)
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Steve's splendid Celts |
George’s army (lovely paint-jobs sir!) was, as you might expect, largely composed of heavy infantry. However, I was intrigued by his choice of three “recruit” legionary formations... would they hold the line? Here are a couple of pics of his lovely cohorts.
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George's Veteran Legion Cohort |
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More Legion - love those weathered, dirty shields! |
We both agreed to ignore the prescribed deployment for game 2 of the weekend and drew our forces up in two long lines.
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A sight to warm any gamer's heart! |
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2,500pts per side doesn't leave much room for manoeuvre. |
The Celts had some success early on; the Lancarii were routed by a hail of slingshot, the chariots swept over a unit of Roman skirmishers and my own skirmishers proved the worth of all their javelin practice. This swiftly encouraged George to form up his precious Legions in Testudo.
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Rome's left flank wavers... |
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... her right flank wobbles ... |
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... and legs it! |
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The Roman Auxilliary cavalry head for home |
The shooting prowess was not all Celtic. The Auxiliary archers massacred my light cavalry – I had expected a few casualties... but not 11 out of the 12 in the unit!
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Ouch! Take that you hairy what-nots |
With the Roman flanks trembling I turned my attention to the centre – the warbands faced off the Legionary cohorts. The testudo formations meant standing off and pelting them with sharp sticks would be a waste of time. So the horns brayed loud, a roar went up from the warriors and they pounded forward right across the line.
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Fighting all along the line |
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No quarter asked ... none given! |
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It's swords & boards all the way! |
The Roman line heaved and buckled at the onslaught but all that drill paid off! Centurions fell, shields splintered and men died but, by the narrowest of margins, the line held. What ensued was a vicious struggle that ebbed and flowed right across the battlefield. First Celts would have the upper hand then Rome. Eventually one of my warbands broke but then so did the Roman General’s cohort and the fleeing Romans were chopped to shreds in a welter of blood and gore!
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Rome flees! |
Alas this victory was short-lived and the battle ground on, gradually swinging further in favour of Rome's finest. My Celts had fought with incredible bravery but that was matched by the fearsome tenacity of George's Cohorts. A hard fought and well deserved win for the Thunderbolts. What a superb game!
Indeed, what a splendid day of gaming. My thanks to my opponents, gentleman both in every regard. My thanks also to Rob and Barbara for a great event. When's the next one Rob? ;o)
Friday, 16 March 2018
Bolt Action with Mike
I cannot quite express just how much fun this game of BA with Mike was. Absolutely thrilling from start to finish. Mike and I met up at Bristol Independent Gaming where James gave us a very warm welcome, plus he kindly provided most of the scenery. It's been a while since I went along to BIG but I shall certainly be back as soon as I can - highly recommended! Anyway, we played the Top Secret mission, so again my trusty wrecked 251 model was the objective. Mike was using his lovely US Paras and I had my Panzergrenadiers.
Turn 1 saw a steady advance of troops with emphasis on the centre, funnily enough. Here I've deployed a squad on the road plus squads in the fields to either side. Mike has deployed his Paras in a broadly similar manner.
The superb light blue building is the Charlie Foxtrot Models Boulangerie. Lovely! ;o)
Turn 2 and the first German squad reaches the 251. Predictably the US MMG in the ruins showered them with lead, killing several and inflicting a pin.
Since this was pretty much the only weapon with a direct LOS I wasn't too worried. I knew his spotter (for the 60mm mortar) could draw LOS but Mike assured me that his dice rolling had been terrible recently... Out came an Allied dice and bang went the mortar... which dropped the shell plum on top of the squad at the 251! So, 2 more pins and another couple of men killed. With 3 pins I knew the battered squad would need all the support it could get next turn, so the German HQ moved up (and shouted encouragement!)
Turn 3 and the tankers are keen to add some weight, but I'm mindful of both the bazooka in the ruins beyond the Boulangerie de Normandie to the right and the 57mm AT in the fields beyond the Church to the left.
On the right here you can see my Grenadier squad sheltering in the cover of the garden wall behind the Boulangerie. There's US squad in the road (just out of shot) and I think they're aiming to draw my troops away from the objective. I had planned for this squad to enter the back of the Boulangerie and then (if needed) dash out to the objective from the cover of the building.
This turn continued with a series of Allied dice coming out of the bag so the US Mortar fires again (remember it hit previously so only needs a 2+) but amazingly Mike rolls a 1... and I heave a sigh of relief. The Germans on the 251 have only 5 men left out of starting 9 and are already on three pins so another mortar round would have seen them off. But the US MMG keeps up the hail of bullets and another pin is accrued. Thankfully the US sniper team took their lead from the mortar and missed too!
Even with their CO shouting orders, the battered Grenadier squad searching the 251 fail to activate (they are on 4 pins!) so go Down instead. Can't really blame them having been hit by both a mortar round and a hail of machine gun bullets.
A US squad enters the central farmhouse with a view to using it as a jump off point for assaulting the objective, but as they do so the carefully sited German MG42 opens up and inflicts casualties.
The tank commander advances to bring his MMGs to bear on the US squad advancing behind the Church. I had considered the 57mm AT as a target but they're well-sited being behind a wall with a gun shield too, plus the infantry were far more of a threat to the objective. It was a risk for the Panzer as it would clearly expose itself to the dreaded 57mm gun but the tankers had to earn their schnapps.
The next dice out of the bag was an Allied dice. Mike rubbed his hands as he picked up the dice and prepared to fire the 57mm... Bang! But it was yet another 1 from the US C-in-C.
In the pic above you can see that the US Paras behind the Church have been whittled away by shooting from the tank and the central Grenadier squad (near the walled field) plus out of shot to the left is another smaller squad with an LMG and the sniper too.
On the right my Grenadiers have crossed the wall whilst under fire from the US Paras in the road but again Mike's chaps couldn't quite find their targets. I want to get the squad in to the Boulangerie ASAP.
Turn 4 and the tank rumbles forward to give the Grenadiers remaining at the objective some cover. This time it puts an HE round in to the ground floor of the farmhouse, battering the US Paras sheltering inside.
The Para's Bazooka team make a mad dash around the wrecked 251 to fire at the Panzer's flank. The shell hits but Mike rolls a 2 to penetrate the armour (he needed a 3). But it is another pin, bringing the total to two.
The pic above shows only the NCO left of the squad at the 251. That's because the Mortar team got their act together and dropped an accurate shot! However, the squad leader (to my surprise) rolls 3 for his morale and passes!
The 57mm fires again and hits, then penetrates but rolls a 1 for damage, the crew are stunned but the turret is fine. However the tank now has 3 pins.
Turn 5 and again Mike gets the early dice out of the bag but his rolling of D6’s is still not so good. The brave bazooka team tries again but Mike (somehow) rolls another 1. Then the 57mm has another go at the tank... and misses again!
The US mortar tries for the squad searching the 251 (or more accurately the NCO 'hiding' in it)… Yet another 1 to hit when there was only the NCO left to kill.
At last a black dice comes out of the bag. Passing his morale test, the NCO wastes no time running as fast as he can for the German lines, yelling to his CO that he has the precious briefcase.
But… the US HQ group are upstairs in the farmhouse, two men fire and miss but the US CO carefully takes aim and brings the German NCO down. What a shot!
So the papers (denoted by the silver token in the road) are still not quite safely back in German hands.
Having been shot to pieces by the Germans in the ground floor of the Boulangerie, the remants of the US Para squad hop over the garden wall in to the fields, but Jerry is waiting behind the nearby hedge where they blaze away with assault rifles and MP40s.
Turn 6 sees more Allied dice come out of the bag first so the crew of the 57mm finally get their eye in. The shell rips in to the Panzer IV setting the beast on fire. The crew (with 5 pins) fail their morale check and bail out. Meanwhile behind the smoking wreck of the tank, the German CO unit and squad head for the briefcase of vital papers that are still clutched in the bloodied hands of the brave Grenadier NCO.
The scenario dice roll decreed that it was now the end of the game, so technically a draw, but Mike and I decided to ignore that and play on. On both flanks the remnants of the US and German squads traded shots but it was the action in the centre that counted.
The battered remains of a German Grenadier squad had the papers at this point but it was possible that some more crazy shooting from Mike might just save the day! And (astonishingly) this began to happen as the US MMG (now brought up alongside the Boulangerie) killed several, then his HQ unit killed a couple more. Finally the US mortar makes another incredible shot to drop a shell plum on the target, wiping out the Grenadier squad. Again the vital (and somewhat battered) briefcase fell to the floor
Now only the German CO and his trusty sidekick have the chance to retrieve the papers and make it off table. At last, on turn 8 a black dice comes out of the bag and the German CO, with the briefcase tucked under his arm, heads for the board edge!
Wow, what a game that was! A proper roller-coaster of a battle. Mike was, as ever, an absolute gentleman to wargame with, my thanks sir! I'm very much looking forward to our next encounter.
Turn 1 saw a steady advance of troops with emphasis on the centre, funnily enough. Here I've deployed a squad on the road plus squads in the fields to either side. Mike has deployed his Paras in a broadly similar manner.
The superb light blue building is the Charlie Foxtrot Models Boulangerie. Lovely! ;o)
Turn 2 and the first German squad reaches the 251. Predictably the US MMG in the ruins showered them with lead, killing several and inflicting a pin.
Since this was pretty much the only weapon with a direct LOS I wasn't too worried. I knew his spotter (for the 60mm mortar) could draw LOS but Mike assured me that his dice rolling had been terrible recently... Out came an Allied dice and bang went the mortar... which dropped the shell plum on top of the squad at the 251! So, 2 more pins and another couple of men killed. With 3 pins I knew the battered squad would need all the support it could get next turn, so the German HQ moved up (and shouted encouragement!)
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The spotter is in the upper floor of the ruined house (top of pic) |
Turn 3 and the tankers are keen to add some weight, but I'm mindful of both the bazooka in the ruins beyond the Boulangerie de Normandie to the right and the 57mm AT in the fields beyond the Church to the left.
On the right here you can see my Grenadier squad sheltering in the cover of the garden wall behind the Boulangerie. There's US squad in the road (just out of shot) and I think they're aiming to draw my troops away from the objective. I had planned for this squad to enter the back of the Boulangerie and then (if needed) dash out to the objective from the cover of the building.
This turn continued with a series of Allied dice coming out of the bag so the US Mortar fires again (remember it hit previously so only needs a 2+) but amazingly Mike rolls a 1... and I heave a sigh of relief. The Germans on the 251 have only 5 men left out of starting 9 and are already on three pins so another mortar round would have seen them off. But the US MMG keeps up the hail of bullets and another pin is accrued. Thankfully the US sniper team took their lead from the mortar and missed too!
Even with their CO shouting orders, the battered Grenadier squad searching the 251 fail to activate (they are on 4 pins!) so go Down instead. Can't really blame them having been hit by both a mortar round and a hail of machine gun bullets.
A US squad enters the central farmhouse with a view to using it as a jump off point for assaulting the objective, but as they do so the carefully sited German MG42 opens up and inflicts casualties.
The tank commander advances to bring his MMGs to bear on the US squad advancing behind the Church. I had considered the 57mm AT as a target but they're well-sited being behind a wall with a gun shield too, plus the infantry were far more of a threat to the objective. It was a risk for the Panzer as it would clearly expose itself to the dreaded 57mm gun but the tankers had to earn their schnapps.
The next dice out of the bag was an Allied dice. Mike rubbed his hands as he picked up the dice and prepared to fire the 57mm... Bang! But it was yet another 1 from the US C-in-C.
In the pic above you can see that the US Paras behind the Church have been whittled away by shooting from the tank and the central Grenadier squad (near the walled field) plus out of shot to the left is another smaller squad with an LMG and the sniper too.
On the right my Grenadiers have crossed the wall whilst under fire from the US Paras in the road but again Mike's chaps couldn't quite find their targets. I want to get the squad in to the Boulangerie ASAP.
Turn 4 and the tank rumbles forward to give the Grenadiers remaining at the objective some cover. This time it puts an HE round in to the ground floor of the farmhouse, battering the US Paras sheltering inside.
The Para's Bazooka team make a mad dash around the wrecked 251 to fire at the Panzer's flank. The shell hits but Mike rolls a 2 to penetrate the armour (he needed a 3). But it is another pin, bringing the total to two.
The pic above shows only the NCO left of the squad at the 251. That's because the Mortar team got their act together and dropped an accurate shot! However, the squad leader (to my surprise) rolls 3 for his morale and passes!
The 57mm fires again and hits, then penetrates but rolls a 1 for damage, the crew are stunned but the turret is fine. However the tank now has 3 pins.
Turn 5 and again Mike gets the early dice out of the bag but his rolling of D6’s is still not so good. The brave bazooka team tries again but Mike (somehow) rolls another 1. Then the 57mm has another go at the tank... and misses again!
The US mortar tries for the squad searching the 251 (or more accurately the NCO 'hiding' in it)… Yet another 1 to hit when there was only the NCO left to kill.
At last a black dice comes out of the bag. Passing his morale test, the NCO wastes no time running as fast as he can for the German lines, yelling to his CO that he has the precious briefcase.
But… the US HQ group are upstairs in the farmhouse, two men fire and miss but the US CO carefully takes aim and brings the German NCO down. What a shot!
So the papers (denoted by the silver token in the road) are still not quite safely back in German hands.
Having been shot to pieces by the Germans in the ground floor of the Boulangerie, the remants of the US Para squad hop over the garden wall in to the fields, but Jerry is waiting behind the nearby hedge where they blaze away with assault rifles and MP40s.
Turn 6 sees more Allied dice come out of the bag first so the crew of the 57mm finally get their eye in. The shell rips in to the Panzer IV setting the beast on fire. The crew (with 5 pins) fail their morale check and bail out. Meanwhile behind the smoking wreck of the tank, the German CO unit and squad head for the briefcase of vital papers that are still clutched in the bloodied hands of the brave Grenadier NCO.
The scenario dice roll decreed that it was now the end of the game, so technically a draw, but Mike and I decided to ignore that and play on. On both flanks the remnants of the US and German squads traded shots but it was the action in the centre that counted.
The battered remains of a German Grenadier squad had the papers at this point but it was possible that some more crazy shooting from Mike might just save the day! And (astonishingly) this began to happen as the US MMG (now brought up alongside the Boulangerie) killed several, then his HQ unit killed a couple more. Finally the US mortar makes another incredible shot to drop a shell plum on the target, wiping out the Grenadier squad. Again the vital (and somewhat battered) briefcase fell to the floor
Now only the German CO and his trusty sidekick have the chance to retrieve the papers and make it off table. At last, on turn 8 a black dice comes out of the bag and the German CO, with the briefcase tucked under his arm, heads for the board edge!
Wow, what a game that was! A proper roller-coaster of a battle. Mike was, as ever, an absolute gentleman to wargame with, my thanks sir! I'm very much looking forward to our next encounter.
Labels:
Bolt Action,
Germans,
Normandy,
US Paras,
World War Two
Sunday, 4 March 2018
Some Very Enjoyable Sharpe Practice
Funny thing is I wasn't going to post this as our collections are very much a "work in progress" in the sense that some of the scenery isn't finished and only a few of the models are painted, etc. But it was so much fun, plus I want to keep a record of our developing campaign. So here goes... look away now if lots of unpainted lead offends you!
Top chums Paul and Colin have got me in to Sharp Practice in a big way, so Paul and I started with a straightforward encounter between his French and my Anglo-Portuguese. It was a jolly good fun game and an ideal re-introduction to the rules for me. Interestingly, just one moment from this first small-ish game led to the scenario for the game I'm blogging about below... right at the close of that first game the young Light Company Lieutenant Archie Carruthers was knocked out during a French attack and his men forced to retreat. We decided that he'd been captured. After some discussion (and possibly a few beers) Paul and I agreed that the next game would be a rescue mission. You see, Archie's uncle is none other than Colonel The Honourable Sir Horace Barkinge-Madd, a senior member of Sir Arthur Wellesley's staff.
The Anglo-Portuguese Force
Captain Richard Blunte (III)
Sergeant Patrick Cockburn (I)
Two groups of 95th Rifles
Lieutenant Hugh Jercock (II)
Two groups of British Light Infantry in Line
The above two formations are the Light Company of the entirely fictitious Royal Somerset Regiment.
Capitão Jorge Vincente (II)
Sargento Macedo (I)
Three groups of CaƧadores in Line
AƧougueiro - "The Butcher" (I)
One group of Portuguese Partisans
Lieutenant The Hon. Humphrey Gore (I)
One group Light Dragoons
The French Force
Capitaine Pierre d'Escargot (III)
Three groups of Line Infantry
Lieutenant Victor Feu (II)
Two groups of Line Infantry
Lieutenant Rennie Lescun (II)
Two groups of Grenadiers
Lieutenant Francois Rapido (II)
Sergent Hector Soixante-Neuf (I)
Three groups of skirmishing Voltigeurs
Sergent Paul Galop (I)
One group Dragoons
Sergent Louis Souple (I)
Light Cannon
Plus one group of infantry tasked with guarding Carruthers in the church
The intrepid exploring officer Major Bruce Colborne and his contacts amongst the Portuguese partisans have located the missing Lieutenant, so Captain Richard Blunte has been tasked with leading a rescue mission.
The Light Company of 1st Btn The Royal Somerset Regiment (a mix of Rifles & Redcoats), Vincente's CaƧadores, AƧougueiro and his partisans, along with a detachment of the 16th Light Dragoons were marching to the rescue. However, a Bonapartist spy (the rogue, Grasiento Bastardo) has informed the French and they are making ready!
The French quickly deployed both line troops and numerous skirmishers to hamper the rescue. This forced Lt Hugh Jercock to bring his redcoats on to protect the primary deployment point. This was quickly followed by a stunning series of cards for the French that meant Rapido's Voltigeurs were able to inflict a tremendous amount of shock on Jercock's light bobs.
This in turn led to Capitão Vincente bringing on some of his men to shore up the right flank and give the redcoats some time to rally off the shock. This really shifted the balance of the game with four groups of allied line troops struggling to hold off three groups of French skirmishers.
Across the table, Major Colborne and the Partisans expertly guided Blunte, Cockburn and the Rifles to the church. The green-jackets wasted no time and a furious battle quickly ensued.
To my astonishment the first attack by the rifles was thrown back in disarray - have those Frenchers not seen Sharpe on the telly? With French cavalry and artillery now being brought up it was clear that the Rifles needed help, so Capitão Vincente directed Sargento Macedo to lead a detachment of Caçadores to assist the rifles as they prepared to storm the church again.
As the battle at the church raged on, the Partisans and the rest of the Light Company tried to stem the French advance as d'Escargot's men sought to close the door on any Allied escape route, whilst the cavalry waited for Blunte to extract Carruthers.
The fight at the Church continued with the valiant defenders retreating to the roof and barricading the stairs. Covering fire from Blunte's men on the ground outside the church helped to keep the French busy but alas a stray rifle shot grazed Carruthers' shoulder - poor fellow!
The CaƧadores proved their "fighting cocks" reputation and the few battered French defenders, duty done, finally surrendered. Hearing the call that Carruthers was freed, Gore's dragoons moved up to collect him. In doing so they drew the attention of the rapidly advancing French line and suffered terrible losses from d'Escargot and Feu's coordinated musketry.
With the light failing and the French drawing in on all sides it was every man for himself! The allies slipped away but in the whirling confusion the Dragoons mislaid Carruthers. He was last seen by Blunte galloping for the higher hills.
What a superb game that proved to be! Some tense and dramatic moments along with some real comedy too. Paul was, as ever, a splendid opponent and was kind enough to point out a few subtleties of the rules as we went along. I certainly felt that I played much better in this game now that I'm getting a firmer grip on the rules.
Our next game will see both sides searching a remote mountain settlement for the errant Lieutenant. I set the table up but we didn't really have enough time to play so we agreed to postpone rather than try to rush things. Here's the tiny village of Vila Nova de Capelo.
Each force will enter from one of the short table sides. Carruthers will be hiding in one of the buildings. Each building will have 3 cards (4 for the church) and Carruthers will be represented by the joker. The cards are shuffled then dealt out to the buildings. To search a building, one or more groups must enter the building but cannot shoot as they are busy searching. If the British are searching then they may look at all the cards for the building - Archie will hear English voices and reveal himself. The French must search for him; each group searching may draw one card, if it's not the joker then discard it. The group may remain in the building to search again next time they are activated. If found by the French then Archie will automatically be captured, place him next to the leader of the group. The winner is the first to escape with Carruthers by moving back to their primary deployment point.
Top chums Paul and Colin have got me in to Sharp Practice in a big way, so Paul and I started with a straightforward encounter between his French and my Anglo-Portuguese. It was a jolly good fun game and an ideal re-introduction to the rules for me. Interestingly, just one moment from this first small-ish game led to the scenario for the game I'm blogging about below... right at the close of that first game the young Light Company Lieutenant Archie Carruthers was knocked out during a French attack and his men forced to retreat. We decided that he'd been captured. After some discussion (and possibly a few beers) Paul and I agreed that the next game would be a rescue mission. You see, Archie's uncle is none other than Colonel The Honourable Sir Horace Barkinge-Madd, a senior member of Sir Arthur Wellesley's staff.
The Battle of Capela do Campo das Estrelas
The French, led by the newly promoted Captain Pierre d'Escargot, have removed young Carruthers to a nearby Chapel whilst they decide what to do with him. His wounds have been treated and he has been fed, but French Intelligence led by the shadowy Major CƓdu want to 'talk' to him, so he remains under guard.The Anglo-Portuguese Force
Captain Richard Blunte (III)
Sergeant Patrick Cockburn (I)
Two groups of 95th Rifles
Lieutenant Hugh Jercock (II)
Two groups of British Light Infantry in Line
The above two formations are the Light Company of the entirely fictitious Royal Somerset Regiment.
Capitão Jorge Vincente (II)
Sargento Macedo (I)
Three groups of CaƧadores in Line
AƧougueiro - "The Butcher" (I)
One group of Portuguese Partisans
Lieutenant The Hon. Humphrey Gore (I)
One group Light Dragoons
The French Force
Capitaine Pierre d'Escargot (III)
Three groups of Line Infantry
Lieutenant Victor Feu (II)
Two groups of Line Infantry
Lieutenant Rennie Lescun (II)
Two groups of Grenadiers
Lieutenant Francois Rapido (II)
Sergent Hector Soixante-Neuf (I)
Three groups of skirmishing Voltigeurs
Sergent Paul Galop (I)
One group Dragoons
Sergent Louis Souple (I)
Light Cannon
Plus one group of infantry tasked with guarding Carruthers in the church
The intrepid exploring officer Major Bruce Colborne and his contacts amongst the Portuguese partisans have located the missing Lieutenant, so Captain Richard Blunte has been tasked with leading a rescue mission.
The Light Company of 1st Btn The Royal Somerset Regiment (a mix of Rifles & Redcoats), Vincente's CaƧadores, AƧougueiro and his partisans, along with a detachment of the 16th Light Dragoons were marching to the rescue. However, a Bonapartist spy (the rogue, Grasiento Bastardo) has informed the French and they are making ready!
The French quickly deployed both line troops and numerous skirmishers to hamper the rescue. This forced Lt Hugh Jercock to bring his redcoats on to protect the primary deployment point. This was quickly followed by a stunning series of cards for the French that meant Rapido's Voltigeurs were able to inflict a tremendous amount of shock on Jercock's light bobs.
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Lt Jercock holds the hill as Voltigeurs advance through the wood |
This in turn led to Capitão Vincente bringing on some of his men to shore up the right flank and give the redcoats some time to rally off the shock. This really shifted the balance of the game with four groups of allied line troops struggling to hold off three groups of French skirmishers.
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Vincente arrives to relieve Jercock's men |
Across the table, Major Colborne and the Partisans expertly guided Blunte, Cockburn and the Rifles to the church. The green-jackets wasted no time and a furious battle quickly ensued.
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The first attack goes in! |
To my astonishment the first attack by the rifles was thrown back in disarray - have those Frenchers not seen Sharpe on the telly? With French cavalry and artillery now being brought up it was clear that the Rifles needed help, so Capitão Vincente directed Sargento Macedo to lead a detachment of Caçadores to assist the rifles as they prepared to storm the church again.
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Right lads, let's try again! |
As the battle at the church raged on, the Partisans and the rest of the Light Company tried to stem the French advance as d'Escargot's men sought to close the door on any Allied escape route, whilst the cavalry waited for Blunte to extract Carruthers.
The fight at the Church continued with the valiant defenders retreating to the roof and barricading the stairs. Covering fire from Blunte's men on the ground outside the church helped to keep the French busy but alas a stray rifle shot grazed Carruthers' shoulder - poor fellow!
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Carruthers is wounded! |
The CaƧadores proved their "fighting cocks" reputation and the few battered French defenders, duty done, finally surrendered. Hearing the call that Carruthers was freed, Gore's dragoons moved up to collect him. In doing so they drew the attention of the rapidly advancing French line and suffered terrible losses from d'Escargot and Feu's coordinated musketry.
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Cavalry were waiting just out of shot by the wood |
With the light failing and the French drawing in on all sides it was every man for himself! The allies slipped away but in the whirling confusion the Dragoons mislaid Carruthers. He was last seen by Blunte galloping for the higher hills.
What a superb game that proved to be! Some tense and dramatic moments along with some real comedy too. Paul was, as ever, a splendid opponent and was kind enough to point out a few subtleties of the rules as we went along. I certainly felt that I played much better in this game now that I'm getting a firmer grip on the rules.
Our next game will see both sides searching a remote mountain settlement for the errant Lieutenant. I set the table up but we didn't really have enough time to play so we agreed to postpone rather than try to rush things. Here's the tiny village of Vila Nova de Capelo.
Each force will enter from one of the short table sides. Carruthers will be hiding in one of the buildings. Each building will have 3 cards (4 for the church) and Carruthers will be represented by the joker. The cards are shuffled then dealt out to the buildings. To search a building, one or more groups must enter the building but cannot shoot as they are busy searching. If the British are searching then they may look at all the cards for the building - Archie will hear English voices and reveal himself. The French must search for him; each group searching may draw one card, if it's not the joker then discard it. The group may remain in the building to search again next time they are activated. If found by the French then Archie will automatically be captured, place him next to the leader of the group. The winner is the first to escape with Carruthers by moving back to their primary deployment point.
Labels:
British,
French,
Napoleonics,
Portuguese,
Sharp Practice
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