Another Great Northern War play test.
Chris has taken one of Barry Hiltons pre-prepared 4play games, doubled the forces so 3 of us can play and increased the table area. As its cavalry only who move fairly briskly we decided not to extend the movement rates.
The game is based on the end of the battle of Holowczin, the Swedish army has smashed the Russian army at the Dneiper river in the face of superior artillery, defences and difficult terrain and the Cavalry is now pushing onto the Russian artillery park defended by Russian Dragoons.
The Swedes have 6 squadrons of guard cavalry all Veteran, Elite Blade and 2 squadrons of Drabants Royal Guard who are all Guard, Blade. The Swedes all have decent commanders.
The Russians have 10 mounted squadrons and 2 dismounted in woods varying in quality from Veteran Elite to Green, the majority are drilled. They also have a light gun, initially masked by a cornfield.
4 Squadrons of Russians guard a passage to the Swedish right, including two of Elite horse Grenadiers. 4 Guard the central passage with a gun is support and two units of dismounted dragoons set to rake any unit braving the centre, two more are position to support the centre or cover the Swedish left should I decide to try for the flank.Move 1 Steve pushes 4 squadrons into the main gap and two more to cover the potential left flank move.
I get a full hand of orders, as the Swedes can have double orders I use them to form two squadrons left and move them to try for the left flank gap whilst pushing 4 more squadrons towards the centre.
Chris is looking at all the cavalry turning left and going for Steve and thinking thank goodness for that!
Steve fires the dismounted dragoons on my left as the cavalry come in range managing to inflict one casualty. The light gun also fires but at long range misses.
First casualties of the game and they can mount up quickly so I will need to be careful.
Next turn the other unit of dismounted Dragoons has a shot but fails to score a hit.
My two leading left flank squadrons are past the dismounted Dragoons and the gun, moving at 8 inches per turn we are making steady progress but having the ability to only move parts of the army each turn depending on the order allocation is breaking the formation up and leaving some units behind.
The other four units of guard make varying degrees of steady progress leaving the two squadrons of Drabants behind as I dont have the activations to get them moving.
I get a decent order allocation and decide to sue one of the Swedes unique abilities and issue double orders to the front two units, to move then charge. Move is 8 inches charge is 10 inches plus a D6 so I could get anywhere up to 24 inches total movement.
My third unit of horse get a charge order and engage the Russians in the centre who counter charge.
Both units reach their targets and Melee ensues.
In the centre the Swedes inflict 50% casualties, they Russians inflict non but attrition means there is always at least one casualty for the winner.
A similar result on the left where the Russians take slightly more than 50% casualties.
The Russians pass their morale in the centre and both sides throw in reinforcements, the Swedes again have the advantage in dice and this time destroy the lead unit and force the supporting unit back. They have now though taken 50% casualties in the lead unit and will need to allow the rest of the force to finsih the job.
The Russians fall back and the Swedes pursue destroying the first Russian unit.
In the centre a unit of Swedes rolls a 10 on D10 and gets an uncontrolled charge at the dismounted dragoons, They have to turn more than 45 degrees so are unformed, Chris then gets a devastating close range volley inflciting 50% casualties, no surprise that despite surviving the firing they loose the melee and route back.
On the far right Chris advances his Dragoons and Elite Horse Grenadiers. He has set up in order to do an "All or nothing Charge" allowing, once in a game, a whole regiment to charge a unit rather than just a squadron and throwing everyones dice into the ensuing melee.
My Swedes are winning in the centre, Steve has committed another squadron to try hold them but this one is again pushed back.
Having broken the first unit of Dragoons my flanking squadrons bounce onto the next one, charging unformed. They break the unit but have taken 50% casualties, on the upside the supporting unit is now in position to claim the game and is also formed up on the flank of the remaining untouched Russians.
Its all happening on the right flank now as my Swedes get an uncontrolled charge, the Russians all or nothing charge goes in and its 9 Russian dice against 5 Swedish, the Swedes are all but destroyed but the casualties to Russians still force them to retreat. On the extreme right with one Squadron eahc its an easier victory for the Swedes who follow up chasing the retreating Russians and shore up the right flank.
The Swedes push through but are held by the remaining Horse Grenadier Squadron. Drilled, Elite these are the bets the Russians have.
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