Showing posts with label aar. Show all posts
Showing posts with label aar. Show all posts

Tuesday, 24 February 2026

Salamanca - 22 July 1812

 

Haven't posted here for a year. I'm still using LinkedIn for most work and wargaming PhD stuff - which currently doesn't leave much else. PhD should be finished in a year so my amount of hobby wargaming will hopefully then ramp back up!



On 21-22 Feb 26 we (as Rose Hill Wargaming Group) ran the 4th of our 20mm Peninsular War "big battles" - this time Salamanca. This is the biggest game we've done so far with a 26' x 14' playing surface (split over 3 tables) and over 3000 20mm figures (a mix of plastics and metal). The rules are still our own Steady Lads Steady, which are designed for play on a 10cm grid.

The tables at STARTEX, showing how few blinds are out at 8am

This is one of those battles where hindsight is a real issue. The French are unlikely to be silly enough to open up a gap in their lines as they march along the Monte de Azan, and Wellington, knowing the French want to force his flank can just try and block the route with a strong force. A lot of Salamanca wargame scenarios start when the French make the mistake and Wellington throws a chicken leg over his shoulder and declares "By God, that'll do" - so the French don't have a lot to play for.

Deployment positions at 0800 with movement boxes. One square = 600m

We therefore started the battle at 0800, when very few French or Allies were on the table. And since all were beyond 600m of each other all were represented by blinds (some of which could be dummies). For their missions, the French primary aim was to get a division off the far edge of the table, with a secondary objective of inflicting a good kill ratio on the Allies. The Allied primary aim was to block such a move, but without suffering excessive losses. To try and remove some hindsight the table was divided into  four "boxes", the Allies initially being able to deploy only in the northern one (DZ), and then getting release to move into the other boxes as the French advanced. This would hopefully stop a solid wall being put in place before the French had any chance of making it to the far end.

Still a lot of blinds, and the Allied barrier forming

Before the game the Commanders issued their orders, and in particular where off table units were to arrive. The umpires then controlled the arrival time - roughly based on historic movement speeds. Wellington assigned the potential blocking task to the 1st (incl. Guards) and Light Divisions, supported by the Heavy Cavalry. This meant they could get into position a lot faster than Packenham's 3rd Division could historically - the 3rd was ordered to make its shortest possible march, onto NE edge of the table.

As the battle started Marmont immediately ordered Foy into the attack towards the Lesser Arapiles, supported by 3rd Division, whilst 8th Division and his main force moved behind the Greater Arapiles and started heading for the Monte de Azan. Unfortunately by the time they go there the Allied roadblock was in position (perhaps I'd been a bit generous with box release or 1st and Light Division arrival times, or the French had taken too southerly a route). The two western forces then just faced off against each other whilst the battle evolved all the rest of the way down the line. The KGL cavalry seeing off the French Dragoons, and the French Light Cavalry losing to their British counterparts meant that for most of the game the French only had one light cavalry regiment - which certainly hampered their ability to manoeuvre. By the end of Saturday (Turn 11, 1330hrs battle time) the front line was a big zig-zag, running N-S in the West (far end of the table), then E-W along the plain in front of Los Arapiles and between the Greater and Lesser Arapiles, and then N-S again between the Pelagarcia and the Lesser Arapiles.

Shortly before the end of Saturday, 3 Div holding the E end of the line just off camera

It was interesting how different in flavour Sunday was from Saturday. Saturday had primarily been the CinC's day, getting the blinds to move across the table, trying to manoeuvre for position, apart from some light fighting in the centre and E flank. Sunday though was when the brigade commanders earnt their keep, fighting the enemy in front of them along a now relatively static front line. The centre was a fight of steady attrition, with both sides feeding new troops in and the French getting at least one battalion up to the base of the Lesser Arapiles, but certainly nowhere near the village of Los Arapiles. In the E, Foy's 1st Division and subsequently 3 Div and even 4th Div kept up a steady pressure on  the Allied 7th Div, and 3rd Div when it arrived, finally beating them back to the Lesser Arapiles itself. In the crook of the front line by Monte de Azan the Allies were slowly pushing the French in, but it wasn't until the final moves that the Guards and Dragoons moved across the rough terrain of the Monte de Azan to start pushing the French back. The zig-zag increasingly became more of a straight line and, as with many wargames, the front line rotated as the French pushed forward on their R flank (north) and the Allies pushed forward on their R flank (south).

We called ENDEX at about 3pm real time, about 1630 battle time, so about when the French line collapsed - but there was no sign of collapse here but the battle had settled down into an attritional fight.

A few turns before ENDEX view from the E end of the table

There are several ways in which we can try and evaluate who "won" the game.

Historically, the French performed far better than their real-life counterparts, still holding their own against the English, troops bumping up against the Lesser Arapiles on two sides, a route open to Salamanca and in all probability they may have been the ones to stay on the field. The Allies fared less well, although they blocked the French flanking manoeuvre they didn't destroy the French force in the way that Wellington did - although they had strong untouched brigades left whilst most of the French ones were damaged. Interestingly the research I did on the bicentennial Napoleonic games showed that wargamers often had a hard time reproducing the victories of Wellington and Napoleon! So on a historic basis it was probably a win for the French players.

Statistically speaking the Allies had lost 13 of 29 brigades, so just short of their 15 brigade break point. The French had lost 7 of 18 brigades, so also just short of their 9 brigade breakpoint - and with more fragile brigades the French may have lost it first if the game had gone on a bit longer.

In terms of the scenario victory conditions, the Allies got 2 out of 3 for their Decisive Victory (blocked exit, below army breakpoint, but not a 3:2 damage ratio). They did though meet the conditions for Marginal Victory (blocked exit, below army break point, below 3:2 damage ratio - although the ratio was actually more like 2:3). The French failed their Decisive Victory condition (exit a Division plus), but made their Marginal Victory condition (2:1 damage ratio). So on that basis it was a draw.

Overall we called the game a draw, which I think was fair, both sides having fought themselves more or less to a standstill (at least in the centre) and both very close to their army breakpoints.

Trying to design a scenario for a battle where one side won primarily due to a mistake of the other, and where neither side really wanted to fight is always a challenge - and particularly when you've got a bunch of wargamers who want to play a wargame for the the whole 2 days! The scenario may not have been perfect, but I think that most people really enjoyed themselves, and we enjoyed staging it. Roll on Vitoria in 2027!

(If you'd like to be put on the mailing list for Vitoria then just get in touch).

Some more photos from the game below.
















Sunday, 11 February 2024

Fuentes de Onoro

 


This weekend it was time for the 4th Rose Hill Wargaming Group annual wargame, and our 2nd in the Peninsular. We had over 2000 20mm figures and a playing surface of around 20' x 14', split into 3 tables. The rules were our in-house Steady Lads Steady, played on a 10cm grid, and whilst there are always tweaks to make everyone seemed to be getting along with them nicely.

Following the superhuman performance of the Spanish at Talavera we decided to start implementing some decent Command and Control rules, beyond our use of ADC cards. Two main changes were made:

  • Instead of rolling dice each turn for initiative each side now had a set of playing cards and bid for the choice of initiative each turn - so they could have some attempt at control of the tempo of the game. After a few turns we made the bids completely secret, all they knew was whether they had won or lost, not how much the other side had bid. All worked really well.
  • Each Brigade now had an orders block. One the face-up side it gave the type of order (eg stay, advance, move) so that the opposition could police its general behaviour, the face-down side showed essentially the level of aggression/commitment to the order (e.g. assault, defend at all costs etc). Order cards were needed to change orders, and there was a dice throw based on the Bde Comdr command rating, and the CinC could keep cards between turns so as to build up orders ready for a big change. Worked better than we could have hoped for.

Along with the use of blinds at the start for almost all troops there was far more of a sense of the CinC playing a CinC level game, whilst the rest of the players fought their Corps as instructed. 

In terms of how it played the British pulled out of Fuentes de Onoro before the French even got there! The French pushed for the gap between Poco Velho and Nave de Haver, but didn't want to get caught in a confused mess as they passed through the defile, but did get caught in a confused mess as the British extended a very thin red line all the way down the ridge to level with Nave de Haver. There was then essentially fighting along the whole length of the 20' table - a grand sight - and eventually the line provided a little too thin and the French not only turned the S flank but also split the line in two - which would effectively have caused 1st and 9th Divisions to surrender!

One of the really nice things was just there shear amount of space to manoeuvre in. We have about the same table area as Talavera but only about 2/3 rds the troops.

A great game, played in a great spirit by everyone. A few more tweaks for the rules and we'll hopefully be back for Albuera in 2025.

Photos in reverse order, so end of the game at the top!































STARTEX - Almost all the troops on blinds - some are dummies!




Thursday, 23 November 2023

Battalion Level Rules Megatest - WW2

 


In October/November I've started on my Battalion-level mega rules test for mechanised rules. I started with those rules aimed primarily at WW2. I set up the Cristot scenario from O Group and played it through with 3 different rules sets, plus my own. As previously noted many of the Coy level rules - see  https://newconverj.blogspot.com/p/rules-reviews.html - would also work at Bn, as will some of the Bde level ones in due course.

Since most of my time is being sucked up by the PhD I've just done this one omnibus, note form, post for the playthroughs. The Modern Battalion rules should be tested 1H24.


TLDR: O Group is the set to go for!


O Group

108pp soft-back, 4pp QRS

How It Played

- Germans deployed well fwd, with A/T gun trained on road and PzrSchrk team in wood by road.

- British went for a broad advance, but A Coy (W) hesitant at start.

- On E flank B Coy came under fire fm farm, laid smoke, moved across neighbouring field and into MG ambush. Never really recovered initiative as battle focussed on W

- Once A coy got act together advanced to wood line, but 3 Pl sent home by en fire. 2 Pl stormed the farm house, took flanking fire but go through, and after couple of rounds melee took farmhouse. 

- German I. Coy tried to counter but pl defeated by fire and pulled back to wood. Germans deploy res pl and MG team into wood. Firefight with farm whilst British move 1 Pl up and Carrier Pl to enfilade the wood

- Meantime Sherman/Cromwell tps move up, but hit by the A/T ambush. The 2nd troop lasts longer, Panther Pl deployed, fires and misses, and PzrShrck firing on flank gets the final kill

- German II Coy pushes fwd W of the road against minimal opposition, risking flanks of both British thrusts

- Germans bring down mortar fire on farm, but twice get OOA. British take several turns to get Fires, but finally bring down couple of turns fire on the woods, which combined with the MG fire finally starts to get KIAs and I Coy effectively wiped out. 

- Called time. ~Turn 10/16. Probably still in balance but unlikely that Brits would get 50% of Cristot in another 6 turns, esp with II Coy fwd

Pros

- really emphasises bn level

- simple die rolls (everything is 4+), rolls+DMs easily memorable

Cons

- shock->suppression->KIA takes time to build up - realistic (in some cases)?

- quite abstract rolls (but Bn)

- confusing terms (orders, unit etc)

- Index, but page numbers hidden in spine

- not 100% logical layout


Possible Improvements

- Smoke on any arty/mortar impact squares and no other firing into before or after

- 4+ for opportunity so 50:50?

- Coy morale?

- Use a Suppress markers once get to 3 shock for less clutter and to emphasise

- Redeploy of sp wpns?

- Use tanks as individuals not sections? Else put on larger bases to emphasise.


Overall

Really nice set of rules. Certainly preferred them to Chain of Command and think the way that the patrol bases works is really good and well worth stealing. The set to beat at this level? 9/10.


Sunday, 19 November 2023

Jaws of the Dragon

 


Jaws of the Dragon was a megagame held in London by an academic colleague looking at a potential Chinese of Taiwan. The game postulated that the initial landings had gone well, but now a week or so later the Chinese are starting to get bogged down and the US and other nations are mobilising to come to Taiwan's aid.

Being a megagame the main part was the hall of teams playing each nation and having political discussions and issuing orders to their armed forces. I was in the LOCON team, playing the Chinese Army on Taiwan, and other tables were managing the air and sea battles. A high level set of hex-and-counter type rules were meant to control the combat but in the end we freestyled quite a bit, guided by the rules.

In terms of how the game went, we almost managed to break-through the main Taiwanese defence but the US Marines arrived just in time in order to hold the line. Our biggest issue though was that the US subs had effectively blockaded Taiwan from China, so there was no way we were going to get resupplied or reinforcements. Apparently there was not a surface ship form either side left on the high seas. The US did a strategic air strike against Chinese industrial centres - particularly chip fabs, and the Chinese responded with small nukes against a US base in Japan. The US thought about it, sacked their President, and decided not to respond (or the other way around!). The real winner was probably the Philippines which had now become the dominant Naval power in the region and was wielding a high degree of influence!

My first experience of this type of game and great fun!

The Hall of Nations!

Chinese High Command

The Sea/Subsea table

Our Land table

The Air Table

Close-up of the fighting

The sentiment meter was a key part of the game