Saturday, 16 November 2024

It being an Avrupan week, I decided to have a small game to jog my memory of the rules and tweak them as I always find something that needs improving. They are based on Crossfire, the WW2 rules by Arty Conliffe, which I know are very much not everyone's cup of tea, being very unusual in their approach - no ranges or move distances, multiple actions in sequence by single squads, losing and gaining initiative suddenly, lots of thinking about cover and fire support. It is also very much an infantry game, with vehicles/aircraft in secondary roles. However, I do like the ideas and concepts and they do provide interesting games to say the least! I have made some changes to suit my sci-fi/future wars project, but the broad approach remains the same.

Anyway, the small scenario. A section (three squads) is holding a position astride a main route with orders to hold up any hostile forces approaching. The latter, in this case, are two sections (each three squads), with a support squad attached (one with flamethrower, one with an extra LSW - Light Support Weapon), who have been ordered to clear the area of enemy troops.

My Avrupan units are companies made up of various numbers of sections each of varying numbers of squads. A basic infantry or support squad has three figures. My figures were originally based for skirmish rules requiring individual bases, but I have never rebased them for Crossfire-style rules, just keep them in base contact.

Game to play for one hour or victory to defence if they knock out four attacking squads, victory to latter if they knock out all the defenders.

Here are some photographs. I was playing in the evening under artificial light and the pictures came out rather differently from normal, but I thought it gave them a sort of arid world sort of aura!

The table, three feet by two feet. Main road crossing a gully, with another gully in the lower right corner. Various 'groves' of flora, a ruined accommodation building, rock walls and heaps, plus a sand hill. It is not as crowded a table as for WW2 |crossfire, but it is meant to be an arid world, so there are more open spaces, which makes using cover even more important!
The left section of the attackers, three squads moving up behind the rock walls.
The rock walls are made from that loose packing foam, stuck on bases, undercoated and then painted a sort of brick red, with sand squiggles. They give protection against direct fire.
The flamethrower squad moves up. Squads can move independently from one another as every member has radio/vidcam connections to each other and to their command (off-table in this case). The 'flora' are plastic aquarium models, painted and rebased (where required) to give a different world look to the tabletop. The ruined accommodation building in the background was made from an air-freshener container.
The right section of the attackers moved up the gully, in which they are hidden from any observers, gullies being deeper than head height.
The attackers have moved onto the table, no sign of the defenders. In fact, one of their squads is in the 'grove' between the sand hill and the road at the top, another is hiding in the gully just to the right of where the road crosses the upper gully, and the third squad is in the 'grove' to the top right which straddles the upper gully.
The left section get moving again, entering cover, while their LSW squad moves left behind the rock wall. The green counter shows the squad is inside the cover to which they are adjacent.
The right section's attached support squad (another LSW) moves into the 'grove'.
The left section's LSW squad did a recon by fire on the grove by the sand hill, which triggered a response from the defenders, who promptly pinned (blue counter) their attackers! I have shown the directions of fire with red and blue lines.
The defending squad in the upper gully decided to get in on the firefight - I decided this by a die roll, odds they would, evens they would not - while the rest of the attackers' left section went prone in cover (yellow counter).
The right section's support squad also joined in the shooting, while everybody else kept their heads down. However, nobody was hitting anyone!
The defenders' right hand squad (LSW) is now pinned.
The defenders' squad in the gully is still okay. Figures are 25mm by Denizen Miniatures, which are now owned by SpaceDenizens, who is gradually developing the range into 28mm. I have in the last year or so acquired some GZG figures as they are very similar in style.
The defenders' right hand squad is now suppressed (red counter). Pinned and supressed have to be rallied off; pinned stops movement and affects firing, but is not too bad, additional pins have no further effect, but suppressed stops all actions until rallied off and a further suppression will KO a unit.
The whole of the left section of attackers get in on the shooting now that the defenders are suppressed. However, they only managed more pins!
The right section gangs up on the defending squad in the gully, but their fellow squad in the grove opens up in support, pinning one of the attacking squads.
The squad in the gully is now suppressed, so things are going well for the attackers.
A group assault goes in on the 'grove' by the sand hill: two squads plus the flamethrower squad, with the SMART gun squad pouring in more fire on the defenders in the gully first. Crossfire normally allows only two squads in a group assault, but I allow up to four. However, it can be risky, as if they lose, all squads are KO'd, as in the original rules.
Not much hope for the defenders, being suppressed and caught prone, while the 'grove' does not give any protective cover, plus the attackers have the flamethrower as well as numbers. The defenders were overrun and KO'd.
Having cleared the 'grove' out, the left section of attackers promptly group charged the squad in the gully, while in the distance the right section managed to suppress the last defending squad.
The defenders about to be overrun.
The last defending squad suppressed in their 'grove'.
End of game. I decided that the last defending squad would surrender before being overrun, which meant victory for the attackers, as they had put all three defending squads out of action.

I enjoyed the game. It was a bit of a fillip to my interest in my Avrupan campaign.  It took a while for the attackers to gain fire superiority, but moving about in the open is deadly stuff in Crossfire, especially as the non-phasing player can use reactive fire against phasing player units that move and win the initiative if successful. Also, the attackers had no off-board artillery support to lay down smoke or HE, which always helps a lot in pinning or suppressing defenders and opening up movement. Looking back, the defenders in the gully should have stayed down and acted as an ambush or waited for a very clear target, such as the group charge against their fellow squad in the 'grove'. But playing solo means I have to make decisions by a die roll that a sensible (?) player might not do!


Monday, 11 November 2024

Realising I had somewhat neglected my Thirty Years War campaign, I moved events on a little and had a battle using my 15mm figures, playing it solo. The engagement was between the Palatinate and Austria, the former trying to retake part of Bohemia from the latter.

There are no fancy objectives in these battles; the aim is to beat the other army, thereby forcing them to withdraw from the province under dispute. I drew up each side according to 17th Century traditions and the terrain, which meant the Palatine troops were stretched out across their side of the table, whereas the Austrians were very bunched on their side. Next I rolled a die to see what their generals main tactic would be, again based on what seemed to happen generally in 17th Century battles. The result was both sides were to take the offensive all along their line.

In the event, the Palatinate won the battle because they managed to break two of the Austrian 'divisions' (a not very accurate term in the rules for a group of units, but broadly speaking each army can have up to four - right wing, left wing, centre and reserve) by Turn 7, which under the rules gave them a win.

Thirty Years War purists will have to accept that I have a mix and match approach to my armies, ECW and Thirty Years War figures being used freely. They also date from many years ago, so include long defunct ranges. The rules are homemade, but based on a variety of inspirations, and designed for a quick game. No activation dice or card control, just move any or all units as one pleases and see what happens.

Here are some photographs:

The battlefield - three feet by four feet - various hills, a village, tracks, with the Palatinate army nearest the camera, divided into four 'divisions'. Generals are classed as Mounted - commanding cavalry - or Foot - commanding infantry; a general can only command the troops in his 'division', except one of them is nominated as overall commander and he can control any troops. 
View from the Austrian side, their army having only three 'divisions'. The two sides are even in cavalry, but the Austrians have a decided advantage in infantry.
The opposing sides ready to start.
Each turn starts with firing, then each side rolls for initiative, winner goes first or allows loser to do so, movement then takes place - all units of one army, then all units of the other, after which close combat occurs, followed by any morale tests and rallying units. Red counters show a unit has been disordered; black counters show it must halt next turn to rally, white counters show it must retreat next turn, while the dice show Combat Factors which a unit has lost. These very according to the unit, so a pike and shot regiment has 6, a cavalry squadron 4, a dragoon squadron 2. Units which fire can also move, but cannot charge to contact.
The Austrian right wing. These are very old ECW cavalry figures, acquired as a job lot, but they do good service for the Thirty Years war. The mounted general can be seen behind the first line.
The Austrian foot regiments massed in depth; foot generals behind the leading regiments. Generals add to a units morale, rallying and combat if attached, but are then vulnerable to becoming a casualty if the unit takes Combat Factor losses.
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The Austrian left wing cavalry set off to block the Palatinate's right wing cavalry from coming around the village. The Austrian dragoon squadron can just be seen in the distance approaching the village.
The Palatinate's right wing cavalry sweeping forward, with the intention of going around the village and falling on the Austrian left wing. The Palatinate dragoons are moving up to the village as well.
The Palatinate's musket battalion reaches the edge of the village, with their own general accompanying.
The Palatinate's foot regiments go forward as their artillery opens fire.
The Palatinate's left wing cavalry, ordinary light horse squadrons and a cuirassier unit behind.
As the Palatinate's right wing cavalry come around the village, the Austrian dragoons decide that caution is the better part of valour and retire hastily.
The Austrian left wing cavalry moving up, light horse supported by cuirassiers.
The opposing infantry centres move closer.
On this side of the battlefield, the cavalry have already engaged in combat, with the Palatinate having the better of the fighting and driving some Austrian squadrons off the table already.
The Austrian dragoons (bottom right) were caught and forced to retreat in disorder, while an Austrian light horse squadron was driven back as well. The Palatinate dragoons had dismounted and they, along with the musket battalion, had been peppering the Austrian cavalry from the far side of the village.
The opposing foot regiments close and start to exchange fire.
The Austrian right wing cavalry have had some success, driving back the Palatinate's cavalry this time.
Foot regiments firing at each other across the track.
Misfortune befalls the Austrian left wing, their squadrons being forced to retreat across the table, as well as losing their general captured during mêlée, blocking their own artillery.
Musketry and artillery fire becomes general in the centre of the battlefield.
The Palatinate's left wing cavalry has all been driven back towards the ridge on their side of the field.
The Palatinate right wing cavalry press their advantage, moving around the village, which the musket battalion and dragoons have now secured.
A lot of manoeuvring for position by the foot regiments.
The Austrian left wing cavalry have ended up on the right wing's side, having been forced to retreat again. A bit confusing! In addition, they have lost a light horse squadron and the dragoons off the field, so now being at half strength they are a 'Broken division', which limits their actions.
One Austrian regiment presses on boldly into a gap in the Palatinate's front, although taking heavy fire from the latter's infantry and artillery.
A Palatinate squadron on the left of the picture charges into an Austrian infantry regiment, but the latter stood firm and drove them off, capturing the Palatinate right wing general.
The loss of their general threw the Palatinate right wing cavalry into some disorder and stalled their advance on that side of the field, although the leading squadron has just overrun the Austrian artillery battery.
The Austrian left wing cavalry try to move back to their original side of the field, while their right wing cavalry has fallen back after some disappointing mêlée results against a well-led Palatinate light horse squadron.
Faced by the threat from the Palatinate right wing cavalry, the Austrian infantry has realigned.
A view of the battle at the end of Turn Six. The Austrian cavalry is in a lot of disorder, while their foot regiments' advance has been blunted.
Disaster befalls the Austrians. Their right wing cavalry lose several units in combat so that 'division' becomes 'Broken', which means that the Austrians lose the battle. Given the Palatinate cavalry still available, it would be difficult for the Austrian infantry to achieve much anyway, even if they did sort themselves out.

Each side had eight light horse squadrons, a dragoon squadron, a medium artillery battery, four foot regiments, two foot generals and two mounted generals, and one cuirassier squadron, which are standard for the campaign. However, the Palatinate side had an extra foot general and a musket battalion; the Austrian side had two extra foot regiments. These are acquired form random die rolls.

Determining what each side will do is a d6 roll:
1 = Offensive centre and one wing, defensive other wing; roll another d6, odds left wing, evens right wing.
2 = Offensive one wing, defensive centre and other wing; roll as above for which wing.
3 = Offensive both wings, defensive centre.
4 = Defensive all along the line.
5 or 6 = Offensive all along the line.
I use this system if there is no obvious action for one or both armies, i.e. if one is deployed behind a stream/linear obstacles I would play that one as defensive and roll the d6 for the other side, counting a 4 result as a 5 or 6.

I spotted an anomaly in the rules as regards artillery failing morale or rallying tests, which suggested they should retreat with their guns, but this would be unrealistic at the time, so I have altered it that the gunners abandon their pieces and flee the field.

An enjoyable, quick game, which also means I can move on another turn in the campaign, which is still only in 1622!