Wednesday, February 5, 2020

Battle of Gloucester - Domari Nolo AAR

This past weekend, I travelled back to Pennsylvania to play in one of Bob's big community games. 

The last time I had done so was Bob's recreation of the Battle of Clontarf, which had reversed history with the Irish defeated but Brian Boru surviving to fight another day. Now were refighting the Battle of Gloucester with Bob's Domari Nolo ruleset.

(As an aside, I looked up where Bob had gotten the title for his rules. "Domari Nolo" was the motto on the flag of the 1st Continental Regiment during the American War of Independence, and means "I will not be subjugated." A well chosen title!)

The scenario finds the British army wrapping up a successful foraging campaign in late November, 1777 as the British occupy Philadelphia. Cornwallis is loading his troops to leave New Jersey for the British winter quarters when the sounds of battle reach him. A number of American riflemen and militia, led by the Marquis de Lafayette, has turned a reconnaissance into an attack, and the unprepared British and Hessian troops are routing towards the barges that will take them to safety. Cornwallis needs to rally his troops, ready the defenses, and repulse the Americans.   

According to the scenario, the British would score points by sending full barges across the river and by capturing American and French officers. They would lose points by deploying units to fight against the Americans. 

The Americans would score points by capturing British and Hessian troops, officers, and artillery pieces.


At the battle's outset, most of the British troops were gathered along the Delaware River, with pack animals and forage ready to board and head back into Pennsylvania. These troops were not deployed and unable to contribute activations cards to the battle deck, according to Bob's rules.


Hessian grenadiers and jaegers made up the rear of the column, with another group of jaegers deployed as a picket line.


The first Americans to arrive were riflemen. Their long range and accuracy sent the Hessians fleeing towards the column's rear, opening a good amount of space for the rest of the Americans to deploy.


As the Americans came on, the British focused on loading the barges, and managed to get two off into the river.


The Hessian jaegers would face the brunt of the American attack for most of the game. The British were forced to deploy a second company of jaegers to support the picket jaegers, which was still streaming towards the town.


While some troops waited to board, Cornwallis sent his light infantry to occupy the defenses along with a cannon.

At this point, so many British troops had been activated that only a compete rout of the Americans would result in a British victory.


With American militia troops pressing through the woods, the Hessian jaegers finally collected themselves and presented two lines of battle.


They would need to be ready, as more American riflemen were pushing towards the town, and a squadron of Continental cavalry was readying a charge.


The main fight had finally begun on the outskirts of town. The British light infantry and Hessian jaegers, supported by guns from British ships on the Delaware, aimed to hold back the attacking militia and riflemen.

The American cavalry was driven off, but not before they forced a line of jaegers back. A massive group of American militia had marched in from a nearby swamp to support the attack, but the jaegers' rifles ripped through the colonial troops and sent them reeling for a time.


With a gap in their defenses, Cornwallis rallied the jaegers and sent them forward to recover their lost amusette (an oversized rifle used as a light artillery piece). Over on the British left, the jaegers were trying to hold back the American cavalry - a difficult problem, as the Hessian light infantry lacked the necessary bayonets.


Various groups of Americans were streaming towards Gloucester, hoping to spoil the British retreat.


As the fighting continued, the British had moved four of the available six barges off into the river. However, the American cavalry had delivered a thrashing to the jaegers holding the British flank, chasing them to the banks of the Delaware and scattering the German mercenaries. Even the covering fire from the British ships couldn't chase the cavalry out of the town's proximity.


By the the sun had begun to set, the British were still desperately holding on. It was only the loss of light that prevented the American cavalry from sweeping through Gloucester into their rear lines.


Lafayette looked on, happy with the days conclusion. His troops were mostly intact, and the British had been severely delayed and would need to continue into the next day or two to get their supplies and wounded across the river. He would even return with a few prisoners.

The end result of the game was a resounding victory for the Americans. While the British managed to get four of the six barges off the table, they had activated too many units to try and hold back the Americans to break even. Casualties from the enemy's rifle fire and cavalry charges only served to increase the imbalance of points.

It seemed like the players largely enjoyed the game. Bob's rules were fairly easy to learn, with only a couple potential changes or refinements. I especially liked how his morale and casualty recovery rules reflected how battle losses in the 18th century were not from deaths but from men fleeing the line of battle. In Bob's rules, this meant that losses could be recovered once a unit was activated, so it was actually hard to actually reduce the number of soldiers in a unit.

However, units could activate as normal even when they failed their morale test, so even causing a unit to retreat backwards didn't keep them out of fight for very long. The rules also lacked a way of showing fatigue for a unit, which meant that a single unit could be activate multiple times in a turn. This allowed certain units to dominate the battle once they were in the right position, and meant that other units were hardly touched, acting only to provide addition cards in the activation deck. Limiting how many times a unit could be activated, or having it cause negative morale modifiers (thus causing more men to flee the battle when being shot at) could help with this.

Regardless, I'm glad I traveled back to PA for the game, and I look forward to attending more of Bob's scenarios!

Wednesday, January 29, 2020

Painting Update - Warhammer Fantasy

There's hasn't been much going on in terms of games played, but I did take up a painting challenge from The Old World Lives podcast, which focuses on 6th Edition Warhammer Fantasy Battle with a little Mordheim on the side. Their January challenge was to paint up a Core unit from an army, and I decided this would be the perfect motivation to finish the biggest chunk of my Orcs & Goblins project - a 25 strong mob of Orc Boyz.


This is the largest unit in the Waaagh! so far, even counting the cavalry units. It needs to be large, however, since these Orcs are lightly armored, trading the protection of shields for an extra hand weapon.

And that's it for now! I'll put away the green paint for a bit to concentrate on other projects, but I'm rapidly approaching the end of my Orcs & Goblins.

Wednesday, January 22, 2020

All Along the Watchtower - Warlords of Erehwon AAR

This past weekend, Josh and I got a game of Warlord of Erehwon in at Les' place. Les has been looking for a possible Age of Sigmar replacement, and Warlords was one of the rules offered up. 


The scenario was The Watchtower, which is a Fantasy classic - one side controls the watchtower and has to defend it until the end of the game, while the other side wants to capture the watchtower.

Instead of my Orcs & Goblins, I decided to use the Samurai army list with my Wrath of Kings Shael Han, with an Allied Wyvern to represent the Fulung Devourer.

My samurai ended up defending, so I placed a unit of Oni in the tower, as no unit in my list had shooting attacks.


Not much had happened in the first two turns of the game. Both sides advanced towards the watchtower, while my Oni hunkered down against Josh's dwarven guns.

The Wyvern turned out to be the MVP of the match, with its 20", SV 4 Flame Breath attack that could get through the Dwarves' heavy army and place mutliple pins. Additionally, it was a MOD2 monster, so it could be activated twice a turn!


Unfortunately for the Oni defending the tower, a Dwarven hero reached the base, bashed through the barricaded door, and slaughtered the eastern ogres.

However, my Wizard had brought a new spell to the table - Peculiar Portal. When successfully cast on a unit, it's controlling player has to place it back at their table edge! And in a game where most units can only move 10" a turn (and these Dwarves couldn't sprint thanks to their Bloomin' Big Axes), this can easily put a critical unit out of reach and unusable. I was throwing out Portals left and right, especially on the Dwarf Guards and the Dwarf Hero.


My Onna-Bugeisha and Daimyo took up the left flank, as my remaining Oni waited to claim the tower again after the Wizard had portalled the Dwarf Hero away.


And while my Samurai had been routed, the Ashigaru took up the slack in their absence. Aided, of course, by the fire-breathing Wyvern.


For once, I was able to thin the Dwarven lines. Between the naginatas, halberds, and flames, Josh's stunties were dwindling in ranks.


The remaining Dwarves weren't enough to stop my Oni and Hero from taking the tower. Both watched on as my Onna-Bugeisha and Wyvern press the retreating Dwarves.

This was an interesting match, and fun as always. I have to admit, it was the Peculiar Portal and the Wyvern won the game for me. The army list itself was rather bland, as nothing really screamed "Samurai" to me. I think I'd rather play another army and just ally in a monster instead.

Wednesday, January 15, 2020

Rush or Retreat - General d'Armee AAR

For this month's SJGA meetup, I decided to play in Ted's General d'Armee game.

The scenario was based on the action at Gilly, during the Hundred Days War. The fight was a delaying actions by the Prussians against the approaching French army. 


In the scenario, the river that splits the table halves the movement of infantry units (or they take a casualty to move at full speed), and cannot be crossed by cavalry or artillery. It can be crossed either at the bridge at the center, or the ford that the French players (including me) placed on the left side, indicated by the pebbles.

The Prussian commanders were able to place two marshes, which would be impossible for any units to cross over. These were placed as to quarter the river, which would cause a lot of trouble in the upcoming battle.


The Prussians had the whole of their table half to deploy on. One infantry brigade held the bridge, ready to halt the French attack. Two more infantry brigades waited on the banks of the river. The Prussian cavalry sat back on a nearby hill, ready to charge down and reinforce any breaks in the line.

The French had three infantry brigades deployed on the table, with a cavalry brigade in reserve.


Napoleon himself was directing the battle in the shade of a nearby windmill, which (supposedly) gave the French a tactical advantage with an automatic Aide de Camp each turn, which could be used to augment the French forces in a variety of ways.


I was commanding the French right for the battle, and I decided to make use of my veteran French troops by keeping them in column and aggressively moving them to the river. There was a bit of forest on the Prussian left flank that I was hoping to get into.


Meanwhile, the largest French brigade was moving to assault the Prussian garrison defending the bridge.


The French attack initially went well, forcing the Prussians out of their defensive position. The French quickly took up the defenses and waited for the inevitable counter attack.


I was using a lot of the Aide de Camps we were rolling up (although it wasn't much, as our luck was abysmal during the game) to give my brigade more movement - 4d6 extra centimeters worth. This helped keep of the momentum, giving the Prussians two battles to worry about.


The fight on the French left wasn't doing much, due to slow movement of battalions in line and poor activation rolls. The Prussian artillery was spoiled for choice when it came to targets. This part of the battle wouldn't add up to much in the overall results.


The French Brigade under my command was doing well. Apart from the snafus coming from the higher ups, the battalions were handling the assault with ease, with few casualties. I was worried, however, when Ted brought his cavalry brigade down from the hill. My columns were going to be in for a fight when the Prussian horse arrived.


In the center, both sides had to take a moment to recover. The French had been thrown back in disarray when a battalion was utterly destroyed by a Prussian attack. But the Prussians weren't able to capitalize on the French retreat, which left the town unoccupied. 


As the tenth and final turn came up, it seemed like the French were on the verge of defeat, as they had been unable to cause two Sauve Qui Peut results against the Prussian brigades. I was looking over the scenario and realized that the French could win by either causing two Sauve Qui Peut results, or by causing three Retreats! With this realization, the French were able to claim a victory, with the Prussian force pulling back.

Ted did a great job of introducing the rules to three players who had no previous experience with General d'Armee. He's planning to run it at Cold Wars in March, and I may take part if there are any open spots.

Wednesday, January 8, 2020

Painting Update - AWI

It's a new year, and that means more painting! Here's what I've been working on since last time.


Unfortunately, Cape Con (where I ran a game of Gaslands last year) has been cancelled. So the 15mm Rebels & Patriots game I was going to present has suddenly lost a lot of steam. But I'm going to soldier on and get it done, so that I can put on games at the club at least. 

My first two units for the Continentals are generic line infantry units. I decided to have one unit in blue coats and buff facings, which mirrors the officer's uniform. 


The second unit is a close match to the first, with blue coats and red facing. 

I plan to make the Continentals' uniforms varied, to be set against the standardized colors of the British and Hessians.