BADcon game 2 – Hungarian

Game 2 Bob and Peter – Hungarian.

After our perfect start things would get more difficult. The draw proved this. This is one of those armies that we couldn’t catch, and really they would have to throw the game away for us to get anything out of it.

The Hungarian army composed of

hung_list

 

The Hungarians has +4 PBI and won the roll off (no surprise), but gave the initiative away. This allowed us to pick Hilly and clutter the table for difficult going. With no open spaces they too were forced to add a couple bits of lesser going. On our left flank it was cluttered with a forest followed by a marsh, adjoining to the base table edge was a bit of uneven ground. There was about a 1’ of space to the left of that (which we weren’t going to touch). With this barrier running parallel to the side edge we had narrowed the table to about 4.5’ , which we could cover. The deployment followed the plan. Fronted by the spears and with the KN in reserve. We had a couple of KN deployed on the far right to fill the table to the edge. Our plan was simple, we’d have to wait this out a and see what developed. There was no point in trying to try the table push. It never works, and you end with a lot of hard work with a few BGs fleeing off the back edge.

The Hungarians had a wing of light horse and light foot in the open space to the left, with the foot going through the difficult. In response we’d got 1 BG of crossbowmen and some Knights in reserve. The spears were close to the wood , but I wasn’t too bothered about the shooting. Hitting on 5’s on a unit of 8, with general and rear support. We should be able to take this all day.

In the centre was the Hungarian heavy horse archers and some more light shooters. Not so much to bother though. If we could prevent the ‘ganging up’ on the ends we should be ok. On the right they had deployed 1 BG of KN and 1 BG of lancers and some light horse. Our flank looked a bit hanging. But we had 2 BGs of Knights to fill that gap. If we could lure them into coming around, there was at least something we could fight.

game2_1

The game began with the Hungarians trying for a double envelopment. As we weren’t going far that suited us. Getting the terrain was far more important that getting 1st go to us.

Our left would be bit fraught. We had 8 based of crossbowmen to fend of 12 bases of light horse. The uneven ground meant that at least if they fancied a charge we wouldn’t be in the open. It was tight, but not terrible.

In the centre it would be a none event, cavalry closed and there was shooting across the front. While there wasn’t a lot we could do about it, it should’t hurt us as they were diluting their firepower across a lot of targets.

On the right the Hungarians lancers fancied their chances and marched around that way. Our knights in response meandered that way (looking busy), we didn’t want it to look obvious as we did have a advantage there.

For the large part of the game all the shooting was desultory . From the left the crossbowmen held on valiantly. The spears weren’t bothered. On the right flanks things were more interesting. The Hungarian lancers had got too close. The Crusader knights had come across and were now facing them off. Realising that their cavalry lancers would be disadvantaged they tried to get away. Buy a few poor dice throws and some crossbowmen acting a bait kept them close. The first combats was a knightly charge. Both side being superior lancer knights (with a general in tow). It would be even factors. In the first impact we knocked a based from them, so it was all looking up. However, that battle group then lead a charmed existence from that point on. Our other knights caught the Hungarian cavalry lancers and swept them aside (hurrah some points). With the other combat going in our favour things started looking up. It might mean we’d had 2 BG of knights and some crossbowmen running free on the one flank. However, fate had other ideas. The next turn the 3 bases of Hungarian knights killed the crusader sub general. They also disrupted and knocked a base off our battle group. So in one fell swoop we had gone from 8 dice re-rolling 1 & 2 s to 4 dice re-rolling 1s (vs 6 dice , re-rolling 1 & 2s) They then beat us again the next turn and then again in the following turn. Our units broke when it lost its penultimate base. This same unit turned 180 and then headed towards the other BG of knights and crossbow. As we had advanced , while they pursued the gap was large but as they had now moved light horse in front of us (which were uncatchable) we too did a 180 and turned toward the Hungarians. This 3 base units then beat our other BG of knights (who were untouched, 4 bases) ,and then the crossbowmen (8 bases) for no loss. So we has lost 6 attrition points. Now we were the ones with the hanging flank. Elsewhere things were looking bad, we had lost the camp to skulking light horse (no surprise). We had run out of things to fight.

game2_2

The crossbowmen on the left were finally feeling the worse of the exchange with the more numerous light horse. They were resorting to charging the light horse to at least alleviate alternate bounds of shooting. But like hyenas the Hungarian light horse would flee, but come back and pepper us again. If we had 2 BGs of crossbowmen things would have been fine. It was just a little bit too much for one unit to take.

In the centre I made a rash move to try and catch 1 BG of light foot archers , by charging it with 2 of our light foot. We had more bases , but we lost the impact and one unit disrupted and lost a base. They soon broke, we were then outnumbered and time for the other archers was soon up.

We were teetering on the army break and were looking for some avenue to get some more points. There were none. In the centre, where out spear had advanced, the opposing knights and cavalry (who had been spectators all game), and tuned 90 and headed to the safety of the corner.

Finally the crossbowmen broke and it was the end for the Crusaders. While we has been unlucky on our right flanks, at best we would have had another BG. To counter this their shooting had been poor and we might have broken an hour earlier with better shooting dice.

Against the grit and air armies we don’t have much of a chance, and this had proven that point. The Hungarians who were at home going forward as well as back could pick and choose were they wanted the battle to be. We could only respond and get what we could. In the end it was a 1-24 against. A grim game, but given that ~20% of the fielded armies would be of this type, one that we might find ourselves facing again.

BADcon Game 1 – Fatamid Egyptian

The 19th Burton and District competition started bright and breezy for us.

The Crusader army we picked was based on the following plan. With 32 bases of armoured defensive spear this was to act as a buttress while the Knights would deploy in reserve and either to the flank or centre (The military order being drilled could act as either fire brigade or exploitation force as required. The 2 blocks of Crossbowmen would deploy last where needed. So often these guys are in the wrong place. Not being the best troops in the world we thought that they needed some advantage. Also deploying 16 bases of shooters might shore up a hanging and certainly drive of any light mounted troops ahead of them. Here is the list -

list

Our opponents in the first game was the illustrious Hammy and Martin with their Fatamid Egyptians. The list was something along the lines of

  • 3 BGs of 9 bases of protected defensive spear
  • 2 BGs of Mamluks (Sup/Arm/Bow/Sw)
  • 6 BGs of Arab/Syrian lancers ( various grades from Arm/Sup to Avg/Unprot)
  • 2 BGs of LH with Bow/Sw
  • And a couple of LF BGs with bow

So about 15 BGs

With a PBI of 0, we lost the roll off, but our opponents passed the initiative. This happening in 3 out of 4 games. I’m not sure why people think that was such as good idea. Against a sluggish army like the Crusaders they largely like to be pinned back. Really this avoids the gaps in the line opening up too early. If you can deploy sensibly (with a reserve) then going second is no big issue (especially when you get the terrain advantage). In all of our games I didn’t feel like our opponents opening move was that much of an advantage. I would happily take this option !  As it happened it allowed our Crossbowmen to shine, where perhaps they might be considered mediocre.

game1_1

In this game terrain was largely irrelevant. A couple of bits of rough going in the flanks , back on the edges. Certainly a 4’  wide section in the centre. Our deployment was to plan.  The 32 bases of spear in centre (each group of 2 8s would be supported by 1 4 of Armenian MF (great filler)) We left a 16cm gap in the centre which could be closed by the spear or occupied by Knights or Crossbowmen. The Military order were centre rear. The Armenian Knights and Crusading Knights were deployed on the right (which with hindsight was a slight mistake). The Crossbowmen were split, one in a field to the left to shore up that flank and one to rear centre.

The Fatamids deployed in largely similar fashion.  Their spear rear centre. Mamluks deployed in front centre. Our right flank had 2 Syrian (Superior) Lancers and  2 BG of LH. The Left flank had 2 more Syrian Lancers and 2 Arab Lancers (lesser quality ), and a bit of LF Bow.

From setup it looked reasonable for us.  Our spear was better (armour), although less numerous. The Cavalry on both flanks we held a slight advantage, in quality , but we were less numerous in bases and BGs.

game1_2

Their opening move  was to send the LF and LH forward to hold us back. The Mamluks raced forward to start their shooting.  We ambled forward, not committing any reserves. On the right flank the LH started peppering the KN and tempting them to charge. With 2 BG of KN vs. 2 BG of LH it wasn’t too bad , there would have to be exceptional set of circumstances to break those (more of that later!) . The Syrians on our right didn’t fancy the 2 BGs of Crusading Knights bearing down on them and did a swift handbrake turn and moved back to a safer centre rear position.  On our left flank the general plan as I saw it was to envelop us with the Arab lancers while holding us in the centre with the spear and better Cavalry.

Our spears pressed on and the gap closed. The Mamluks started to shoot, but because they couldn’t gang up on any target the odds weren’t in their favour. 4 dice needing 5’s ,requiring 3 hits for a test and 4 for a minus… while the spear had rear support and general. Not much of sporter. As the spears closed the centre it was time to commit the Military order, to the our left. On our right there was a general swing inward. The LH were doing nothing and the chargers were swinging in towards meatier targets.

game1_3

The crux came as the lined closed to 4-5’ on the left one Military order was facing off 2 units of Syrian lancers. All BGs had a general in tow as no-one wanted to fail the test to charge. Being drilled it meant a 5 thought but they would have 2 tests each turn, so it was in our advantage to wait. We were trying to wiggle a spear unit to get closer and get in-between the cavalry standoff. This meant that the Berber spearmen were pushed to prevent that. Then as luck would have it Hammy failed one of the 2  tests that he needed to make. The impact was brutal. The Knights were a POA up, re-rolling 1 &2s … the Syrians needing 5 (thought re-rolling 1&2s). The Knights of Jerusalem were triumphal. They won the combat. The Syrians lost a base and disrupted – Perfect. In the ensuing melee the Syrians fragmented.  In our turn we just pushed everything forward. The Mamluks were a bit squashed, with Berber spearmen directly to the rear. But it wasn’t in our interest to charge, as they were superior with a general, we weathered the shooting. But now our crossbowmen had moved up with all the enemy committed (pinned), we could then just start shooting the end of the Mamluk line with 4 crossbow shots.

game1_4

The Syrians to the left broke, and the rampant knights smashed into the other Syrian lancers unit behind.  With their best cavalry ½ shattered and the other ½ now being outnumbered, the Fatamid saw this as a do or die moment ( they didn’t want drilled lancers floating around to the rear of their lines). SO, they charged en-masse in the centre.  The fights were level and there were a lot of dice. For the spear BG that was closest the left most lancers, it was a tale of woe that Hammy will be dining out on for a while..   I should mention at this point my daughter was in charge of dice duty.  In the impact were we were level, and they needed some luck (as they would be down in melee for armour). She rolled the first 6 dice , and rolled 6 5&6s  (showing off as 4s would be OK). Hammys dice were poor and he only got a couple.  He disrupted, it was all looking ominous. Then to compound matters with another throw she threw 11 to kill the general. A general waver when through the Fatamid lines, and several other units dropped after seeing this calamity.

To the right a lancer units was trying to sneak through to get a charge in against the Crossbowmen that were shooting at the Mamluks. But they took 3 hits for their trouble and threw the ubiquitous 1 for their death roll and removed a base.

game1_5

The whole centre was wavering now.  The left centre the second Syrian lancer was breaking…  the next Berber spearmen held on briefly but soon broke. The ripple that this caused fragmented the last spear units that was behind the Mamluks, as our turn opened we charged a Spear BG as the Mamluks (who has contracted to avoid being shot , but therefore could not evade. The spear charge also targeted the fragmented Berber spear who didn’t stand. The whole Egyptian centre was now in flight.

With KN bearing down on the remaining right flank, the jig was up.  We have a solitary fight on the very left flank were the Arab lancers manifested a charge into the crossbowem (in a field). With the loss of lance, disorder, and the bowmen getting support shooting that was only going one way

game1_6

The Fatimid’s lay crushed.  We have only lost 2 bases in the whole game and suffered 1 disruption. So would be a 25-0 .. a rare score and a perfect start for the Crusaders. Who prior to this had never won a game.

 

 

 

 

BADcon army preparation

This year’s Badcon is the Feudal period (so about 500AD to 1149AD or thereabouts). No heavily armoured Knights basically. Through a set of circumstances beyond my control I’m not really prepared for this year. Last year with the Gauls it was a bit easier, as we had a plan ( possibly not a very good one, but a plan nevertheless). Normally we can be planning for up to 6 months in advance, but this is a last minute thing. I’ve also been roped in as umpire (I thought I did it last year !), which put a bit of dampener on have an easy weekend. Hopefully, given the maturity of the competition scene it shouldn’t be too stressful. Most of my club mates have jumped ship now into the Renaissance period, which is a better game, and the ancients FoG:AM is probably going through its death knell. I’m not sure what it is. The mis-management of the v2 release (which is better , but could do with being a bit ‘different’), or the malaise of the regular competition player whose ‘meta’ gaming can suck the life out of it… I digress

So, with a week to go it looks like we’ll be using the Crusaders. This army has been knocking around for a few years , but has the ignominious reputation of never having won a game (not that I can remember). So why these losers? imagesKORL0Y7FWell … I’ve got the army… I like it … seems reasonable straightforward plan. Some spears, some knights and some crossbowmen

The Army was painted a few years back by a friend of mine , Jason (he of JAD designs). I’ve added some pictures to the gallery, but here are a few.

crusader1 crusader4 crusader9

More thoughts and plans to follow

Britcon Game 6 – Japanese

Game 6 – Japanese – Lynnette

So last game saw me on table 4. A good result here would probably get me somewhere near the top. Lynette hails from the same club as I, and I have fought with and against her Samurai many times. I knew cavalry weren’t a problem or artillery. So that was something to be grateful for. I just had to come up with a plan against the heavily armoured spearmen! I ran through a few scenarios, and my main plan would be get the spearmen no counting as ‘steady’ meaning giving them a case of disorder. This would allow my sword POA to count.  I’d be up in the impact and level in the melee. The Samurai are not shock so would not be able to break off from me but I would should anything go wrong. As I could shoot and the Japanese not, then the Samurai would have to charge me, giving me a turn to break off and rally should the plan got south. Sounded reasonable! So, woods again!

With the benefit of hindsight I should gone for Agricultural, the enclosed fields that would have given me would give me ‘protection’ against the spearmen (meaning they wouldn’t count the spear POA), without getting any disorder!

game6_1

The terrain ended up looking familiar with bit woods on the flanks with a 1m section of clear ground in the centre. There was a lot to play for here as a good result for either of use might result in a podium finish.game6_2

There was a bit of desultory skirmishing on both flanks, but nothing to write home about. The main event would be in the centre. On either flanks I had highlanders in wood slightly in advance hoping to win there and envelop the Samurai. However, the Samurai hadn’t read this plan.

The line advanced to 6” and shooting. But shooting at armoured opponents (needing 5’s ) resulted in very little effect. It did, however, have the effect of lighting the blue touch paper. So

  • Samurai closed to 4”
  • Scots closed to 3” to get close range shooting
  • Samurai charged. I had knocked off a few bases

I was unusual having someone do to me what I had been doing to everyone else all weekend!

game6_4

The lines clashed. In the impact the Scots had the upper hand (as you would expect), but none of the Samurai failed their COH tests L. Then it was grim, I did have some places where base loses had denuded the back rank of the spearmen so we’d be on level. But I had a lot where I needed 5’s game6_3

Every unit in my centre had a general in tow, or was superior. The Samurai were mostly superior also. (with some elites thrown in !) game6_5

The way the lines fell meant we had 1 massive scrum , where most units were fighting multiple units. We only had a couple of 1 on 1s

On the flanks things weren’t going too well either. In one wood fighting against average bowmen (against whom I was +POA) and average spearmen (against whom I was level). I kept losing bases, for no effect. On the opposite flanks 2 spearmen BGs against 2 highlander BGs. I fragmented 1 spear unit, but after doing so could not inflict another on it for the remainder of the game. They stayed for so long Japanese cavalry marched thought the wood (yes that’s right at 1” a turn), and charged my flank to rout me … the spearmen still being fragmented! game6_6

In the end my troops started to disrupt and then break off. But even with a great commander would not rally. I had broken a couple of units but my casualties were mounting.

In the end time was called and I was 2 points off breaking. I had inflicted 6~ but on a far larger army , so it ended up as a 4-16 or therebouts. Another turn would have secured Lynette the win though (with a +5) which would have pushed her top four.

Overall a great competition. I enjoyed the Jacobites. Certainly they have frailties, and I never came across a big cavalry army. Also winning the PBI roll off helped immensely being able to pick big bits of terrain and avoid ‘tricksy’ open spaces. In the final rankings I came 8th , which I think isn’t too bad with a weak army

Britcon Game 5 – Anglo Dutch

Game 5 – Anglo Dutch – Ray

Sunday morning and faced with mid table mediocrity ( which actually was better than I was anticipating) facing Ray and his Anglo Dutch. Rey had picked the army of Flanders and not Ireland. So instead of increased Danes he had drafted in some Swedes.

game5_1

Again woodland, and both flanks seemed secure with woods, although I knew Ray wouldn’t have much cavalry. His army is well known to me and offered few surprises. 3 guard units, 2 Danes (1 superior), 2 Swedish , 8 dragoons and 1 unit of rubbish cavalry & 2 compulsory line units and 1 BG of medium Art. They were all arrayed in a line across the table.

game5_2

The Scots advance echeloning back on the left.

game5_6

Ray faced the quandary of long range shooting where he was no better off, or closing to short , delivering the volley and receiving the charge. He chose the former, but the canny Scots closed to just outside 3” where they could charge at a point that suited then while still being al long range for musket fire. After realising this Ray had little choice to close to 3” and hope. The resulting fire was desultory. A few bases were lost but with a great commander and rear support then it was unlikely that morale would falter. game5_3

The Scots delivered their glorious charge in good order. It was broadly successful, and over the next couple of bounds then the core of the Anglo Dutch left flank and centre crumpled. One guard unit put up a valiant fight and routed the highlanders in front of it. These then threatened the Irish that had been trying to help secure this flank. However, with a few big accrued on the left flanks the Williamites threw in the towel. game5_5

20-5 to the Jacobites. A game were they had read the plan. This game was not plagued with swinging dice results and was and was an easy/pleasant Sunday morning start.

Britcon Game 4 – Later Imperial Spanish

Game 4 – Later Imperial Spanish – Richard B S

I had originally planned to miss the Saturday night game as it is a bit of a killer. However, it seemed that most people were playing all 6 games, so with a bit of reconsideration I decided to play.

game4_1

The draw wasn’t great Spanish, the good (ex)Dr’s list had maximised the good quality foot, and he had 7 superior Tercios (4&2), with 4 heavy guns and only 2 units of cavalry.

The Scots won the PBI (in fact I went on to win it all six times over the weekend), so stuck to woodland. Again dense woodland bisected the tables roughly into 2 halves.

game4_2

RBS set up his Spanish in the clear corner. The Scots deployed in the wood. It seemed likely that we would face a uneventful game as he wasn’t coming in and crossing the plains into the guns wouldn’t be beneficial to my health, so we agreed a draw.

game4_3

To pass the time we played it out and the Scots marched over the table to attack the Spanish positions.

game4_4

After setting up a rather daunting ‘Picketts charge’ type deployment my decision to agree a draw was vindicated as the Scots were wiped out to a man for no loss to the Spanish.  Charging toward 4 heavy guns and 28 superior muskets is only going to end one way!

10-10 draw

game4_5

 

Britcon Game 3 – Later Royalists

Britcon Game 3 – Later Royalists, Martin V – T

Oh well, it had to happen. Looking at the list the compulsory 16 bases of cavalry gave me that sinking feeling. I hadn’t played Martin since the beta testing. I won the PBI and again picked woodland. Again it gave me a point on which to anchor. But I couldn’t really afford to be static as Martin could just pick his point and mount his best charge with the Cavaliers.

game3_1

Fortunately Martin was afraid of my army as I was of his!  His army only had 16 bases of mounted , of which 4 were average. They were nasty pistol /pistols types. I looked forward to – - POA in the impact and  – POA in the melee :-( The rest of this army was the usual 4 and 2s and some superior shot types (6 musket)

The game was cagey as neither side wanted to over commit, and the armies both rotated anticlockwise to turn the game sideways.

The pivotal event that made the game come alive was on the right flanks. 4 dragoons had tried to pin back the Lochiel skirmishers.  Fortune had seen the Scots cause 2 hits and the dragoons fail the test.  In the subsequent Scottish turn the LF closed and exchanged fire at close range. Again 2 hits… the dragoons then fragmented. Martin then tried to get them out of the soup, and retired them past a BG of Cavalry. However, the Scots again hit twice in a fortuitous series of dice rolls.  Not only that the Cavalry next to them took a hit – and rolled the ubiquitous 1!  This seemed to unlock this flank. The cavalry were only average and therefore only 1 base from destruction. The dragoons were broken. There was another cavalry BG, which was floating about (superior Pistols :-/) but there was only 1 BG and could possibly gang up with 2-3 Bgs of highlanders.

On the Scottish left flanks the Royalists had committed to a long march around the edge of the table to try and put pressure on that flank.

game3_2

The centres closed the Scots again got the upper hand at the shooting. The Royalist centre started to collapse, a highland charge and 2 pike and shot units were off. However, the broken dragoons then rallied.  The game bogged down a little. The P&S units that were broken in the centre also rallied, but the Average Cavalier BG had been shot to death. Their superior compatriots had mounted a charge into some better quality highlanders , but had bogged.

game3_3

In a final desperate action I committed highlanders to fights they couldn’t win to avoid interception of charge where they could! The crowning moment was Dundee dragoons (Superior pistol/pistol) with general got a charge of against some unprotected musketeers in the open.  On a ++ POA they needed threes, re-rolling 1 & 2s  … they managed to get 1 hit. The musketeers threw 4 5’s and with the death roll on a 1 the Scottish cavalry ‘popped’

The game then timed out. It ended up at a 9-11  against , so a close draw. Given another hour I could see the Jacobites routing though!

 

 

Britcon Game 2 – Later Savoyard

Britcon Game 2 – Later Savoyard, Simon L- M

Saturday morning heralded a much better draw. Savoyard was just the sort of draw I was hoping for, lots of infantry where I could stuck into. I won the PBI ,again, and stuck to the plan – woodland. Large woods scattered across the table and gave me what I hoped would be a safe route across the table.game2_2

It was looking favourable. Simon’s army was mini-maxed on the foot. Minimum horse (1 BG of AVG), and about 10 BGs of foot, mostly 5&1s with a couple of ‘superior’ and German types (with bayonet). Even his artillery was light so would have no effect on the game.

game2_1

The game couldn’t have started better , both sides closed. I’d echeloned back on my left wing and Savoyards marching by division to close that gap. Again the shooting at long range wasn’t as effective as my opponent would like. With a Regimental gun each BG was only putting out 3 shots. Giving that there were ‘gaps’ between each regiment they were receiving either 3 or 4 in return.

game2_3

In the vanguard of the Savoyard attack was some Superior guards (6 with a bayonet). They took a pummelling and lose 2 bases. Then, in trying to redress his ranks by contracting, to allow some more troops through, he strayed just to within 4” of some highlanders. On that very turn the shooting resulted in a test that caused him to drop. The Highlanders charged, it wasn’t a great match up as they were only average, but the charge allowed them to set forward into an average pike and shot behind. The impact was splendid and the guards dropped, as did the average boys behind. In the melee both Savoyards lost causing the guards to break. This break cascades to the average troops behind , who also broke. During the rout , as troops were queued up behind they too were burst through, including the Savoyard cavalry. In the following Savoyard turn the cavalry lost impact against pursuing highlanders and lost a base. They then too quickly broke. The whole of the Savoyard left flanks was falling apart as a result of one charge. game2_4

More troops go involved and soon the Scots had taken 10 out of the required 13~ attrition points to win the game, for no loss.

However, to use the adage ‘game of two halves’. The tide was turning the Savoyards where starting to overwhelm the Scottish left where they had a numerical advantage. The breakthrough in the centre had stalled somewhat with the key unit fragmenting (it had just become too isolated, in its ‘warrior’ pursuit). The Scottish attrition points started to mount up.

game2_5

An hour later the Scots broke, unable to get the last few points needed! I was genuinely surprised at that result. The first hour couldn’t get any better and I was assuming that all that all that would be need would be a mop up exercise. But the Savoyard held on. The excess of spare units had started to tell, and the small BG count of the Scots would be telling.

I think both my opponent and I were surprised when the Scottish army broke.

The final result was 9-16, so we had taken 90% of the Savoyards in a very bloody battle. After the event this ‘glorious charge’ was definitely my favourite of the weekend, a pity it didn’t result in a win!

 

Britcon Game 1 – Early Swedish

Britcon Game 1 – Early Swedish, Keith S

It was late, and it was a nightmare draw!  Luckily we’d eaten which had fortified me from all the pints we’d drunk at lunchtime :-) I won the PBI roll off and selected woodland. The plan was to cramp the table and cut down on the space that the cavalry could operate in. The terrain did fall favourably , in that it gave me difficult terrain on both flanks. But, by the same token it meant that I couldn’t really advance past that point.

Keith’s army was a higher BG count, but smaller. It was all quality stuff, padded only by 2 average Swedish brigades in the centre. His deployment was ‘standard’ infantry centre with 2 small cavalry wings. He did deploy with ‘gaps’ to facilitate divisional moves. As started he rush forward to give the Scots some rough handling – why would you not!  It didn’t look good. I’d be down on impact and most likely even on melee (having probably taken a miserable COH test from losing the impact).

game1_1

The Scots were compact. A solid line. I’d made the decision not to advance past the forests and maybe that would give me some possibility of flanking , or at least making it difficult for the Swedes. The format of the game was that it could run up until midnight, so starting at 8 meant that it could be 4 hours of ‘shuffling’. Luckily the Swede  fancied their chances and though it was not the day to die in Scotland.

game1_2

The armies closed. I think that Keith was little surprised how much firepower the Scots could put out.  At long range with a solid line each Swedish brigade was taking 4 shots, while only giving out 3 (even with a regimental gun). A couple of unlucky death rolls and the Swedes had lost a couple of bases.

game1_3

Once the firing had started they wasn’t much for it, the Scots were giving as good as they got, and the Swedes could be attrited. The charge was ineffective, more luck than judgement. Then because they tried to match the frontage and did not close the gaps between the regiments as they closed (to allow the commanded shot to shoot through) then the Scots had the advantage of overlaps. The game ground down as neither side could break off as both sides were shock.

game1_4

Then there was a freak set of results. As everyone was committed to fighting most of the general were fighting also. Over the next turn or 2 , of the 6 generals on table 5 were killed (most on  double six!) . The only general on table was bonny Dundee, who being ‘great’ was wise to be at the back bolstering the men.

A wave of disruption overcame the Swedes, which meant that the Scots could break into their formations and the let the swords do the work (+POA in melee).  As there was no surviving Swedish Generals then that situation was never going to get any better. SO, as strange as it seemed over the next couple of turns the Swedes started to lose. The ‘average’ brigades broke, and it steadily got worse as commanded shot were getting caught in the rout.

The Swedes broke. 20-5 to the Scots. A straight up game, where some freakish dice really helped the Scottich cause. So easily could have gone the other way!

 

 

Jacobite flags

Normally I get my flags from the internet from various places. I’m not too fussy as I tend to paint over most of it anyway. Anyway, in this instance I spoke to Barry at LOA about resizing his LOA flags (for Killikrankie). He very kindly did this and here are the results.

britcon13

In this case if definately the adage of you get what you pay for, and at the time i thought they were pricey. However, they are a premium product. Really matt solid finish and heavy duty paper. The results speak for themselves. Personally I like the cartoon shading – really eye-catching.

In this case I stuck them one , with pritt stick, rather than PVA, as I didn’t want to spoil the finish.