Showing posts with label Poland. Show all posts
Showing posts with label Poland. Show all posts

Thursday, 9 February 2023

In memoriam Geoff Coe: Ostroleka (1831)

Back in 2015, not long after BBB was first published, I somehow came into email contact with a chap called Geoff Coe. I never met or spoke with Geoff, so I only knew him through our email exchanges and his prolific postings on certain wargames sites, especially the Lead Adventure Forum. His nom de guerre on LAF was 'Shipka', a reference to the battles for the Shipka Pass in Bulgaria during the Russo-Turkish War of 1877-1878. This was a sign of the passion Geoff shared with me for the more obscure corners of C19 military history. Geoff carried his enthusiasm to the extent of actually commissioning figure ranges to fill these historical gaps. As Helen ('The Grey Heron') said in her tribute to Geoff on LAF, he particularly patronised Steve Barber Models, creating ranges for the Greek Wars of Independence, SE Asia, Hungarian Revolution, Italian Wars of Independence, etc.

The specific corner that Geoff and I found ourselves together in was the Polish 'November Uprising' of 1830-1831. As my post from 2015 records, he got in touch to urge me to create a scenario for one of the major battles of that conflict, Ostroleka. Encouraged by his infectious enthusiasm, I did so, but never got round to playing it (and I don't think Geoff did either), and it has sat in the BBB group files ever since.

This month, our man Crispin decided to roll this scenario out for a club night at OWS. On the face of it, it's not an entirely promising situation for an interesting game, as all the action is channelled through a single bridge, which obviously limits the number of different possible plans. The battle starts with the Poles holding a bridgehead across the River Narew at Ostroleka. The Russians have to force their way across, then capture some objectives beyond it, while Polish reinforcements turn up from various directions to contest these.

The bridgehead fight was surprisingly protracted, to-and-fro, intricate, tense and absorbing. The Polish 3rd Division put up gallant resistance and repulsed several Russian assaults. Not until Turn 5 - halfway through the game - could we Russians get two divisions across, drive back the defenders, and claim the first objective. This was concerning because the scenario specified that only one unit per turn could cross the half-demolished bridge, so we were anxious that we might not get enough troops into action soon enough to reach the other objectives.

Meanwhile, Polish reinforcements had arrived and they launched a massed counter-attack. This bounced off, though the raw scythe-armed militia reaped a goodly number of Russian guardsmen before they were spent. Not bad for a 'no-shot weapon'.

The third act of the game was swift, dramatic and glorious. On Turn 7, we committed General Nostitz's 1st Guard Light Cavalry Brigade as our one unit to cross the bridge that turn. In a smart parade column, with their 36" road move, the cavalry dashed across the bridge and up the road to where a Polish battery guarded the hill objective a mile from Ostroleka, wheeled off the road and attacked the Polish guns, still in march column. This move could be either audacious or suicidal, depending on the Polish cannister fire. Phil's dice had given him a lot of 6's so far, but chose that moment to roll double 1 - a total miss - and another 1 in the ensuing assault. The guns evaporated (we interpreted that to mean they never actually stuck around to fight but just limbered up and legged it), the objective was taken, and at that point the Polish players not unreasonably threw in the towel.

A few captioned photos show the action in a little more detail. Scroll past these if you want to get straight to my reflections below.

 The battlefield. Russians attack from bottom right against the Ostroleka bridgehead across the marshy Narew. The causeway road (double line) runs diagonally across centre of pic. Polish reinforcements lurk in the forests top of pic. Another Crispin battlemat.

 Pretty in pink: Crispin's Polish Legion, actually painted up for the Hungarian War of Independence of 1848-1849, but no doubt a few of those committed revolutionaries were also at Ostroleka 18 years earlier. Apologies for the blurry photo. Hmm - is that flag upside-down??

 The first Russian assault goes in on Turn 1. The green bases are the only Poles in shot, the rest are Russians. There were a lot of Russians - half of them never managed to get across the bridge and into action.

Anyone know the Russian for 'traffic jam'? Capturing Ostroleka itself was the easy bit. Establishing a foothold across the bridge when it was guarded by a large unit of hardcore Polish veterans was harder.

 Turn 5 and we finally capture the road junction objective. The overturned base is the Polish C-in-C, General Skrzynecki, 'bumped' when our assault drove his troops back. Top of pic, Polish reinforcements form up for counterattack behind their freshly deployed guns.

 'Game over, man!' Guard cavalry on parade scorns ineffectual Polish cannister, forces Polish battery to skedaddle, and seizes the second objective required for Russian victory.

Reflections

'Take the bridge': in general I'm not a fan of such apparently one-dimensional scenarios. As it turned out, though, while there wasn't much choice about 'where', both sides have a few different options about 'how' to tackle the bridgehead fight. Especially with the modified objectives (see below), the Polish defenders have some decisions to make about how far forward to defend and for how long, etc. It could have more replay value than we thought at first.

Different terrain, different geometry, different decisions. As well as the semi-demolished bridge providing focus for the fight and forcing the Russians to think about which order to send troops across it, the scenario had another unusual terrain feature: an embanked road providing combat advantage and blocking line of sight. This gave players some interesting decisions about how best to exploit/negate the resulting geometry of the battlefield.

Phased objectives: the victory conditions in the scenario weren't quite right. Having played it, it now looks inevitable that the Russians will eventually take at least the one objective they need for a draw, hence the Poles can't win. To correct this, we'll make that first one time-limited, so the Poles get rewarded if they can fend off the Russians long enough. We'll add another time-limited objective in Ostroleka itself.

Characterful units: it seems as though every wargamer loves gallant Poles! And Crispin's specially painted troops in their pink czapkas looked very smart. Also, everyone on both sides cheered when the scythe-armed militia gave such good account of themselves. Such units add important richness to a game.

Rest in peace, Geoff Coe. For all his passion for the period and efforts to create figures and terrain for neglected wars, Geoff's posts never seemed to mention games, so I do not know whether he actually wargamed much or even at all. If he did, his playing days are over, as I believe he passed away in July 2021. His contributions to the hobby - both physical (the figures) and in morale terms (his enthusiasm) - were significant and our community was the richer for his efforts. I hope our game of one of Geoff's favourite battles can serve as a small tribute to him. 



Tuesday, 24 May 2016

The First Polish-Sikh-American-Civil War

Not really, it's just that I've managed to fit in 3 different games in a week, from 3 different wars.

First we had a WWII game set in Poland 1939. This was a re-run of the Bzura Breakout semi-historical game we tried back in November. It's a game with no front lines and action all over the pitch, and we had six players, and we were experimenting with new rules. So it was all a bit shambolic really! But good fun nonetheless, and as far as the rules experiment went, a success. More of that anon, no doubt.

A highlight of the evening was actually after the game, when we were chatting in the village hall kitchen and a large rodent raced between our feet and disappeared under the cooker. Apparently the hall has a bit of a rodent problem and will be closed for a few days while it is dealt with. If rodents are unwelcome I will have to reschedule the WWII 1945 'what-if' scenario I was thinking of, pitting elements of 7th Armoured Division against a Pzkpfw VIII ...

I bought this magnificent kit, available from here,
as a present for my mate Steve

Sorry about that. Serious head on again. For the past couple of years Dr Mark Smith has been educating me about battles in India: Mudki, Ferozeshah and the like. On Thursday he cast me as Sir Harry Smith, facing him and Maurice as the Sikh commanders at Aliwal (1846) in the First Anglo-Sikh War. For once I had read a little about the battle before reading Mark's scenario briefing. His scenario seemed to capture the shape of the battle really well. Essentially the Brits have to beat the Sikh army by carrying a fortified position. Spice is added by both sides looking to threaten the enemy's line of communications while protecting their own. Thus there are decisions to make about how many troops to commit to the main fight in the centre, and which to divert to the more speculative action on either flank.

For the Brits the prospect of assaulting uphill against superior numbers of Sikhs entrenched with plenty of cannon looks pretty daunting. However, a third of Sir Harry's army is actual British troops of very high quality, and another large proportion is plucky Gurkhas who are almost as good, while the Sikh army's best troops are in reserve and the trenches are manned by some rather poor rubbish. So I was able to carry the works, not without loss and inconvenience, but with enough vim and momentum to smash back the better troops in the second line as well, and storm up into Bhundri. Meanwhile my audacious cavalry had seized the Sikh camp and fended off an attempt to retake it, while my gun line and a couple of spare units were just enough to deter a Sikh foray against my own supply line.

This was a really fascinating and tremendously tense and exciting game. The contrast between the two armies gives it real character. The scenario illuminates the history, as I really could see why Sir Harry attacked as he did, but at the same time it leaves enough options for both sides so that you are not channelled and forced simply to repeat history. The play balance was excellent. Although I came out with a win, I definitely felt fortunate to do so, and it could easily have gone the other way with just a couple of dice landing differently. A triumph for Mark's scenario design!


Third of the trio was last night's Regimental Fire & Fury American Civil War game laid on by Dave T. This was a six-player game. Basically it was a generic divisional-sized line-out, each of us commanding a small brigade. The clever spin was that Dave added a couple of layers of extra interest. After we'd deployed our troops, he then gave each side a randomly selected secret objective. For further spice, each player got given a secret personal objective.

The way the army objectives worked out was that our Confederate opponents were short of supplies and bent on looting as many as possible of the farms and villages dotted around the table, while on the Union side we were charged with clearing a route along one of the two roads running across the table. We mostly achieved this, while the Rebs had very little success at looting, so it was a Union win.

At the personal level, I was a gloryhound seeking promotion, so whatever the army objective was, I was supposed to ensure my regiments were the ones to take it. When we had to pack up, I was poised to launch my men at the last section of road to be cleared, but didn't quite have time to do so. Dave W on my left just wanted to get to his family's farm, and again, didn't quite manage it. On my right, I'm not sure what Bruce's personal objective was, but he achieved it so was declared the winner.

This was a jolly romp. The addition of the secret objectives made the tactical decisions a lot more interesting than if it had just been a conventional kill-'em-all punch-up. It's a scenario that was quick to set up and can be played again multiple times, and the interaction of the different objectives would make it fresh and different each time.


Let's call the ACW battle a draw (I was on the winning side but didn't win personally), and Aliwal was a win. My tally for the year:

Played: 17
Won: 8
Drawn: 4
Lost: 5