Monday, May 21, 2012

AAR: After Leipzig - A Napoleonic Skirmish

A Song of Drums and Shakos Battle Report and
a short presentation of the game itself.



Introduction

It was time for our first "propper" game of Song of Drums and Shakos (SDS), a Napoleonic skirmish game from Ganesha Games by Sergio Laliscia.

A normal game features soldiers in two "squads" - selected at a given point cost - set against each other.  The game mechanism evolves around being able to activate your soldiers to perform actions (like shot, move or fight in close combat). An action is successful if the player can beat the soldiers Quality (on average 4+ or 3+ if an Officer is close by) on a D6.

The player can chose to go for up three actions (rolling three dice) with each soldier per turn. However, if any single soldier fail two (or more) actions the player turn ends and it is your opponents turn - with any soldiers on your squad yet not activated losing their turn. So, the player can chose to play safe by trying one, or maybe two actions per soldier per turn, thereby reducing or eliminating the possibility of a turn over, or going for three actions risking more but at the same time getting more out of his soldiers each turn. In effect soldiers of better quality (French Old Guard are Quality 2+) will get more done each turn compared to troops of poor quality.

There are modifications to this. For example, as mentioned above, soldiers that are close to their officer gets +1 to their activation roll. Also, soldiers in base to base contact can make any of several different Group Actions like Group Move and Volley Fire making them more efficient.

In short, for close combat and ranged combat both players roll a D6 and add their Combat value (normally 2) and some modifiers for range, cover, weapon etc. If you beat the opponents score the soldier will be knocked to the ground or pushed back. If you beat the score by doubling it the soldier is removed as a casualty. For ranged combat only the target soldier can be harmed of course.

There are rules for morale and other things aswell.

Overall, the rules are well written and structured and gives an appealing first impression.

For this game we didn't use any of the scenarios but instead went for a straight skirmish battle having the two normal sized squads advancing on each other for a fight to the finish.

The fight was between a Prussian patrol and some French stragglers after the battle of Leipzig 1813. The Prussians were mainly normal line infantry (musketeers) while the French consisted of light infantry (légère) of some elite status.


The opposing forces

French Light Infantry (Légère)
1 Light Infantry Officer
1 Light Infantry NCO
1 Drummer
2 Light Infantry Chasseur
2 Light Infantry Voltiguer
1 Light Infantry Carabiner


Prussian Line Infantry (Musketeers)
1 Line Infantry Officer
1 Line Infantry NCO
1 Drummer
8 Line Infantry Musketeer
1 Lieb Hussar (elite)



The initial set up

The table.

The deployment

The squads enter the table.

The game

The game began with the two squads advancing towards the middle.

The French squad sent the Voltiguer marksmen with their yellow and green markings together with the NCO up the slope to their right while the Officer together with the Drummer led the Chasseurs and the Carabinier towards the central hill.

Meanwhile the Prussian Officer with the Drummer led a majority of the Musketeers up the slope as the NCO led the remaining three Musketeers towards the central hill. To their right an elite Hussar of the Prussian Death Head's Hussars advanced out of sight to the French.

The Prussians advance in two groups against the distant French.

In the beginning the progress was slow and sporadic as the Officers on both sides failed to coordinate the soldiers into managable groups. It was not long, however, before the Lieb Hussar stayed his horse in possition behind the hill waiting for the Prussian musketeers to catch up.

The brave Prussian hussar. Hiding behind the hill...
The Prussians advance to the beat of the drum.

The French Voltiguer marksmen took position behind a tree and waited for the Prussian advance. As they could make out the Prussians over the fence one of the Voltiguers fired the first shot of the skirmish but the bullet failed to find its mark.

Bang!

The Prussians continued to advance, keeping their muskets silent, as the French Voltiguers under the guidance of the NCO fired again and again, speedily reloading after each shot. So far the range and cover was to much to inflict any damage however.

The French advance towards the central hill was hesitant at best with the Officer apparently having no influence over his men what so ever. The Prussians with their NCO on the other side of the hill faired only little better.

Up on the slope the Prussian Musketeers jumped the first fence blocking their way moving up to the next. The French Voltiguers kept up a high rate of fire (probably four shots a minute!) still not managing to inflict any real damage on the advancing Prussians. The French so called marksmen not having a very good day...

The Voltiguers fire. Again. Much ado about nothing.

As the opposing forces closed in a Prussian Musketeer moved past the central hill and fired at close range at the leading French Chasseur, knocking the frenchman to the ground but not killing him. This move was countered as another French Chasseur opened fire making the Prussian fall to the ground - in a very vulnerable position to a French bayonet assault... The French lost the initiative however and failed to take advantage of the opportunity. The remaining Prussians instead managed to advance as their knocked down comrade rose to his feet. White black powder smoke spread at the foot of the hill as the the two squads fired at each other before the Prussians charged.

Sporadic fire as the soldiers close in...
...entering fierce close combat.

Up on the slope, as their Officer called "fire!", the five Prussians fired a massive volley killing one of the Voltiguers in cover behind the tree before they quickly reloaded and was prepared to fire yet again.
"Fire!" The Prussian volley kills a Voltiguer.

Down by the hill a swirling melee took place where both sides tried to gain the upper hand. A French Chasseur and a Prussian Musketeer got killed before the Prussian NCO charged with is bayonet. Much to the dismay of the Prussians the Hussar failed to time his attack around the hill and did not manage to close the full distance to the French.

The Hussar charges!

Realising the danger the French Officer took a few steps forward and fired his pistol at the charging Hussar. Failing to kill him the shot only managed to get the Hussar's horse to rear back a few steps. Getting the momentum again the Hussar charged the Officer and a intense sword fight begun.

En garde!

At the same time, up on the slope, the French were fighting a loosing battle. Yet another volley killed the last Voltiguer leaving the NCO alone. The NCO realising he could do nothing to shift the Prussians from their firing line behind the fence fell back out of sight down the slope.

 
Yet another Prussian volley. Yet another French Voltiguer bites the dust.

The clash of the titans continued as the sabres of the Officer and Hussar met, the Hussar having the upper hand. Finally the Hussar found an opening in the Officer's defence and brought down his blade, killing the French Officer. Not only having lost their Officer but also half of their number the French realised the day was lost.

The Prussians had won!


The French Officer goes down.

 "Sauve qui peut!"

Conclusion

A great game! Song of Drums and Shakos proved to play smoothly and give some tactical challenges at the same time. Clearly, we still have alot to learn when it comes to mastering the finer aspects of the game and making the right tactical choises. Also, it took us awhile before we got into the flow of using Group Actions to great effect. However, it was great fun and we are eager to get some more games played.




Monday, April 30, 2012

Napoleonic French Légère



Finally finished some French Légère, now based and ready for a game of Song of Drums and Shakos.
From left to right: carabinier, chasseur, drummer, chasseur, officer, NCO and two voltiguers. 400 points in total. The miniatures are all 28mm Perry Metals with only minor modifications. The bases are 25mm and from warbases.co.uk.

Thursday, March 22, 2012

Log houses and fences

Here are some pictures of the houses and fences for 28mm miniatures we used in the last AAR. Most of it was made for the occation but all will be used frequently from now on.


The houses are based on the plastic 1/56 scale Russian Log Houses from Pegasus Hobbies and the fences were made out of chopped up plastic worm fences from Renedra. WIP pictures of the buildings can be seen here.


Sweden, being a heavily forested country, have historically relied on wood as the main building material. The most common house type was the cross joint log house – houses built with horizontally laid logs, interlocked in the corners. Roofing materials varied, sometimes depending on if the building was a dwelling house or not. 




Another very common feature of the rural areas were wodden round pole fences. It became heavily used from the Middle Ages on (to a large extent replacing the earlier pleated fences) and was made from young spruce trees or the top of spruce trees.


And finally a picture of the real thing from Skansen, an open air historical museum in Stockholm, Sweden.




Tuesday, March 20, 2012

AAR: The Peasants Revenge - A 15th century skirmish

A battle report using the Lord of the Rings ruleset depicting a 15th century rescue attempt deep in the Swedish forests.



Introduction

Time for another installment of our late 15th century version of the Lord of the Rings Strategy Battle Game.

The realm is in turmoil as different factions struggle for power. Last time (as seen here) the rebels' ambush was thrown back by the Sheriff’s retinue and the Rebel Knight was captured. A disaster for the peasants.

The backstory for this game is that the Sheriff is now taking the Rebel Knight back to the city for some gruelsome questioning on what other nobles that are supporting the rebels. Not being out of the woods just yet (literally!) the peasants launch another attack to save their leader and kill the hated Sheriff.

The scenario is inspired from one previously found on the GW webpage with the Fellowhip having to cross the table while attacked by Moria goblins. However, as all of the GW scenarios were removed before the relaunch of LotR SBG and we failed to document it we couldn’t recollect any details! So we came up with this: For this scenario the Sheriff and his retinue (aka Frodo and the rest of the Fellowship - except for Pippin who got killed in the previous game) were set against a Rebel Leader (orc captain) and a horde of peasant warriors (Moria goblins). The captured Rebel Knight was put on a wagon and was treated as a mobile barrier moving up to 6” per turn. Also, we limited the use of the Bishop's (aka Gandalf's) spell casting abilities to Terrifying Aura, and granted him a single use of Sorcerous Blast (“I’m a man of God!”) during the game.

For the retinue to win they had to cross the landscape and get through the opening at the end of the fence into the open area of the farmstead. The peasants, except for a group that begins on the table, will arrive in groups of five each turn (including using previous casualties) from a randomly selected point of entry and they will win if they slay their hated enemy: the Sheriff. If they kill two other members of the retinue the game is a draw.

The opposing forces:

The sheriff and retinue 

The Sheriff and his retinue with the captured rebel knight

From left to right:
Veteran Captain (aka Aragorn)
Bishop (aka Gandalf)
Soldier (aka Merry)   
The captured Rebel Knight on wagon
Veteran Archer (aka Legolas)
Page (aka Sam)
Sheriff (aka Frodo)
Loyal Noble (aka Boromir)
Man at Arm (aka Gimli)

 
The peasant leader and peasant warriors:

The Pesant Leader and Musician
The Peasant Warrior Horde
Peasant Leader (aka Orc Captain)
10 Peasants with halberds (aka Moria goblins with sword & shield)
10 Peasants with spears (aka Moria goblins with spear)
10 Peasants with crossbows (aka Moria goblins with short bows)



The initial set up

The table is set. The pieces are not moving. Yet.


Deployment

Initial deployment.
The retinue's exit marked in red and the peasant random (using a D6) entry points in white.

The Game
Turn 1 to 5
(Priority going back and forth)
The game started with a group of peasants and their leader holding the farm as the retinue arrived on the scene. The Sheriff no doubt thinking that they would easily brush aside the opposition ordered an advance down the slope along the fence while mocking the captured Rebel Knight for his friends futile attempt to rescue him.

The peasants gathered at the farmstead.

"Friends of yours, rebel? Blocking our way? How touching!
A petty that you will have to watch them die."

Small groups of peasant crossbowmen then arrived from the forest and the hill respectively only to be followed by more peasants armed with halberds and spears. 

The trap is sprung as peasant reinforcements starts to arrive...

...coming from all directions.
As tension built up some of the crossbowmen let loose arrows but to no avail. Instead, the Veteran Archer returned fire and first kill went to the retinue as a farmer fell with his neck pierced. As the opposing forces both advanced arrows flew through the air.  The Veteran Captain killed a crossbowman with an aimed shot only moments after  a crossbow bolt harmlessly glanced of the Soldiers helmet.
 
As the forces close arrows start to fly.
Turn 6
(Retinue priority)
The peasants now having closed in flung a gate open and threatened the flank of the retinue. Seeing the danger both the Veteran Captain and Veteran Archer killed one peasant each with their bows and arrows. The returning fire from the peasants missed their mark.


"Watch out!" The peasant breaks the gate open.

The retinue is all but surounded.
Turn 7
(Peasant priority)
With a yell the Veteran Captain siezed the initiative and called for action. The Loyal Noble moved to block the open gate with his mere presence. Feeling hesitant to charge the tall and heavily armed Loyal Noble the peasants attacked the Veteran Archer instead, stabbing him with their polearms over the fence. Fighting several enemies at once only faith saved him from being seriously harmed. The peasants, having difficulties of getting clear shots, continued to shot crossbow bolts at the retinue with little or no effect.


"Come on if you dare!" The Loyal Noble doesn't fear a few peasants...


 
...but the peasants go for an easier target instead.

Turn 8
(Peasant priority)
The retinue was now very close to the packed ranks of peasant warriors blocking the road to the farmstead. The experienced Veteran Captain again led the retinue to action before the peasants had time to react. The Bishop stepped forward and revealed his bishop insignia and threatened the God fearing peasants with eternal damnation if they opposed him. Two of the peasants fled the scene and yet another three fell to their knees praying, causing their formation to break. 

"I am a man of peace! Oppose me and suffer eternal damnation!"

The Man at Arm charges the peasant leader
when the peasant formation breaks.
The Man at Arm took the opportunity to get stuck in but as it turned out bit off more than he could chew as only luck saved him from harm. The crossbowmen now close to their targets rained arrows over the retinue. One crossbow bolt came close to hurting the Sheriff but faith saved him. The Loyal Noble and Veteran Captain cut a bloody swathe though the peasants killing three. But in the meantime the young Page found himself alone on the wrong side of the wagon and had to fight four assailants. Again only fortune saved the retinue from loss.

The Page is having a hard time being alone on the
wrong side of the wagon as the fight intensifies.

Turn 9
(Peasant priority)
The forces were now fully engaged in close combat and yet more peasants were arriving all the time. With guidance from the Veteran Captain the retinue kept the initiative. He quickly dispatched one peasant and then moved on to help the Page to kill yet another as the latter moved away from his exposed position. Beside them the Man at Arm started to get the momentum up and killed one of his three attackers. The Rebel Leader got over his doubts and attacked the man who claimed to be "of peace" but got surprised as the Bishop's sword found a weak spot in the rebel's somewhat outdated armour. 

"A man of peace? We will see about that!"
The Peasant Leader and the Bishop duels.
The Loyal Noble defending the rear of the retinue got a bleeding wound as he tried to hold four peasants at bay. As the crossbowmen targeted the Sheriff in his bright yellow tunic and blue cloak he yet again was saved by faith alone. However, the feeling was that his luck was now all spent and from now on he had to depend on the skill of his retainers and his own pale flesh.

"Ouch!" Not even the mighty Loyal Noble can hold
hordes of peasants off forever without consequenses.

Turn 10
(Peasant priority)

As in previous turns the retinue kept the initiative with help from the Veteran Captain. They were slowly fighting their way through the fenced choke point that the peasants were using for their ambush. Crossbow bolts again flew harmlessly through the air looking for the Sheriff. The Bishop was saved by divine intervention from getting hurt while fighing a peasant halberdier. The Page was not as lucky. Having called in his favors from above already, he suffered a wound from fighting multiple enemies across the wagon. The Veteran Captain attacked the Peasant Leader and through a show of might cut him down unceremoniously. Both the Man at Arm and the Loyal Noble followed his example and killed some of their opponents.

The fight rages on across the wagon as the peasants struggle
to stop the transport with their captured leader.
The Rebel Leader is dispatched by the Veteran Captain.
Being a leader of a rebellion is indeed a hazardous occupation...


Turn 11
(Peasant priority)

Late arrivals. Maybe too late?
With the Veteran Captain momentarily out of steam the Loyal Noble though it good to keep the retinue one step ahead. Not having a very tactical sense however he yelled “with me!” and charged off into a group of peasants on the hillside of the wagon leaving the inexperienced Soldier as a very exposed rearguard. 

The Loyal Noble charges off leaving the rear (literally!) of the retinue exposed.
The very capable fighters, the Loyal Noble and Man at Arm, killed more of their opponents. They would have been needed elsewhere however as the retinue was now under serious pressure. The Sheriff was hit by an arrow but it failed to cause him a wound. Furthermore, only strong faith saved the Bishop from suffering a wound fighting two men across the fence. The Veteran Archer was equally lucky with faith as he was fighting off two peasants. And just as it looked like the abandoned rearguard Soldier was going to be cut down faith intervened and saved him from certain death. But only just. With a final effort the Veteran Captain together with the Sheriff cut down two peasants blocking the way. The road to the farmstead was now open and only a sprint away!

Turn 12
(Retinue priority)
With the peasants previously blocking the way cut down and the peasant reinforcements not yet being able to make their presence fully felt the retinue dashed for the relative safety of the farmstead. They got the wagon though the opening in the fence. All but a few of them had escaped the ambush’s choke point and the remaining retainers had a good chance of getting there within mere moments. The Veteran Captain moved to block the peasants latest reinforcements.

The retinue is breaking free and have almost
entered the relative safety of the farmstead.
The Sheriff moved ahead into the farm area feeling lucky to have narrowly escaped the treacherous peasants’ cowardly ambush. But on the brink of success disaster struck! As like many times during the battle the peasants yet again aimed for their hated oppressor. Two crossbow bolts found their way through the turmoil and over the fence and struck the Sheriff in the chest. Both arrows penetrated his frail body.  The Sheriff was out.
Hey, Sheriff! Look this way!
Two wounds remaining. Two hits. Last chance.
Needing 5 or more to wound...


The Sheriff lying dead. In the "safety" of the farmstead.
Next to the captured Rebel Knight. The irony.

The Sheriff was dead! The peasants had won!


Conclusion

Yet another great game!

This time is was more of an even match. We downgraded the Bishop (aka "Gandalf") and increased the peasants numbers. For awhile it looked like the retinue would be bogged down in an endless combat. When the battle was over almost all of the retinue had their fate points spent and some were wounded. Also, might points were beginning to run low. With the Sheriff getting killed only one turn before all of the retinue probably would have managed to escape into the farm area also proves what a tight game it was. Just as it should be!

Before this battle we finished some more peasants and also the wagon for the captured rebel knight. The latter had not a very big impact on the game but it is one of those things that helps you get into the story as you play. We also made some new terrain. A few more houses as well as loads of fences. They provided the “Nordic” atmosphere that we were after. Even though we made a lot, the feeling is that we could have used even more! :-)

Next time we will probably leave out the Fellowship and try out a more "normal" match up using the latest version of LotR SBG with a more balanced number of characters, on both sides. We will see how that goes.

Thanks for reading.