Showing posts with label Experiment/planning. Show all posts
Showing posts with label Experiment/planning. Show all posts

Saturday, 17 May 2025

Some More Crossfire Play..

The Empire etc.... Crossfire Experiment Two

The Attack..

Since our reconnaissance, the enemy has aggressively been pushing patrols across the stream and, it is suspected, digging-in. It has therefore been decided that an attack in company strength, with tank support, is to take place in order to clear the enemy from the valley.

Three tanks and a first wave of two platoons will lead, with HQ and the fourth platoon as second wave/reserve.


[Rules as before, but with some tweaking for the armour and the enemy possibly having set up some kind of defences.

I've been looking at with some of Lindybeige's house rules
 
re. multiple attacker variants etc. - some of which look really worthwhile experimenting with.

Also, as this is a more of an "attack against an enemy occupied area" scenario, rather than a scouting mission I will use a throw of 6 on a 6D as the card trigger.

Second wave and stationary/hidden units will trigger on a two throw process (i.e. a 6 then another 6 to trigger).


In the deck I will use all red cards but Spade Ace and Court cards only (i.e. both red suits, one black).

The court cards and Aces will act as follows (and be discarded after one use).
The deck will be reshuffled after each court card draw.:

Red Jack: MG. fire from previously-concealed enemy blockhouse (first wave/attackers only. Ignore and return to pack for second wave/stationary).

Red Queen: Enemy AT rifle fires at nearest tank to testing unit.

King of Hearts: Enemy tank appears and fires.

King of Diamonds: Enemy infantry counter attack. (Note if this card is drawn at once draw another card. If that card is ANY Red card then there is, immediately before the enemy infantry are placed on the table, an artillery barrage of ten "bursts" across the table targeting my troops. The second card is then returned to the deck.). Throw one Ave D. Throw 2x6D per pip shown on Ave D. This is the number of enemy charging.

Spade Jack or Spade Queen: Mine (A/T or A/P as per triggering unit).


Spade King: Friendly artillery barrage of 2xAvdD bursts.

Once used this is returned to the pack, which is shuffled, but value changes to "Infiltration Success": one enemy flank has been turned by forces operating on our flank. Dice for which.

Enemy on this flank come under fire from 4 x AvdD friendly troops.

Ace of Spades: IF my men have reached or crossed the stream I get an Order to Withdraw - the flanks have gone. I must pull back in good order. ALL friendly units must test for cards. The enemy will pursue.

Jokers: mortars (black friendly, red enemy) - as before.

Also, in the last game I forgot to clarify the use of scouts and snipers. 

Scouts can prompt the enemy to expose themselves. However, a scout being pinned or lost does NOT automatically mean that the side affected loses it's Initiative, but IF the scout IS lost or Pinned in clear line of site of a friendly unit THAT unit must Test for Pinning. If it fails the test then treat as a normal loss of initiative. Likewise, Initiative is not lost simply because a sniper fails to achieve a Pin result.]


The Game:

The game played out well.

Initially my right and right-centre made good progress, but enemy fire held my left centre. 

There was also some opposition in the village, but a couple of shells from one of the tanks soon cleared that.

Another of my t
anks got the opportunity to clear the enemy my side of the stream on my left by flanking them along the riverbank. My left and left centre had been slowed, but not disastrously.


While my left and left-centre were sticky, things were looking good elsewhere, with my right making progress right up to the stream.

But, as they pushed across the riverbed, my right units started running into problems. Sudden enemy fire pinned them in the swampy patch, then, to make matters worse, towards my rear right flank some more enemy entered the field and pinned my LMG support there.


I lost the initiative for a while, then, when I did get it back, my right centre rushed the river to support my right. Again, all good.

With my centre stilled pinned down, s
uddenly an enemy light tank appeared to pepper them. Things looked sticky - but a lucky hit from my own armour soon dealt with THAT.


Then I lost initiative again when the cards prompted a friendly mortar support barrage which failed miserably and, to top that, my men on my right did the enemy no damage at all.

Meanwhile, enemy
 fire from beyond the swamp downed two platoon commanders. Unable to rally, and taking casualties, my men were driven out of the swamp and back across the river. The same then occurred with my right centre...!! My right and centre scurried back to the village to regroup.


To add to my woes, more enemy appeared, facing my left. These pinned, then forced my leftmost platoon, rushed the hill with the stupa as my men withdrew, destroyed my leftmost LMG and set themselves up by the old walls to outflank me. 


On my right rear the enemy advanced - few of them, but enough to cause me grief.

With my attack blunted, several officers down, my tank commanders
becoming cautious and the enemy threatening to cut me off in a pincer movement I decided to hold in the village and try to rally my guys enough to break out.

The enemy (still
outnumbered) did not press the issue, but with too many officers down, and my men's morale fragile after our 
significant losses, it was clear that the attack had failed.


Conclusion:

Again, a tense, unpredictable fight. 

My men did well on the right, till the attack was blunted when they tried to push through the swamp, but the hidden enemy delaying and pinning my chaps in the left/left centre - and then the (small) enemy flanking force coming in to run interference on my right - were key. The tanks were useful to clear guys my side of the stream - and had I had better luck retaining the
initiative, might have been more active and been able to  provide supporting fire to the chaps crossing the watercourse.. 

The Crossfire concepts mixed with my Hidden Enemy conventions DO work very well for Solo - forcing me to make hard decisions in the face of unknown quantities. My "tweaks" work for me, but I need to write everything up and formalize further some aspects (there was a wee feeling of "Free Kriegspiel" at times; not itself a bad thing in my book, but....). The Lloydian ideas for "Phasing Fire" for larger forces will be worth looking at I think. 

I maybe need to think more re. "Overwatch" and other reactive mechanisms, but all in all this gave me an interesting, challenging game and, best of all, what I want out of a game; a convincing narrative flow, with plenty of imponderables, and with C&C issues being key. 

As always, thoughts, comments etc. are 
welcomed.





 

Friday, 6 December 2024

The Battle Between Two Rivers (Prep.)

Or, The Battle of Pen Foel Aman.

So, Burriena pushes into Area III. As usual I have looked at old O/S maps, local history sites and Google Earth to get an idea of the topography etc. 

This small patch mainly consists of a high plateau, broken up by watercourses and a valley. There are no clear tracks for the force to follow. The ground is mainly open grass and scrub. The only farmsteads are on flatlands to the north, the slopes above the river valleys either side of the zone and in the vale of the Aman (Cmwaman) leading down to the Diffa Valley.

This is likely a poor area, with little or no chariotry. The local headman and family may be pony-mounted, but the folk are mainly sheepherders and small-scale farmers in the valleys. On the plus side the nearby rivers are likely full of pebbles for chucking/slings so expect a lot of this.   

The local have gathered on Pen Foel Aman; a high spur of the plateau in the centre of the area, whose flanks, scrubby and steep to deter pursuit by cavalry, allow easy escape into the large river valleys to south and, via the Aman valley, east, which are also in a state of revolt (note: the road on the map is modern).

The terrain here allows the locals to sit on high ground dominating the route of anyone proceeding along the plateau, and the slopes and nearness of the revolted valleys prevent wide outflanking movements by the Romans. This looks as good a place as any for a stand. Looking at Streetview and the topography, the "dome" of the spur has a "nose" on the north west end. Placing the locals on this seems the best option, to protect their flanks.


Burriena does have the option of pulling back; but doing THAT, against hill tribes the world over, will almost certainly result in a harassed retreat. Simply pushing past will leave the cohort at risk of flank attack and leave hostile force to his rear. He really has no choice but to disperse the locals - and even with the home advantage, this, with only 200 locals, mainly amateurs to fight, should in theory be a routine action for a Roman cohort. However.....

Burriena's Dalmations are a cohors quingenaria equitata. But as we've seen, some are on detached duties at the two forts. He therefore only has with him 2 Turmae and 4 centuries, whose ACTUAL strengths on the day are:

Century 1: 52 men
Century 2: 56 men
Century 4: 50 men
Century 6: 26 men
(184 foot)

Turma 1: 15 men & horses
Turma 2: 21 men & horses
(36 horse)

Dismounted cavalry (men whose became lamed/rendered unfit or sick en-route etc. but who are retained as baggage guard): 2 troopers.
Servants etc.: 28

[Above figures and decisions ascertained by dice tests as usual. Battle location by IMP.]

IF the battle drags on there IS the possibility of interference from the neighbouring hostile septs. But this is unlikely, since two of these areas have already had the bulk of their men drawn off by Twrch and all three will be aware of the arrival of Albinius at nearby Difforum - and his larger force less than two to three hours march away.

To The Table:

This should be simple enough; a rough dome of a spur with a sloping approach, scaled to the chosen man/figure ratio. The Romans coming from the north would be confronted by this - with the likelihood that the "tip" of the nose would be occupied by skirmishers, with the rest of the men further up-slope. The slopes would make flank defence easier.


From the Roman point of view there is nothing other than the slope to give pause.
There is room for the horse to manoeuvre and a small hillock on their right flank to provide a rallying point if things go awry (best line of retreat would be across the narrow Caenona valley into the friendly territory above Ronda (about five miles away) and from there back to Nidenum.

In the event of a victory, nearby springs would be
useful post-battle; particularly for the wounded and the horses.

The ground is rough grass and scrub. The trees thereabouts as seen on Google are, from old maps and photographs, clearly modern plantations, so no palisades/fieldworks/surprises from woodland to worry about. Basically this looks like a slightly rougher version of the open sheepwalks we get round here in Sussex, but with steeper sides in places. Not the best of marching grounds - but certainly no worse than what the Dalmations would be used to at home. 

Scale-wise I'm undecided, other than this seems best suited to my 20mm figures (as it's really a skirmish). The Silures will have a likely frontage of about 60m or so I guess. I have done one figure = one man actions before, and have enough bods to do that, but maybe I'll plump for 1:2. It'll make a decision once I get the table out (this will be the first 20mm action in the Blockhouse playroom). 

So, to battle...

Saturday, 23 November 2024

This Ain't Siluria Two....

Another "Romans in the Hills" Campaign.


I've decided we will return to the hills and valleys of South Wales for the next simple campaign. Here are my initial (draft) thoughts.

Since the pacification of the area (see the first project I posted about here on the Blog) the Roman administration has been busy; pouring in money and labour for road building, subsidising local friendly leaders, strengthening the marching forts set up during the pacification, establishing garrisons for policing and using those forts as administrative centres for tax gathering.

Two port facilities have been set up so as to boost the local economy. Like the roads, these will bring trade benefits to the area. Like the roads they will also help support troop movements and supply.    



However, the central and northern regions have barely been touched by the Roman administration and there are no roads or forts here. 

Furthermore, the septs in several zones to the north of the northern mountain range (west of the headwaters of the Isca River) and in the hills between the Nida and Diffa upper reaches/headwaters never submitted to or were never pacified by the Romans before the High Tribal leaders came to terms.

The northernmost septs are almost certainly in contact with the unpacified Ordovices to the north.

Some of these unpacified zones will be the seat of the revolt (dice throw 1x6D per such zone. Result 1-2 = nothing. No further testing here. 3-4: test each subsequent map move. 5-6; zone in revolt.).

I will be using some of the same basic processes applied in the first campaign (movement/supply, Events, War Diary etc.) but with the addition of a Revolt Table (see below for draft) for zones in the "Pacified Areas". 


Isca and the ports may be considered "Supply Depots", unless occupied by hostile forces.

I will play the Romans. I will dice to see what forces I have at the forts but all will be Auxilia.

The forces at my disposal to crush the rebellion will consist of the fort garrisons and the Auxlilia based at Isca.

There IS a partial legion at Isca (eight cohorts of the IInd Augusta, shifted from Glevum during the emergency; its place at Glevum being taken by a vexillation of the XIVth ) but while I can call on elements from it to support my campaign I will be penalised if I do so.


Victory Conditions:

Basically the Romans need to pacify all zones in revolt. As soon as all rebellious zones have been pacified the campaign is deemed over. I've drafted the following:

Two points gained for each rebellious zone pacified.

Two points gained for each 500 men of each rebellious force dispersed/destroyed.

Three points for each rebel leader killed or captured.

Minus one point for each zone which revolts (exclude zones which start the game in revolt). 

Minus three points for any fort destroyed (any cause, including voluntary destruction).

Minus five points for any Port facility destroyed (ditto). 

Minus five points for each zone Ravaged (by either side).

Minus one for any Forage token lost to enemy action.

Minus three points for each Auxiliary Cohort lost (any cause).

Minus six points for each Legion Cohort lost (any cause)

Minus one point for each legionary cohort deployed from Isca.

IF more than four legionary cohorts are deployed from Isca a penalty of minus three points will be applied for each additional cohort so deployed.


Conclusion:

Well, those are the initial thoughts. Watch this space...

As always, thoughts & comments welcomed.

Tuesday, 18 July 2023

Another Solo "Battle Generator" Experiment..

Board Game Solo Protocols ("The 45")

Reenactment season AND visits from prospective buyers have interrupted play, so no game reports, but I've been working on using "The 45" board game as a scenario/battle generator (see previous posts on using AH's "1776" for same).

As part of this thinking I've decided to change (and formalise) my solo methods for such games. This will be yet another experiment, but having recently played some games using "Crossfire" principles and some "searching" board games with "hidden movement" protocols which actually represent forms of "delayed intelligence updates" (for want of a better term) I've decided to play around with these concepts.

Basically the games I've been playing required one player to "search" for hidden parties belonging to another player (these were games based on Tolkien's Lord of the Rings, where the Ringbearer/Fellowship's location(s) clearly needed to be kept secret). To summarise, each move the Searcher failed to locate the target the potential movement range of the target was extended; thus bringing the target closer to its destination. It seemed to me that this process could be applied to more military games, hence......


So, I will begin by working on the following processes.

A) Player Priority and Phases:

Before any action the Priority for Player Move must be determined by a 1x6D test. Highest dice score goes first, but modifier with +1 per Leader token value in play and minus 2 if the testing player was first to move the previous turn.

B) Phase Progression:

1)
Active Player plays/moves as usual, subject to Activation tests for detached commands and Independent Action tests for same where appropriate. Government units within striking range may be attacked, but may evade where allowed in the rules. Government forces may intercept any Rebel forces as usual.

2) Battles arising from the above are fought out as normal on the Table wherever practicable. Post battle retreats will be dealt with by means of ad hoc tables.

3) A new Phase for the Rebel Player will be introduced after the reinforcement Phase. This is a Test for an Intelligence Update (Modified as follows: +1 per major battle won,+1 for -2 per major battle lost, +1 each Major Port and Fortress held, +1 (cumulative) for holding Dundee, Glasgow, Edinburgh, Newcastle, Carlisle, York, Bristol, Manchester, Leeds, Birmingham, Sheffield, Hull and Liverpool, + 1 per SP dedicated to scouting, +1 per cavalry unit Rebel controlled, -1 per Government cavalry unit known to be deployed on the board).

Throw 3x6D. On a throw of 10 or above Intelligence has been updated. A failure to update intelligence counts as a free move accrued to Government Forces (see successful updates).

The test is Modified as follows: +1 per major battle won,+1 for -2 per major battle lost, +1 each Major Port and Fortress held, +1 (cumulative) for holding Dundee, Glasgow, Edinburgh, Newcastle, Carlisle, York, Bristol, Manchester, Leeds, Birmingham, Sheffield, Hull and Liverpool, + 1 per SP dedicated to scouting, +1 per cavalry unit controlled, -1 per Government cavalry unit known to be deployed on the board.

If successful first check for any change in Government Policy (see below) by throwing 2x6D.

On a throw of 10 or more Government Policy may have changed.

Then throw 4x6D to check on what any Government Policy Change might be (Modified cumulatively as follows: -4 per major battle won by Rebels, +3 per major battle won by Government, -1 per English Port held by Rebels, -1 per English Zone held by Rebels, +2 per Scottish Zone held by Government, + 1 per French SP in England, -1 per French SP in Scotland, +1 per Sea Action won by Government.

"Och.. Away wi' ye, ya wee Lithuanian dwarf that ye are..."

C) Government Policy: This will determine Government action/movement.

a) Minus Result; Negotiation: Counts as a Move. Neither side may take any military action in England. Zones outside England are unaffected UNLESS a stack contains French units (such a may not move/act at all). Rebel/French Fleets must return to Port of Origin. Rebels (only) may suffer Attrition. Reinforcement/recruitment can take place.

b) Result of 0-5; Hesitation: Does NOT count as a Move for Government Forces to accrue movement. No Government movement except to garrison in the event of a French Intervention rise. Reinforcement/recruitment can take place.

c) Result of 6-9; Containment: Normal rules apply. Government will attempt to close/control routes towards London (in order of distance from nearest Rebels to London, shortest routes first) by occupation and digging-in. Government may move to within 3 Zones of Rebel forces but may not attack. If already within three Zones of rebels Government forces will dig in. March ranges determined by time since last Intelligence Update.

c) Result of 10 - 12; Consolidation: Normal rules apply. Government will concentrate forces (March range determined by time since last Intelligence Update) to form as many armies to match the largest Rebel Army strength and dig-in at points of concentration.

d) Result of 13 - 17; Indirect Action: Normal rules apply. Government will attempt to move armies past Rebel forces and press towards (in order of priority):
i) Any ungarrisoned but Government-held English port/fortification.
ii) Any Rebel controlled English port/fortification.
ii) Any Rebel controlled English city/town/zone (in that order of priority)
iv Edinburgh.
v) Other Rebel-held zones in the Lowlands.
vi) Rebel-held strong-points in the Highlands.

March ranges are determined by time since last Intelligence Update. Government will attempt to concentrate into Field Armies meeting largest Rebel Force value at move end. May Force March. Potential Overruns and interception options may be tested for by means of ad hoc tables.

e) Result of 18 - 24 or above; Direct Action: Government will attempt to concentrate a Field Army of at least equal strength to any Rebel force in order of strength (strongest first) and, in order of the following priority, and move to attack (within a march range determined by time since last Intelligence Update). Where there are multiple targets possible this will be decided by ad hoc test.
i) Any Rebel force potentially outnumbered and containing Prince Charlie.
ii) Any Rebel force in England.
iii) Any French (only) Force in England.
iv) Any Hostile Force in any Friendly Continental Zone.
v) Any Rebel/French Force in Lowland Scotland.
vi) Any Rebel Force in Highland Scotland.

Government forces may Force March. Overruns and interception may be tested for.

3) Successful Update/Government Move: Government forces may move in line with the Policy being adopted (above) using any or all accrued Movement Points up to maximum distance accrued (see below).


D) Government March Ranges:

Government forces can move up to the maximum move distance for ALL moves since their last move/the last Intelligence Update. I.e. if three Government moves have been "missed" due to lack of Intelligent Updates Government units may move three move's worth of distance. Government forces may be intercepted. Where alternative targets of equal priority present themselves then an ad hoc dice throw must be made to decide.

E) Government Targeting: Should normally be clear through the Policy being adopted. When in doubt use an ad hoc table test.

F) Government Reinforcement decisions: When relocating units to meet garrison demands (as a result of French Intervention rises) the NEAREST applicable units will be chosen. In any case where two or more suitable units are at an equal distance to the region needing garrisoning then a dice test will determine which unit moves.

G) Weather: At the start of each Player Movement Phase weather must be tested for on a 1x6D throw for each region where Player Field Forces are present and each Sea Zone.

On a throw of 1 or less (modified by -1 in any Winter Turn and a cumulative additional -1 for Regions in Scotland, -1 for The Hebrides Regions (all) and Central North East, -2 for the Western Isles and North Sea zones) NO movement can take place in that Region/Zone for that PLAYER move (exception Forced March - treated as Winter for losses, with + 1 to the Losses Table if actually Winter and Interception).

However, IF there is a 1 or minus result for the
First player in any Game Turn these provisions affect BOTH players for the duration of that entire Game Turn.

Summary:

We'll see how things go over the next week or two. Any thoughts/queries, as always, welcome.




Sunday, 29 January 2023

Post Xmas "Crossfire" etc.

Delayed Follow-Up..

Alas, seasonal duties and a series of seasonal bugs delayed my experiments (and some deliveries tempted me into some displacement activity), but here at last is the threatened "Crossfire" experiment write-up...

First thoughts were that this would work fine with a terrain-heavy table, say for an ACW or AWI game, where men are not necessarily standing in full view of each other in a "please shoot me" manner, but on a classic 18th, 19th, medieval or Ancient style "open battlefield" - or battles on wide sweeps of veldt or steppe or deserty scrub ?  Hmm.. My thoughts here, for those types of fights, were "This isn't going to work"...

So that, of course, would be the type I would try...

Normal "Hidden Enemy" rules would apply (i.e. test for each Potential Ambush Point approached) and anticipated that these would work fine in generating enemy reactive fire/presence, but my main concern was how I would manage any examples of long movement in the open and broad flanking movements, out of LoS of the other side's artillery and in areas uncontested/uncontaminated with PAPs and hostile troops.

My answer was, in the event of such moves, to test for enemy action for each significance terrain feature crossed/approached as I would for a PAP and also perform a scenario-specific Events Table test per such "move" (standard movement per troop type + 1x6D x inches) to allow for poor guides/getting lost/officer incompetence/ unexpected halts or delays ("Nice strawberries...") etc.


So, to the game. I foresee a simple scenario of two armies facing each other, with me playing one side and the AI the other. A quick set-up, and....

The field is the ground facing a corner of the friendly city of Feroozabad, which, for the sake of the narrative, is being blockaded by the enemy. MY job (coming in from the left of the top of the pic below, on the "Wrong" side of the river) is to see off the hostiles facing me, and get my lads over the bridge and ford.


I expect the immediate action to take place in the area below. There are plenty of potential PAPs, but also some large (in "Crossfire" terms) open areas where long movements could be made without interruption.


I must deploy and formulate my Plan and orders first. My troops arrive (below): three infantry brigades, in roughly three lines, two guns (in the centre) and some squadrons of cavalry in two units (one on my left, one in reserve behind the infantry left of centre). I make my plans.

My Right will advance to the ford, supported by the Centre. Once the ford has been secured we will then cross the open ground, dealing with any resistance, take the Bridge and cross with the main force there. No enemy are in sight while I make my plan. 

Oh, there they are (below)....

Six large regiments of infantry (in two brigades; each regiment being half as big again as one of mine) deployed in two lines on my side of the river between the Palace and the Royal Tombs. Also visible are two large bodies of cavalry (each roughly numbering my whole cavalry strength), on the other side of the river: one on a low ridge above the bridge, the other the other side of a nullah within attack distance of the ford. However, these are just the enemy I CAN see......

I dice to see who has the Initiative and I get it.

I move two regiments (one European, one Sepoy) on my right wing towards the mill, so as to attempt to control the ford. Under normal "Crossfire" rules there would normally be no measuring, but I throw a red die (to see how far beyond normal move my guys have to test other than for PAPS) and get a One.

The PAPS they would pass en route (the scrub by the river and the walled enclosures under the hill) prove "safe", however, at move end, approaching the Mill, we test again and get a 6; we must make a card draw for possible enemy action/reactive fire. 



This proves to be a false alarm (red numbered card). We throw to move again as we still have the Initiative. We can move nine inches (red dice) but must test at move end for enemy action (card draw again).



My chaps complete their move, blithely approaching the mill.



Then I draw the card - at the same time dice testing for the flanking PAPs.



Nine of Spades... This produces nine stands of enemy opening Reactive Fire at close range from the mill. Bad result for me.





My guys get nastily hit, their brigadier is killed, they are staggered - and the enemy gains the Initiative. Their two brigades facing my guys test - and will advance.



As the enemy start moving my artillery are permitted Reactive Fire, but I have to decide when to shoot - at long range - and keep them at a distance while reducing hits, and my chance to take the Initiative, or wait till they get closer - maybe even up to close range....

I decide to open up at medium range and my gunners shoot at the enemy.

Great result. Two enemy units are staggered by my guns. as a result. I regain the Initiative

My right flank units come under reactive fire (they don't need that), make a decision test (dice) and elect to fall back. 


Meanwhile, my left wing advances, triggering a hidden Enemy Test at "move end".



A six - I must make a card draw.



Oh dear... Joker - a enemy mass attack by previously unseen assailants. I throw a dice to see how many dice worth of Stands of three I face. 



Five - so five dice loads. 



I score eleven on the five dice - not too bad. But eleven stand of three enemy per stand. Now to discover where they are coming from. I throw three dice - one pip = one inch maximum distance - and get fourteen.



An enemy cavalry charge of eleven stands launches from the graveyard towards my Left.



As they charge my guys shoot reactively at close range, and the enemy are staggered. Excellent.



 

Over on the Right my general trots down the hill to try to stabilize things. He rallies my leading regiment, but his actions prompt reactive fire from the mill, and although more Shock is received it is not enough to allow the enemy to seize the Initiative.




Over on the left the enemy cavalry pull back, and as I still have the Initiative I advance my left wing. I am also able to launch my nearest cavalry at the discomforted enemy horse..

My donkey wallopers take serious casualties in the resulting melee, but the larger body of enemy is routed. 





The enemy perform long range reactive fire at my moves on the left, but to no effect.



I still have Initiative, so move back to my Right. My European regiment opens fire at the enemy at the mill and their Sepoy supports charge home; intent on taking this troublesome building. This action produces reactive fire from the mill.... 



......and THEIR supports.



My Sepoys manage to charge home, but are thrown back, staggered - and I lose the Initiative.



The enemy now have the Initiative, on my Right they continue to shoot at my troops, and stagger my troops. They advance a regiment to the base of the central hill, then attempt to rally other units in the centre, but are only partially successful - so lose the Initiative again.



Over on my Right my men simply take in cover behind some walls - prompting some ineffective reactive shooting from the enemy. I decide not to risk losing the Initiative by a failed rally attempt, so look elsewhere..



I focus on my Left, advancing and opening fire on the enemy's already Shocked infantry.


They respond, but cause only slight Shock and one of my regiments charges home, as I move my cavalry up to support and threaten the enemy flank.



The enemy Right is discomforted and withdraws.

With most of the enemy army shaken or pulling back, and only the men near the mill seeming determined to contest the field (and a
s this was a one-off, experimental fight, rather than part of a campaign) I decide that will do. I have tried the method as much as I feel necessary with this fight - and anyway have to clear the decks for visitors....    

Thoughts and Conclusions:

I felt that the procedures had definite merits. Certainly the Hidden enemy element worked fine with the "Crossfire" concepts - and would work equally well if applied to the kind of fight the rules are actually intended for. Next time I go down the WW2 skirmish route I will give certainly give Crossfire a solo outing.

I liked the fact that, as with the skirmishes for which the rules were designed, the Initiative aspect meant I spent a lot of thought in considering where and what actions I should carry out; balancing my wishes and needs with the fear of losing the initiative. 

As the game had to be played in spurts (due to other commitments) I did get a little lost at times - so some kind of marker system indicating who had the Initiative at any one time would have been be useful to me. 

When the Initiative lay with the enemy things were a bit scary - not a bad thing at ALL - as at any time a mass attack could come in, with me having to decide at what point to risk using my reactive fire (long, effective or close range). Luckily for me the AI had some dreadful failures in attempting to rally his Centre and Right. 

I'm not sure that the system doesn't make certain moves over-powerful (big, sweeping attacks), on the other hand that may be more realistic than the chess-like conventions of most wargames, where you have time to think and ponder (SO unlike the real world)

I will have to think a bit about the Reactive Fire and Morale aspects a bit, but feel that it will be worthwhile thinking and tweaking the concepts. The game was fun - and certainly MUCH quicker to play than my usual "Activation Draw" way.

So, there are. A worthwhile exercise..



Round-up.

Meanwhile, I have started the new year with some reading, researching and musing over 6mm gaming/Solo campaign priorities for 2023... 

Should it be the "This Ain't The 45" project (which I feel needs more Jacobites. The Irregular Miniatures ones are lovely, but ideally want mixing with the H&R ECW Highlanders, which are sweet and compatible, but which have not been re-issued yet) or the "This ain't Turkestan" one (which needs more folk painting up/converting)...? Hmmm....

Re. the former: an hour or two spent looking at lovely, lovely maps (links) may have swung the balance....

https://maps.nls.uk/military/scotland_text.html#roads

https://militarymaps.rct.uk/other-18th19th-century-conflicts/jacobite-rebellion-1745-46

We history lovers (& gamers) are SO lucky regarding the resources at our fingertips these days.

There will likely be a hiatus here on the old Blog - as we may well be moving house in the next few weeks and my playroom activities are likely to be mothballed as we tidy, titivate, throw all hands to the pumps and attempt to generally make the place look ship-shape for selling..
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Meanwhile, as always, comments, snipes and thoughts welcome...




Or three... Or four......

VERY little to report.... Due to a busy reenactment season another filler post I'm afraid, just to show I'm still here...... Our ann...