Showing posts with label Battle Cry. Show all posts
Showing posts with label Battle Cry. Show all posts

Friday, 21 June 2019

Battle Cry and the Risorgimento

The date for our next game had been in the diary for a couple of months and we talked about trying something different, but as the day drew nearer one of my cats broke a leg, which rather changed the dynamic in our calm and peaceful household.  Rather than postpone we opted for something easy to set up and play, but still wanted something a bit different.  A quick search through the scenarios on the Command and Colours website gave us Garibaldi's invasion of  Sicily in 1860 and the Battle of Calatafimi.

Garibaldi has landed and declared himself dictator of Sicily, as he marches on the capital, Palermo, the Neapolitan General Staff send General Landi to block him and put down the popular insurrection.  As usual we were playing a wargame with 54mm toy soldiers, here's how it went:

The opening positions find Garibaldi and Bixio with their 1,000 Red Shirts (the "Mille") occupying the village of Vita on the left, Major Sforza has rushed the Neapolitan infantry forward to occupy the hills of Pianto dei Romani in the centre.  On the hills beyond we can just make out the Picciotti, local militia, who have turned out to support the uprising.  On the right we find General Landi in Calatafimi bringing up the rest of the Neapolitan troops.

The Neapolitan troops have been pushed forward to occupy the hills, the artillery is served by seasoned professionals, the infantry are well trained and armed but are raw recruits, if they lose a morale check they will fall back two hexes.

General Landi in Calatafimi rouses the Chasseurs and reserve infantry, but they won't move out until after the fourth turn.

Garibaldi's Mille advance on the hills from the village of Vita.  Garibaldi himself can be seen leading the unit on the right, his second in command, Bixio is with the units on the left.

The Picciotti, poorly trained and armed, sit in the hills waiting to see what will happen, the scenario prevents them from taking any part in the action until after the fourth turn, their combat effectiveness is also reduces by 25%

The Neapolitan infantry wait apprehensively, overlooking the well cultivated valley, they can hear the Red Shirts approaching but their line of sight is blocked by the woods on the hills opposite.

Both sides move into contact in the centre

The action in the centre flows back and forth attack being met with counterattack and both sides giving good account of themselves.

A few well placed rounds from the Neapolitan artillery on the right flank has pinned down the Picciotti in their hills and things are looking desperate for the Red Shirts

The Neapolitan reserve finally get under way but it's too little, too late and the game will be over before they arrive.

Through shear force of personality Garibaldi leads his men in one final charge and breaks the Neapolitan line, as the enemy fall back in disorder the game is suddenly over.

The game played out in very much the same way as the actual battle 169 years ago, I guess that's the mark of a well designed scenario.  The figures are nearly all conversions from various American Civil War figures and the practised eye should be easily able to distinguish their origin, I counted seven different manufacturers making up the Red Shirts.  The game involved a lot of different terrain features, which took a while to set up and get acquainted with, but after that it moved very fast and we were done in about two hours. 

Thursday, 14 March 2019

Memoir 44 - Battle of Carpiquet in 54mm part 2

As part of Operation Windsor of 4th July 1944 the 8th Canadian Infantry Brigade advanced from the Normandy bridgehead to capture the airfield outside the village of Carpiquet and this is the scenario that Anthony and I chose to play using 54mm toy soldiers and the Memoir 44 game system devised by Richard Borg.

The Canadian armour advances, this game system is very much about the tanks, they have great mobility and firepower but their full potential can only be exercised in open country, their effectiveness is much diminished against troops in cover.

On the German left wing, infantry of both sides move cautiously forward, probing and making maximum use of terrain for cover.

The two panzer units on the German right wing have elite status, which gives them a marginal edge in tank on tank combat, they launched an all out attack and made short work of the opposing Shermans

Infantry have great resilience when in cover, several times the defenders were forced out of their positions but quickly regrouped and returned to the fray.

The Allied armour eventually broke out of the bocage but by then the panzers had command of the open ground and there was nothing for it but to fall back.

The game was fast paced and the outcome played out very similar to the original action in 1944, from that point of view we judged it to have worked well.  Visually it was nice to see the Britains Deetail figures on the table and six figure units looked about right but I think we need to work on the representation of built up areas (which I feel is an issue with grid based games) and perhaps some explosive blast markers.  It lasted about an hour and a half.

Elsewhere, the latest issue of Plastic Warrior magazine arrived in the post this morning (see PW link in column on the left), the Woking Games Day is being held this Saturday (for details see the Little Wars Revisited link in the column on the left) and we also have the London Toy Soldier Show coming up on the 30th March, so a busy few weeks ahead.

Saturday, 9 February 2019

Battle Cry Isandlwana with 54mm toy soldiers

The new year has seen a long awaited return to playing games with toy soldiers, give or take a day it was the 140th anniversary of the Battle of Isandlawna so it seemed only fitting to recreate it on the table.  Anthony has been diligently building up a superb Zulu War collection made by Little Legion Toy Soldiers and found a scenario for Isandlwana on the internet using the Battle Cry game system devised by Richard Borg.  We were joined by John, a long standing enthusiast of H G Wells "Little Wars" who acted as umpire.  Here's how it went:

The Zulus deployed in traditional "Buffalo Head" formation, the main body (chest) formed up across the donga while the horns work their way around the flanks. The British infantry form up in line behind the donga, with Durnford's Natal Native Horse on the left flank and a gun in the centre covering the right flank.

The Zulu line makes an impressive sight, they have no firepower but if they can close to contact their units have greater resilience in hand to hand combat.  The Zulu also have a slight advantage in command control to reflect their mobility and tactical use of terrain.

The British depend on being able to bring their superior firepower to bear.

A few of my Zulus, produced by "A Call to Arms" made up the numbers, painting the laces on Zulu shields is a most laborious chore. 

The British line waits steadily for the onslaught.

The Zulu right horn falls on the British left flank and steadily wears it down.

Durnford's troopers attack the Zulu left horn and stall the advance on that flank but are wiped out in the process.

With the main action taking place on both flanks the Zulu centre waits to see the outcome.

The British line moves up to shorten the range and fires off a volley forcing some of the Zulu units to fall back.

With the flanks being steadily overwhelmed by the horns, the chest surges forward in an all out attack.

The British line fragments, and suddenly it's all over.

The game played out surprisingly similar to the historical narrative, which is the mark of a well designed scenario and what we always aim for.  It took about three hours to play (including a break for beer and bacon butties).   

LITTLE WARS REVISITED GAMES DAY 2019

The above event will be held on 16th March 2019 in Woking and you can find all the details on the Group Forum here: LWR Forum 2019 Games Day  Anthony plans to put on another game using his Little Legions Zulu War collection at the event and will be using the Portable Wargame rules devised by Bob Cordery.  So if you want to watch or take part in some great wargames played using 54mm toy soldiers why not come along for the day.


Friday, 20 July 2018

Battle Cry in 54mm

For those unfamiliar with it, Battle Cry is a boardgame set in the American Civil War, it's played on a hexed board using 20mm toy soldiers which are activated by drawing order cards.  Separate terrain hexes can be laid on the board to create an infinite variety of battlefields.   In need of some diversion from One Hour Wargames, and as Anthony had acquired a mat with 6" hexes, we opted to run a game of Battle Cry using 54mm toy soldiers (also I realised my ACW toy soldiers hadn't had an airing since the Gettysburg game in 2013).

The game also includes a number of scenarios based on actual battles showing you where to lay out the terrain features and the starting positions for all units.  We decided to refight the First Battle of Kernstown   This sees the Confederates under Stonewall Jackson inadvertently attack a much stronger Union force due to faulty intelligence.  Here's how the game went:

View of the left and centre of the field from the Rebel side.  The Union artillery dominates the Rebel left from the commanding hills in the background.

The Rebel right and centre, the picket fence running through the middle of the field provides scant cover but creates a clear psychological barrier and rallying point between the two forces.

All movement and weapon ranges are measured in hexes rather than feet and inches, combat is between units rather than individual figures and is decided by simple dice rules. This makes for a fairly fast moving game once you've gotten used to the terrain effects, which are central to the system.

The Rebels hold a naturally strong defensive position, the treeline on their left protects that flank from the Union artillery and helps to even out the disparity in numbers between the two sides.

The Union force commands all the high ground and comprises 9 units of infantry, 2 cavalry, 2 guns and 2 Generals, while the confederates have 6 units of infantry, 1 cavalry, 2 guns and 3 Generals.

Aggressive Confederate cavalry action on the left keeps the Union right wing in check.

6" hexes are the ideal size for 54mm figures and give the game something of an old school Morschauser look.  If you don't want to stretch to buying a custom made mat it's easy enough to make one by cutting out a cardboard hex template and using it to draw around on a plain green sheet (if I can do it any idiot can!).

Most of the action was in the center and it could have gone either way as the relentless Union pressure took it's toll on the Confederates, finally a last desperate counterattack with a Rebel yell sent the Yankees running from the field.

On the Union right a massed attack broke against the stoutly held fence line and suddenly the battle was over. It could have gone either way and the Union force was slightly ahead for most of the game but that changed after the attack in the centre broke.In 1862 the battle was a tactical defeat for Jackson and the Confederates but happily in 2018 they just about managed to hold their own!  The whole game took abut two and a half hours to play.

This system is ideal for use with 54mm figures and we feel this size of toy soldier adds much to the visual aspect of the game.  It can be used without alteration for any of the modern wars in the second half of the 19th century and I have a fancy to try it for a Crimean game sometime (a chance to get out those Britains hollowcast guardsmen in bearskins).  Another bonus with this system is the the order cards provided are ideal for randomising movement if you are playing a solo game (as we all have to sometimes).