Wednesday, 20 November 2024

Salamanca at Warfare 2024

Last weekend found the OWS team at the Warfare show in Farnborough, UK. This is one of my favourite conventions. It used to be in Reading, which was more convenient, but I suppose the move to Farnborough means we get to meet some new people from further afield.

Our chosen participation game this year was Salamanca. We'd run it at OWS a couple of weeks earlier for our esteemed US guest, Vincent Tsao, of the Corlears Hook Fencibles, so we knew it was a good fun scenario. (See Vincent's write-up here.) It's also famous, colourful and eventful, making it a good choice to run at a show.

So indeed it proved, generating plenty of interest from show visitors. We were only able to tempt one player into actually rolling dice with us (we only attended on Sunday, which seems to be the day when people do a quick lap and buy stuff, rather than leisurely lingering to enjoy the games). But we still got to have good conversations with a lot of good folks, whether about the history, the game, the BBB rules, or the figures and terrain.  I'd like to take this opportunity to thank everyone who stopped by and helped to make it such a good day out.

As for the game: 

This classic battle will be familiar to many readers of this blog. In a nutshell: the opposing armies have been marching parallel, Wellington retreating towards Portugal, Marmont trying to race past and cut him off. Wellington stops retreating and attacks the French army while it is strung out on the march.

(The scenario is by Dr Mark Smith and will be one of 16 in a planned Peninsular War scenario book for BBB. Half of these battles are Spanish vs French; one Portuguese vs French; the other 7, British and allies vs French.)

In my usual format, 11 captioned photos tell the story below, followed by a few modest reflections.

A full battlefield panorama to get you oriented. It's the end of Turn 1. The French are in an 'L' shape on the hills along the left and top edges of the picture, with a division on the Greater Arapil (the single hill at the start of the stream, upper left). Thomieres' division has boldly continued its march to capture the village of Miranda de Azan (top right corner), earning the French an irretrievable Objective (Mark's cunning scenario device to encourage - but not compel - the French to replicate the historical risky French march). The Allied right wing (commanded by me) has responded by advancing onto the Pico de Miranda (the hilltop next to Miranda de Azan), while the bulk of the Allied army masses in front of the angle of the French 'L'. 

All figures, terrain and paraphernalia from Mark's collection. Figures are Baccus 6mm. White rectangles are location nameplates that we did for the show. Little red and blue ones are unit labels, ditto. White counters are objective locations. The French need to hold 3 at game end for a draw or 4+ for a win.


A closer view of the Allied left and centre (commanded by Mark). On the left, the Light Division (including Sharpe's Rifles, of course), supported by Bock's KGL cavalry, sits behind Campbell's division. They will spend all game trying to capture the village of Calvarassa (an Objective) from the French on the opposite ridge (the pipecleaners indicate that it is a steep slope). 4th Div is on the Lesser Arapil (centre right), waiting for the right moment to storm the Greater Arapil. Clinton's division (bottom right) will eventually move right to support our attack on El Sierro.

Closer view of the Allied right. Bradford and Pack's Portuguese occupy the village of Los Arapiles (centre left), anchoring my line as  it wheels forward. The yellow label denotes the one Spanish brigade present.

Zooming right in on Miranda de Azan and the Pico de Miranda. D'Urban's cavalry have crested the hill, supported by Power's Portuguese. Unfortunately, the bulk of Pakenham's 3rd Division (bottom left) was slow to move out. 'Slow' became something of a theme at this end of the battlefield ...

... as it took another 3 turns or so to wipe out Thomieres and capture the village (upper left), making time very tight for Pakenham to join in the final assault on El Sierro at the other end of the pitch. The Portuguese won't make it - they are about to drive off the French cavalry (bottom left) and pursue them off the board.


Here's how it looks from the French side of the hill. Two French divisions (bottom left and right) with artillery support are trying to stop the French left being rolled up by British heavy cavalry (left edge) and Hope's division. My Portuguese are still poised in Los Arapiles (top centre), about to support Hope by advancing against the lower right French. French fire was proving deadly, though - black counters denote French units with Low Ammo after delivering a deadly salvo/volley against Hope.

Meanwhile, on the French right, the Light Division (top right) is working its way around their flank but French artillery fire has deterred the KGL cavalry from supporting the Lights.

Pakenham's men taking an unconscionably long time to dress their ranks ...

Rolling up the French left is slow and bloody work. Most of Hope's division is gone, as are the two Portuguese brigades that advanced out of Los Arapiles. Hope's Portuguese brigade remains, supported by the heavy cavalry (bottom right corner), and will continue to drive back the French division in front of it. We had hoped that Clinton's division could join an attack on the Greater Arapil, but Mark has been obliged to commit it here (top left corner).

Late in the battle, Mark's attacks develop against Calvarassa (top left corner) and the Greater Arapil (top right). On the final turn, he mounts assaults against both these Objectives. Currently, the French hold four - enough for a French win. We need to retake one to draw or 2+ to turn defeat into victory.

The final act on the final turn. Both of Mark's assaults are repulsed. Everything rests on Clinton and the heavies, which have just smashed through a spent French division. All they need to do is overrun the French battery holding El Sierro. It's a fight at good odds - but not quite good enough! The French guns are forced to limber up and fall back, but we haven't driven them off the heights yet, so we can't claim the Objective. The French have won, damn their eyes!

Reflections:

Clever Victory Conditions. In my post last month about Cold Harbor, I reported how I had tried to be too clever with the victory conditions and departed from the tried and tested BBB formula. Mark's victory conditions for Salamanca are very effective: a typical formula of 7 objectives spread around the table, typical victory target for the French of 3 for a draw or 4 for a win - but with one important tweak, namely that the village of Miranda de Azan provides a 'highwater mark' objective that the French can never lose once they've reached it, even if the Allies recapture the village. This worked very well. (As did Mark's special rule for Marmont being wounded and replaced, as happened historically.)

Players Should All Use the Same Dice! When I run a game, I have a set of dice that are all the same type, and everyone uses these. If the dice are biased, at least the bias should affect everyone equally. Mark does similar but his dice are different colours: blue for the French, red for the British, yellow for the Austrians, green for the Russians ... having fought Salamanca twice as the British, I am convinced his blue dice have more sixes on them than the red ones!

Time I Bought a Battlemat? My plain green felt cloth has done good duty for a couple of decades but Mark's battlemat looks better and was part of the reason his layout attracted well deserved compliments. I feel a terrain investment coming on.







Monday, 4 November 2024

BBB: 10 Years of sharing the love!

 



It is 10 years since the publication of 'Bloody Big BATTLES!' in October 2014. I therefore feel I should mark the occasion with a few reflections.

We didn't set out to publish a ruleset. We just wanted to play some good games! This journey began 15 years ago with a remark by Dave Whaley in 2009, when he suggested we get back into wargaming the Franco-Prussian War. As the BBB introduction says:

'Our ambition this time round was clear: we wanted to tackle the major battles such as Gravelotte; to fit them on an 8’x4’ or smaller tabletop; and to fight them in their entirety, in a single evening, with typically 4 players. However, a survey of existing rules soon showed that there was nothing out there that quite met our requirements. Consequently we were obliged to write our own.'

After about three years, we had a solid set of rules that we were happy with and playing regularly - so happy, in fact, that we realised we ought to share the love and publish them. It then took another two or three years to refine and polish the rules until they were fit for publication, as well as writing and playtesting 25 scenarios to publish in the rulebook and in the companion 'Bloody Big European Battles!' scenario book.

BBB and BBEB were duly published 10 years ago. Their birth announcement was the first post on this BBBBlog. BBB was well received and obtained many positive reviews, which I have collected here. A lot has happened since then.

Most importantly, BBB itself met our stated ambition and has stood the test of time. Within our own core group at Oxford Wargames Society, it remains our staple diet, with someone running a BBB game at OWS virtually every week. We have refought literally 100s of different historical battles. The group itself has grown and thrived as wargamers of all persuasions are attracted by the happy gatherings in our corner of the village hall. It's great - we play a different battle, from a different war, producing a very different game, every week - without having to wrestle with a different ruleset each time. That plus a great bunch of mates has meant the past fifteen years have been the best in my wargaming life.

Nor is this just the niche obsession of a few Oxfordshire folk. BBB is not a commercial enterprise, simply an endeavour to share the love for wargaming big C19 battles, so there is no professional marketing effort to promote it. Nevertheless, the ripple effect of positive word-of-mouth has created a large global community of enthusiastic BBB players, as witness:

- 1,000 members of the BBB io group (join this and you can find lots of free scenarios and other useful stuff in the group files, including QR sheets in French, Italian and Hungarian!);

- 1,000 members of the BBB Facebook page (big thank you to Alan Millicheap for creating and maintaining this popular and active site).

That community includes a lot of excellent, seriously knowledgeable, creative people, many of whom have written scenarios and even additional BBB scenario books for their favourite campaigns. Let me list those published so far:

Bloody Big BALKAN Battles! (Dr Konstantinos Travlos)

Bloody Big Battles in INDIA! (Dr Mark Smith)

Bloody Big HUNGARY '48 Battles! (Chris Pringle)

NAPOLEON's Bloody Big Battles! (Dr Mark Smith)

Four more books on the Peninsular War, the American Civil War, and battles in Africa are in advanced stages of preparation. Further down the road, for those with more esoteric tastes, we hope to produce books on the Taiping Rebellion and the Russo-Japanese War. I'm sure it won't stop there: folks are tinkering with Seven Years War, Great Northern War, First World War ...

By popular demand, we also run an annual convention of BBB participation games, the BBB Bash Day. Its fifth iteration was in Daventry last year. You can find a report on it here, with links to reports on previous ones. Planning for the 2025 Bash Day has already begun, so watch this space.

So far, so good. What about other future plans? Maybe it's worth saying we are not planning to publish a 2nd Edition. Not to say there's nothing I would change - with the benefit of 15 years' experience, I can see things that could be refined - but the ruleset has proved so robust and popular that I don't feel a new edition is necessary.

What we are planning - and what I know will be popular - is to publish a pdf edition. This should be available via the SkirmishCampaigns website in the next few months.

There are so many people to thank: Dave Whaley for starting it all and being the heart and soul of BBB; Scott Fisher of SkirmishCampaigns for some crucial input early on and for publishing it; all the retailers who have supported BBB (especially Brigade Games and On Military Matters in the US; Caliver Books and North Star in the UK); the playtesters already acknowledged in the front of BBB; others who've joined our gang at OWS since - Luke & Ben A, Matt B, David B, Mark J, Crispin M, Bruce McC, Phil N, Nick O, Nigel S, Anton Van D; loyal partisans Alan Millicheap, Konstantinos Travlos and Vincent Tsao, for their invaluable support over the past decade; all my US buddies, especially Scott, Mark F, Rob G, CB and D Sean, who've indulged me running ACW BBB games for them (they have the right headgear, the right liquor, and the right accents); Jim Owczarski for bringing it to his Armchair Dragoons audience; and all you other great comrades I've met and interacted with at shows, online forums, etc., thanks to our shared enthusiasm.

Therefore, my heartfelt thanks to everyone for your support and encouragement over the years. That's what really makes it all worthwhile and motivates me and the gang to keep building the BBB project. Here's to the next ten years!




Wednesday, 16 October 2024

ACW: Cold Harbor - more than just a frontal assault

My previous post reported on our game of the 1862 battle of Seven Pines / Fair Oaks. That took place just across the Chickahominy from the battlefield that is the subject of this post: Cold Harbor (1864).

The background to the Cold Harbor battle is this. At the end of May 1864, Grant's Overland Campaign was stalled in front of Lee's formidable defences behind the North Anna river. After some inconclusive skirmishes dignified with the name of the Battle of North Anna, Grant decided to sidestep with a big left hook. Lee was expecting this, but Grant achieved some surprise by crossing the Pamunkey river further east than he anticipated. Nevertheless, Lee reacted quickly and established a defensive line around the Totopotomoy creek. Over several days, Grant and Meade attempted an alternating succession of frontal assaults and left or right outflanking moves, while Lee scrambled to plug gaps and either dig in or counterattack. The final Union assault at Cold Harbor was an assault too many and was bloodily repulsed. Nine days later, Grant upped sticks, marched away across the James River, and moved his strategic point of attack to Petersburg.

Unlike Seven Pines, Cold Harbor doesn't seem to be wargamed often. (Honorable exception being Greg Wagman, who's done it with his Altar of Freedom ruleset here.) Could that be because it is perceived as a grim, one-sided, misguided, failed frontal assault that cost the Union 4,000+ casualties in half an hour? Last year I devoted one of my "Reflections on Wargaming" essays to the question of whether frontally assaulting redoubts can make a good game. The answer was a qualified 'yes', but it needs some thoughtful scenario design to give both sides enough interesting things to do.

For Cold Harbor, my approach was not to limit the game to the climactic couple of days of frontal assaults, but to exploit BBB's elastic scale and stretch it to include all six days of action between the Pamunkey and the Chickahominy leading up to the final assaults. Rather than have five Night Intervals, I allowed just two to represent major strategic redeployment phases during the operation. I made the victory conditions revolve around the Union commanding crossings over the Chickahominy on the way to Richmond, while keeping its own line-of-communications bridges over the Pamunkey secure.

I took a ton of photos this time. I've selected and annotated about 20 below. If you don't have time or inclination to admire all of these, you might want to skip to the end to read some reflections prompted by the game.

First, some eternal military wisdom, presumably from Sun Tzu:


OK, back to more serious noodle-free matters, starting with a plan view of the whole battlefield to get you oriented:

This depicts a 26x18km stretch of country between the Pamunkey (top edge) and the Chickahominy (bottom edge). It's a bit hard to see the woods for the trees ... basically the irregular green-chalked shapes are open farmland, with a lot of woods in between, cris-crossed by a network of roads. Buildings are landmarks but not significant built-up areas. Because of the large ground scale and close country, I limited rifle range to 3" and artillery to 6".

The Union masses are the dark bases in the NW corner. They have the option to cross further east, but with some risk of delay. Mark and Matt as the Union commanders declined that and opted instead for the guaranteed, concentrated bludgeon, leaving just a couple of cavalry units to threaten the Confederate right flank.

The Confederates are in their historical starting positions, grouped in a rough central triangle where Lee held them until he could divine where the true threat was. Crispin and I commanded the Confederates. (Crispin also created the terrain, provided the armies - 6mm Baccus figures - and hosted the game.)

How long can the Confederate cavalry screen in front of Littlepage Bridge hold up the Federals?

Lee's men scramble to respond to the massive threat to their left. The cavalry have managed to fall back and throw up breastworks. They're already backed up by some of Hill's corps doing likewise. (The scenario allows troops to dig in.) Unfortunately, Early is going to be late ...

A different story on the right. Hardly any Union at all - just some cavalry at the Dabney Ferry on the Pamunkey (top left) and at top right on the road from Old Church to Cold Harbor. Unfortunately this is enough to distract most of Anderson's corps to guard New Cold Harbor (right centre) and screen the Pamunkey.

The main battle develops on the left. The Confederate cavalry survives a massed Union assault and falls back on its friends. Union columns probe left and right as the blue horde seeks to spread out into a battle line. Determined rebs await behind their hasty fortifications. (Away on the right wing, minor fencing continues.)

As we approach the first Night Interval (end of Turn 4), combat becomes intense. In battering at the front of the Confederate left wing, a Union division has exposed its flank to Confederate counterattack (the 'L' of CSA troops left of pic). This will go badly for the bluebellies. However, right of pic, a Union threat is developing against the thinly guarded rebel centre. (Again, the relatively quiet rebel right wing is not shown here.)

Situation at first Night Interval. Both sides have received reinforcements. 'Baldy' Smith's XVIII Cps has landed at Dabney Ferry to extend the Union left (top right of pic), while the Confederates have scraped together miscellaneous units from Richmond and beyond to shore up their own left. Just out of shot to the right, that one Union cavalry division is still loitering, threatening to seize either Old or New Cold Harbor and drawing off Confederate units to protect them. Apart from that - it's a Thin Grey Line facing an awful lot of Yankees.
Part 2 starts with a bang. The Union weights its right to pound the rebel defences in front of Winston's Bridge, only to be repelled and then counterattacked in flank ...

... while something very similar happens against the Confederate centre left, east of McKenzie's Corner. The Union hammers away against the Confederate left wing for three turns with little reward.

However, war has broken out in earnest on the Confederate right. Two Union divisions smash through in the centre and then assault a desperate blocking attempt by Confederate cavalry (lower left) covering Mechanicsville (out of shot beyond lower left corner) . The first of several more Union divisions are emerging from the woods along the top edge and will drive back the few Confederate defenders in that sector and advance towards Cold Harbor (lower right). And those Union cavalry are still hanging around out east.

Close-up of that Union assault on Fitzhugh Lee's cavalry. They survived! But had to quit the position.

The second Night Interval has been and gone. No reinforcements this time, just some frantic shuffling of units to reinforce success or fill holes. Turn 8 now, and it's the same story as before as the Union right keeps bashing its head against a grey wall.

On the opposite wing, Lee has found one of his best divisions from somewhere to smash into that dangerous Union incursion in the centre (left of pic). That will prove enough to thwart it. But look at that lone artillery unit guarding New Cold Harbor (lower right edge) and the Union cavalry above it.

The Union cavalrymen decide it's now or never. Sabres flashing, they charge the Confederate guns! Will this be their moment? Will they capture that white Objective marker? No - the gunners hold their nerve; the cavalry is repulsed.


"Here they come agin, boys!" The last couple of turns see more waves of general assault against the Confederate left, mostly with the same lack of result. However, watch the unit in the centre with the red counter (half-strength artillery unit) and the black counter (infantry low on ammo) along with Bobby Lee's command stand (the cavalry base behind it). More about that soon.

Close-up of some of those massed assaults. Ever felt outnumbered?

See Lee flee! That unit with the low ammo? On the last turn, it cracked under the pressure, abandoned its earthworks, lost its guns, and retreated across the Chickahominy, taking General Lee with it. Too little too late for the Union, though, as there wasn't time to follow up and capture the bridge.

Let's finish with a couple of shots from the Union point of view:

The Confederate right is looking very ragged and threadbare. Baldy Smith's men have breached it thoroughly (from the lower right of pic) and are advancing into undefended open country, but too late to reach the objectives near the Chickahominy. Top left, the Union cavalry makes one last charge and expires.

The Confederate left isn't in great shape either, that line looking seriously dented and buckled in places. However, it has held for just long enough to claim victory.

The butcher's bill: at 2,000 men per base, that's a lot of Union casualties. (The Confederate pile was much smaller.) Of course, most of these 36,000 aren't dead or wounded - a lot of them are just seriously demotivated - but it's sanguinary enough to do justice to the historical losses of around 13,000.

Reflections:

Don't Try to be Too Clever, Part I: Victory Conditions. Usually, BBB scenarios feature half a dozen or so objective locations, mostly spread across the middle of the table (typically representing the extent to which an attacker has or hasn't breached, broken or outflanked a defender's line) with maybe a couple near one or both sides' baselines to represent lines of communications. This time I opted simply for river crossings or locations commanding them: four along the Chickahominy (the Confederate edge) and two on the Pamunkey (the Union edge). This didn't really work as there was little prospect of the rebs threatening the Union edge, while the Union got no reward for getting close. The guys rightly recommended I revert to a more normal format with intermediate objectives. Second draft will do this and stick to what we know works.

Don't Try to be Too Clever, Part II: Union Entry Points. I tried to recreate the doubt in Lee's mind by recreating Grant's options of where to cross. However, the way I did this just made crossing upriver a much better idea than the historical crossings further down (and I don't think this was really because we're smarter than Grant). I'm going to redraft it so that most of the Union forces must arrive via one of the two main historical crossings, while giving the US players free choice over just one corps. That should be limited enough to keep it simple for the players, while still allowing some flexibility for cunning plans.

The Bludgeon and the Rapier. While those major strategic questions need tweaking, the lower-level stuff felt good: the balance of forces, the troop ratings, the terrain, the limited LOS. It produced the right tactical feel, with the two sides having to play it differently. The Union, with over 50% numerical advantage but needing to advance, was constantly trying to pummel and envelop; the Confederates, with a quality advantage but barely enough units to hold the line, had to choose judiciously when and where to counterattack. It also produced a well balanced game overall (VPs aside) and was close enough to the historical result in terms of casualties inflicted and ground taken.

Wargame or Boardgame? People occasionally say that once a tabletop game gets to this ground and troop scale, you might as well play a boardgame with counters. I disagree. I think the format of this scenario (and others at a similar scale - thinking here of Chancellorsville or Spotsylvania, and hoping to repeat it for the Seven Days Battles and for Petersburg) lets it straddle the line between tactical and operational level. The Night Intervals, with a scenario rule for strategic redeployment, brings in those large operational decisions; but then the regular turns in between are normal tactical tabletop wargaming. It works for us, anyway.








Sunday, 13 October 2024

ACW: Fair Oaks / Seven Pines (1862)

The current serious BBB project - for probably the next three years - is to develop a full set of scenarios for the 30 biggest battles of the American Civil War. About half of these have already been done ad hoc over the last decade, but now we're working through them systematically.

To that end, Matt Bradley has filled one of the gaps with a new scenario for the battle of Fair Oaks, also known as Seven Pines. This is a decent-sized engagement of >30,000 a side over a couple of days. It was a kind of prelude to Lee's more famous "Seven Days Battles".

At this point, though, Lee had not yet taken over. Johnston was in command of the Confederate forces and sought to pounce on a couple of isolated Union corps on the right wing of the Union army. As it turned out, his attack was poorly coordinated, the Union managed to bring up reinforcements, and it ended as a bloody draw (Johnston himself ending up as one of the casualties, being seriously wounded).

As both sides bring on troops from various directions during the battle, it makes for a good game of maneuver, albeit some of the Union army starts the game in fortifications. The eight pics below tell the story of our game, as well as showing off Matt's lovely craftsmanship.

Matt's mat is a work in progress - he'll paint it to make it less like a map and more like a landscape - but it's attractive and effective as it stands. Roads criss-cross large woods alternating with large open areas, the whole bisected by a railroad, and with Sumner's bridge across the Chickahominy bottom left. Note the Union observation balloon there along with some of the US reinforcements. The initial three US defensive positions are upper right. CSA arrive via the roads top right and bottom right.


Casey's Redoubt in front of the Kuhn Twin Houses. 6mm figures from Matt's collection. As the unit labels show, these poor raw guys are Fragile and fire Ragged volleys.


A similar garrison defends Fair Oaks Station.

A ragged rabble of rowdy rebels prepares to attack.  Some of the Confederate units are rated Aggressive, so will have an advantage if they can close with the foe.


Aha, the proverbial lead balloon! (The balloon and its wagons are by Irregular Miniatures, I believe.) Sedgewick's division queues up to cross the Chickahominy on Turn 2.

I commanded D.H. Hill's division, the first Confederates to deploy, and opted to work my way around the Union left before assaulting. All in position among the rail fences after two moves.


The brigades of Anderson's and Whiting's divisions each had to dice to see which turn they'd arrive. We were pretty unlucky with these rolls, then further stymied by Matt's rubbish movement rolls once they did show up. Here come some of Anderson's men to belatedly back me up.

A turn later and Hill has carried Casey's Redoubt and is pressing on towards the Seven Pines crossroads (both are Objectives, marked by Matt's little flags). The three US units facing Hill will all eventually be wiped out.

Unfortunately I didn't take any more photos after that, so here's a graphic to summarise the action. US and CS flag symbols indicate the seven Objective locations:

After his (my) attack top right, Hill sent his division into the woods either side of Seven Pines to fend off the US counterattack led by Heintzelman (played by Crispin) - though Heintzelman was also anxious to protect the Blacksmith's Shop objective behind him. Dave and Matt (as Anderson and Whiting) combined to converge and clear Fair Oaks Station, then exploit up the railroad towards Orchard Station. On the US side, Sumner (Mark) formed a line that buckled and bent under their assaults but just managed to hold the Orchard Station objective and cover the Adams Farm objective on the US right as well. In the last act of the game, we held three objectives - enough for a draw - but Crispin pushed a brigade down the road towards the Seven Pines crossroads. I'd set up my guns and I had some infantry covering the road as well, so I had a better than 50/50 chance of thwarting him, but my dice let me down. Victory to the Union!

Reflections:

Learning by Doing. I knew very little about this battle before the game. I have a pretty good mental picture of it now. I love learning about history through our games.

Craftsmanship. We could play the game with bits of blue and grey cardboard, but I don't think I'd absorb it as well as I did using Matt's beautiful figures and terrain. The aesthetic matters. HQGE.

Reinforcement Rolls. Having variable arrival times for reinforcements (a) creates fog of war, (b) is therefore probably more realistic, (c) gives me an excuse when I lose, (d) enhances the replay value of a scenario as it will change shape a bit each time. The main reason I don't use this much when designing my own scenarios is simply to keep them simple! But it didn't overcomplicate this game and was definitely a net positive.


Thursday, 26 September 2024

Disponibile la versione italiana dello Schema Riassuntiva BBB

Sono lieto di annunciare che, su richiesta dei giocatori italiani, abbiamo creato una versione italiana dello Schema Riassuntiva per la regola "Bloody Big BATTLES!" (BBB).

Lo Schema Riassuntiva è disponibile negli archivi del gruppo BBB:
(È necessario unirsi al gruppo per accedere ai archivi.)

Ringrazio Giorgio Miraz per la traduzione e Gianni Revelli per il suo generoso aiuto.


For non-Italian speakers: this is to announce that an Italian-language of the BBB Quick Reference Sheet is now available. This joins the French and Hungarian versions already in the group files.

Monday, 16 September 2024

Colours 2024 - Borodino

 

The Colours wargames show in Newbury is probably my favourite show these days. For a start, it's one of the closest and easiest to get to and therefore the one I get to most regularly. But also it's a nice venue - Newbury Racecourse - with loads of parking, decent refreshments available, and enough space for games and traders and everyone who wants to see them.

We (Oxford Wargames Society) always lay on a participation game. Last year we did Isandlwana, which proved very popular. Everyone knows about it and wants to say "Zulus, sir - fahsands of 'em", and Bruce's gorgeous 28mm figures and terrain drew plenty of people to the table. This year we went to the opposite extreme, from a battle of a few thousand men represented in 28mm, to a titanic contest with a quarter of a million men on the field in God's own scale (6mm): Borodino. This is one of the scenarios from the newly published scenario book, "Napoleon's Bloody Big BATTLES!".

Borodino is just as famous as Isandlwana, of course, so again there was a lot of interest. Numerous people joined in to command a corps or three for an hour or two. Best result of the day was a Warhammer 40K player looking to get into historical gaming, who we tempted into playing on the Russian side mid-morning and who then fought through to the finish (well done, Bart!).

Interestingly, there were two Borodino games at Colours - at the other end of the hall, Dave Brown was running a General d'Armee game focused solely on action around the Raevski redoubt. Hopefully a few gamers appreciated seeing these complementary games offering different approaches to the same battle, one "zoomed-in" and the other "zoomed-out".

I was on my feet for seven hours, talking virtually non-stop to all the folks who stopped by our table. Thank you to everyone who came by to get their ears bent. It was great as always to catch up with a number of old friends (let's give a special namecheck to Steve Johnson, since he's already done his own report from Colours 2024). I was so busy chatting that I wasn't able to pay much attention to the actual game (let alone do much more than a swift lap of everyone else's beautiful tables). Apologies, therefore, to Alan Millicheap, who'd asked me to take lots and lots of photos of the battle's progress. I did manage a dozen snaps of it, which I offer below with commentary for those interested.

In summary: a great day at a great show, highly recommended, many thanks to the organisers, and see you all in Newbury same time next year!


Most of the Grande Armée arrayed at the start. Eugene's corps on the left; Ney and Davout on the central heights; Poniatowski's Poles on the right; Junot about to arrive. The Imperial Guard will show up later. Figures are Baccus 6mm from Mark Smith's collection. We don't normally bother with unit labels as they aren't necessary, but we made the effort for the show.

Close-up of Davout's 1st Corps and the grand battery set up to pummel the Russian redoubts, backed up by some of the cavalry reserve. Right at the back we see Murat, facing the wrong way for some reason ... waiting for Napoleon and the guard to turn up on Turn 4 onwards, perhaps?

Aerial view of the whole battlefield (bar a few more inches either side). The labels show clearly which side is where: the French tidily divided into a central mass and two wings; the Russians grouped around their redoubts, with a flanking force in Utitsa and the woods behind it, a large central reserve, and a refused right wing behind the river.

Attacker's-eye view of the Russian fortifications: the Raevski redoubt left of pic, the Bagration fleches on the right.

Close-up of the defenders of the village of Utitsa. This brigade of regulars is backed up by some fragile cossacks who quit the field on Turn 2, some beefy grenadiers (the column on the road with two flags, our code to indicate a veteran unit), and a lot of pike-armed opolchenie militia.

Utitsa and the fleches from the Russian side. Lots of tough veterans defending the vital fortification.

The Russian central reserve. This is a mix of veteran grenadiers (two flags), trained regulars (one flag) and raw militia (no flags).

Russian view of the French centre and left wing. Lots of 2-flag veteran units and Skirmisher bases!


Battle is joined. The Russians are about to be emphatically booted out of Utitsa, having suffered severely at the hands of French tirailleurs before the assault. A different story on the adjacent heights, where an early French assault on the fleches is about to be repulsed.

On the French left, Eugene has cleared a Russian delaying force out of Borodino and is working his way around the flank of the Raevski redoubt. The Russian right wing is not allowed to move in the initial turns of the scenario. Malcolm has a hand in matters on the Russian left.

Protracted tussle on the Russian left. Grenadiers counterattack at Utitsa but are forced back, while the French hammer away at the fleches. Ding-dong see-saw action here all day.

The Russian right wing starts to rumble forward to counter Eugene. By the end of the game, the French (actually, on this flank, mostly Italians, I believe) had been forced back far enough for the Russians to retake the village of Borodino (the grey patch by the bridge upper right).

There are nine objectives on the battlefield, representing key terrain, lines of communications, flank positions, etc; the French needed to take five to draw, six or more to win. I'm not 100% sure how it turned out but I think it went like this: on the last turn, three objectives were vigorously and violently contested (Borodino, the Raevski Redoubt, and the next line of heights just behind the Russian fortifications). All three results were possible: French victory, draw, Russian victory. And, of course, the last dice of the game decreed it was a gloriously bloody draw. How very historical!