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Friday 27 November 2020

Battle of Mir- July 1812 - 15mm using Shako II

 I was talking to Michael Hopper,the other day (via email), author of some fantastic Napoleonic scenario books, about Russia 1812 and he sent this Scenario, one of three using these forces below, with some infantry, etc in the later scenarios.

The Grand Armee had been on the march in the extreme Summer heat, for two weeks since it crossed the Nieman River Russia (Modern day Belarus), and at a town Southwest of Minsk was the battle of Mir 9th July 1812, Where two large cavalry forces clashed to control the town of Mir and the supply route to Minsk. This is a rear guard all cavalry action and will be a challenging scenario for most gamers that play Russian.

At the actual battle the Russian Cossacks under the command of Count Matvei Platov set an ambush. The fighting was vicious and tenacious as there was no love loss between the two neighbouring nations. The battle was reinforced during the day, by more cavalry on both sides and ended due to failing light and leaving 500 dead Polish troops on the field, compared to the Cossack's 25 dead. 

 Count Matvei Platov

 

Our game was played using 15mm figures, having to proxy A few polish lancers with French. All the Polish are of the same morale status of regular, and the Russians have a lot of second rate troops. We have allowed a plus 1 to the dice on the first turn of a charge, and we allowed a plus 1 for rear support for the game as there was no love loss between the two nations.

Purple dice are the units stats.White and red dice are the combat dice.

Deployment, Polish (on left) have deployed east of the Village of Turno and the Cossacks deployed to protect Mir.

 

Polish

 

 

Turn 1:

The Russian Horse Artillery on the road fire at the cavalry on the heights and claim first blood


 Turn 2:

The Polish come off the heights and are charged by the keen Cossacks 

 

Each move the Polish make towards the town, is countered with a charging Cossack Regiment.

 

Overview

 

The Polish cause 5 kills on the poor Rated (FMR3)  Cossacks, which is destroyed/routed  outright

 

And the "rout" causes a stagger on the unit behind 

 

The Polish Lancers then use the breakthrough charge (Pursuit), losing the plus 2 (1 for first charge and 1 for rear support), and hit the Raw rated (FMR2) Cossacks

The draw causes one kill on each and a reroll.

 

In the re-roll, the Cossacks receive 2 kills destroying the unit. 2 units gone for the Cossack by turn 2.

 

 On the Cossack right, things weren't going any better! First Cossack unit went into Fall Back and took 2 kills (these are the Don Cossacks so 3 Frontal Morale Rating).

 

And the Polish Breakthrough took a unit  Crimean Tatars out of the game

 

The Russians had to take Divisional Morale and passed.

End of turn 3.

 

Turn 4

 Most units were Blown and needed to reform

 

Turn 5:

Saw some manourering and a Polish unit in Column tried to capture Platov, We did a dice roll and they failed to capture this turn.

 

The Horse Artillery tried to move and would fire next turn.

 

Turn 5 also saw the arrival of the Polish (French proxies) in the Village of Turno 

 

 

End of turn 5, Could Russian reserves arrive in time.

 

Turn 6:

The Russian Reserve arrive on table

 

as the Polish move swiftly  along the road (We gave any road movement an extra 3" of movement in column)

 

The Polish player waited for his reserve but got his forward units into favourable positions.

 End of turn 6

 

could the Russians get an advantage and hit the Polish first.

 

The Polish manoeuver 

 

End of Turn 7. The Russian 1st Division under Illovavsky failed the Divisonal Morale and broke. 

Turn 8: 

 The next couple of moves were crucial and the Russians must win some combat to push the Polish away from the town and Platov.

The Russians lost the initiative roll, which was not what they needed. 

 The Kiev Dragoons FMR5, were hit by the Lancers, but managed to destroy them and brokethrough

 

in the breakthrough the Dragoons took two casualties and had to Fallback

 And fell back off table, once again we put our spin on it, if they pass their morale, they can come back on the table a D6 of moves!

 

Turn 9:

The Lithuanian Uhlans FMR4, Charged home

 

And in turn destroyed the Lancer unit causing 4 kills. The Lithuanian Uhlans then recalled back out of the fight, as it would fight Blown if contacted by the Polish.

 

End of Turn 9

  

Turn 10: 

the Russians won initiative and needed fight there way out of the corner. So the remaing Hussar units charged to give the Uhlans and Dragoons(due back on table turn11) a breathing space.

And when you have one of those days. Hussars take 2 kills and Fallback.

Like I said! 6 kills destroyed the other Hussar unit.

 

End of turn 10. The Russian 2nd Division Passed it's Morale.

 

Turn 11:

The Dragoons arrive back, but it was to late for the Russians. They were boxed in. The only saving grace was that Platov escaped to fight another day.

 

 

Mir was captured and history turned upside down because of terrible dice rolling on my part.

 

 Last turn, no narrative needed

 

 

 

 The game is very difficult, almost impossible on paper for the Russians to win this one. But the Polish opponent had only ever had one game before and I walked through all his options each turn, but does not excuse my dice.

In reality the Cossacks "ambushed" the Poles, so perhaps 2 turns of hidden movement to outflank may be in order with some dummy chits to confuse the Poles.

A fun game all the same. We both found out a lot more about Cavalry in shako II


 

 

Monday 23 November 2020

Early Imperial Roman vs Germanic tribes - 15mm -Sword & Spear rules

1st BC Early Imperial Rome are expanding their Empire to Northern Europe, against them the tribes of Germania unite in the defeat of the Imperialist power of Tiberius Augustus.

500 points Sword & Spear in 15mm

In a clearing, the Roman army have deployed ready for the tribes attack. Roman used 6 scouting dice, the Germans, none (they wanted as many dice to advance with.
 
The Germans deployed and advanced slowly across the great plain, giving the Romans time to deploy.
The Roman Cavalry faced off the mounted Germanic nobles.

The large warbands move onward as if one force

 

Turn 1: The Germans plan seems to be working, in that they can move all their units up!


Turn 2: Again the Germans move as one, getting more dice each "pull" and group moving.

Taking a kill or two, which can be absorbed within the Large units (can take 6 kills)

Turn 3: The first line of Skirmishers and bows are contacted, although some Roman Light unit evade to the rear.

 

The evading first line allowed the Germans to hit the Roman second line of Auxillia


End of Turn 3 Casualties

Rome
 
 
Germans

Turn 4: The Germans are close enough to charge along the line

 

The German Flanks hit first

The Roman General accompanies the Auxillia and a Captain with the Cavalry, charge, but lose one of their units and are on the brink of losing a Cavalry

 

End of Turn 3 Casualties
Rome

German

Turn 5: The Germans got 5 dice at a crucial point n the game and rolled their dice, Scheiße

 

The Romans could choose where to use their two dice in combat.


The Larger German warbands were absorbing the kills

But still lost a couple of units
End of turn 5 Casualties, 15 Points, 4 more would be an army Discipline test

 

The Germans lost another small unit


Final Turn: Last throw for the Germans to break the Roman morale

 

The Romans were inflicting kills, but not enough to break the units.


The two Roman Cavalry broke leaving the flank open.
 
End of Turn 6 and last turn, Casualties
Rome

Germans lost a large unit along with a Captain

The Roman passed their army Discipline tests and finished losing 22 points out of 28 to break, and the Germanic losing 18 points 5 short of the Army Discipline test and 16 points from breaking.

So a win to the Germanic tribes.