Tuesday, 13 August 2013

Day of the Zulu Part two Rorkes Drift


      After a quick barbecue we resumed our Zulu Day with our second battle, Rorkes Drift. The last time we had played this game was January 2012, but I had few ideas how to improve it. I had converted my original barricades into stonewalls for my Gettysburg game, so with being on summer holiday I decided to make new ones. Also I revamped my hospital and storehouse to appear more accurate.
  
 
The Zulus were split up into 4 regiments of a hundred figures on ten bases, each regiment was placed on different  sides of the garrison. Kevin changed allegiance to the Zulus, so four of us commanded one Zulu Regiment each. To stop the Zulus making co-ordinated attacks and potentially massacring the British in their first attack I used a rule that each Zulu regiment had threes stages before they attacked, they were ;
 
1) Resting,
2) Standing up 
3) Chanting 
 
the Zulu player had to roll 1D6, 1-3 the level stayed the same, 4-5 the level changed up one step, 6 the level changes up two levels. So when the Regiment is on Chanting  a 4-6 means they charge.  


  The first to start chanting were Luis´ Zulus, I expected the British players to reinforce this threat but they didn´t move any of their figures. Once again I put on the Zulu film for effect ,  I know there are quite a few inaccuracies but I never tire in watching this great film. The Zulus charged the hospital and wrapped around the barricades, however they made little impression, apart from killing and wounding the gallant defenders at the barricades in front of the hospital verendah. Luis´Zulus skulked back to his line to rest and form up. Each Regiment had five charges in them before they gave up and went back to their kraals.


 
The next Zulus to charge were Kevins , the problem for him was his Zulus had to climb a few fences and walls to get to the barricade. Quite a few of Zulu were killed by the defenders firing from in the Hospital
 
 
Now the barricade in front of the hospital was unmanned, so it was easier for them to cross over and reach the front doors.


 When I revamped my buildings, I decided to fix the roofs on, so figures could fight on them in true Michael Caine style. To make it more interesting I made simple floor plans of the building where we could recreate the struggle inside, In the above photo the Zulus have broken into the side door and killed the defenders inside the room, Fortunately for the other defenders, its a dead end, so they have to go back out and try their luck at another door.

 
Kevin´s attack had finished, but due to great throwing of the dice (to kill a British Soldier you need throw a six) the south barricade has only 2 men and 1 wounded left. At this point I thought the game was going to finish quite early.

 
In the last attack, Lt Chard was wounded, so he visited Surgeon Reynolds and his dog, in the Hospital. However unlike the film this had a different ending. Jose who was playing Surgeon Reynolds, threw a 1 meaning that Chard had died whilst being treated, much to the anguish of Javi who was controlling Chard.


 
I kept throwing three or under so my Zulus were still asleep, as the 4 soldiers in the middle of the open ground made a redoubt out of the mound of sacks. The men on the storehouse roof spot Miguel´s Zulus beginning to  charge. 

 
The Zulus hit the south barricades and enter the hospital killing most of the defenders including Pvt Hook. 
 
 
With the Hospital severely depleted with only a few wounded soldiers to defend it. The British players decided to abandon it and move to the barricades by the store house.

 
With the hospital deserted apart from the dead, there is no-one to stop the Zulus setting it on fire.

 
At last my Zulus wake up and attack the west end of the barricades.

 
Some of my Zulus manage to climb on the roof and enter into hand to hand combat with the British on the roof , who manage successfully  to push my Zulus off the roof. 
 
 
In the pause of the action the redoubt was finally built and Surgeon Reynolds tried to treat more patients, however Jose kept rolling them ones and he killed more patients than he saved, the other players gave him  the nickname of Doctor Mengele.
 
 
The next attack is a two pronged attack with mine and Miguel´s Zulus, who set fire to the cookhouse as they attack.

 
 
Maybe this was the attack that would finish off the garrison.

 
Two of my Zulus manage to fight their way through the storehouse and enter the courtyard. However Pvt Dunbar the best shot in the company (in the game he can fire twice at +1) kills both from his vantage point in the redoubt.
 
 
The last of Miguel´s Zulus try to make it across the empty courtyard but the British rifles kill most of them before they get to the ramparts.
 
 
 
Next it was Kevin´s and Luis´ Zulus turn to  make a two pronged attack,  

 
All of the are players involved in the last attack whilst Colour Segt Bourne looks on from the televisión in the background. (unfortunately in the game he was another of Surgeon Reynolds´ victims)
 
 
The defenders are forced to abandon the Kraal and reinforce the redoubt.
 

The game ended in game time at 19.10 when it was getting dark. The defenders still had over half their numbers left, including Lt Bromhead, Pvt Dunbar and Surgeon Reynolds who it seemed finished off more soldiers than the Zulus did.
 
This was a great game to play, plenty of action and twist and turns. After the second attack it looked like an early defeat for the defenders, but once they consolidated their forces they were able to give a better defence. Everybody seemed to be enjoying themselves and once again the rules although slightly different can be played without resorting to any charts.
 
I played the game with each British figure representing 2 real men, next time we play this I want to change to a ratio of one to one with each figure been labelled with the soldiers name. Also I am going to improve the hospital and storeroom floor plans making them more 3D.
 
 
 
 

Monday, 12 August 2013

Day of the Zulu Part One Isandlwana

 
Last month I decided to put on Zulu Day for a few of my wargaming buddies, I planned on playing the Battle of Isandlwana in the morning and after a Barbecue, we would play Rorkes Drift in the afternoon. In the end there was seven of us playing and everybody arrived on time.
 
 On the Zulu side there was myself controlling the centre, Miguel the right horn and Luis the left horn. On the British side, Jose controlled the cavalry, Javi the left flank and centre, Angel the right flank and artillery and Kevin was in control of Durnford`s  column. Before the game started the Zulus had to decide on their off table position, waiting to be discovered by the British scouts. They would only be triggered to start the attack when the main Zulu force, the chest and loins were found. To add a little background atmosphere, I also put on the DVD "Zulu Dawn".
 
Zulus arrive on the table
 
Jose sent out his cavalry at 7.00 a.m with two units in the middle and the other to units at the far end of the table. Unfortunately for the Zulus the Natal Carbineers headed straight towards where the Zulu main body was hiding . After 2 quick moves Jose threw a six and his troops discovered the mainbody triggering the attack to begin, a lot earlier than the real battle.    

 
The Zulu advanced rapidly with the British mounted troops firing and retreating in front of them. To represent the ammunition rules, I had a small box for each British unit with homemade plastic bullets in them (Wall plugs) I was going to paint to make them look more realistic, but I had run out of time. Each time the unit fired the player had to give me a bullet, when the unit`s ammunition reached a certain point they had to send a runner to get more ammo.

 
On the Zulu left with Durnford not appearing yet, their largest regiment the InGobamakhosi Regiment crossed the Donga whilst the Zulu center was held up by the cavalry. 

 
The Camp´s horses and oxen are moved towards the rear.

 
View from behind the British camp.

 
The British companies begin to give a telling fire on the Zulu´s, you can just make out the range marker stakes that have been hurriedly put out.
 
 
Lt Col Pulline, Lt Melvill and the standard bearer in the camp, watching the artillery help support the British right flank.

 
The Zulu extreme left flank come into range of the British rifles although the Natal Native Contingent only had two rifles per base and very little ammunition.



 
A casualty marker is placed next to a Zulu base to show that the are pinned and cannot move until rallied. In the foreground four boxes of the cavalry ammunition.

 
Behind the Zulu left flank the Mounted Infantry begin to fire  into the back of the formation.

 
The Zulu centre is still making little headway but the Cavalry are now low on ammunition.

 
Due to the low rate of fire from the N.N.C the Zulus are getting closer to the British right flank.

 
The Carbineers with no ammuntion left and waiting for their runner to return, finally make it back and take their place in the British Lines.
 
 
Behind the companies of N.N.C the  runners are queuing up to receive ammunition from the quarter masters wagon. In the background behind the wagons. Durnford´s column finally arrives. 

 
The Zulus go into close combat with the N.N.C and are virtually destroyed as the victorious Zulus begin to chase them through the camp.

 
Only a small amount of ammunition is getting through and now most of the British Companies are down to their last few bullets or are completely out of ammunition. Also there is a gap in the British lines and a Zulu base attacks the artillery from the flank.

 
All the bullets that the British have used and not been given back.
 

 
Even though Durnford´Troops are stabilising the Right flank, nearly all the British companies are now out of ammunition, as can be seen by the turned up boxes in the background.
 
Unfortunately due to time constraints we had to end there, although almost certainly in the next few turns the British left flank and centre would have been broken by the Zulu onslaught.
 
Conclusions
 
The game worked out very well, the Zulu´s were found a lot quicker than I expected but this was something that always happen when its random mechanism. The ammunition mechanism worked very well and it was good watching the players getting worried when they started scratching around their ammo  boxes for their last cartridges.  They only problem was probably the Quartermaster was too stingy with his supplies, and I might have to adjust the table for next time. The Shooting rule worked ok, but I feel it still needs a little improving and I will probably run through the game again a couple of times in the next two weeks to get that aspect better.
 
We then enjoyed a quick Barbeque outside and moved the figures upstairs to play our next game, Rorkes Drift.
 
I will post an account of this in the next few days.

Sunday, 19 May 2013

Battle of Wargram



Last Saturday we played our largest recreation of a historic battle when Javi kindly organised the Battle of Wagram.  Six of us were there at the start of the game Javi took the Austrian right flank, I was commanding the Austrian centre and Miguel was in charge of the Austrian left flank and Vanguard. On the French side Jose commanded the right flank, Francois was in charge of the centre and Salva the left flank. Dani came later in the morning to take command of the French Reserve Cavalry.

The game was going to last for 30 turns and was played on a table measuring 300 cm by 180cm. After the description and photos of the battle I will list the Orders of battle and the special rules we used. 


The Map of our battle of Wagram, each town had a point value that counted towards victory at the end of the day.

We met at the club in Alicante at 8.30 am, we were pretty well organised and soon had the terrain set out and deployed our troops out in their intial positions.

                                             View of the Austrian Initial positions
  I had the honour of commanding the 1st and 2nd Austrian Corps and also the Grenadier Reserve, the only problem was I had no cavalry which can be a problem using the Lasalle rules. 


Close view of the Austrian 3rd Corps commanded by Javi.




           Austrian Van Guard commanded by Miguel, positioned on the road between Leopoldorf and Guzendorf.




                           Austrian 2nd Corp advancing to their defensive positions along the stream.


                          View of the French Army advancing towards the Austrian Vanguard



            Turn 1 the French right advances towards their first objective, the Austrian Vanguard


                Turn 2, Miguel's Austrian 4th Corp hurry down the hill to support the vanguard.


                          The Austrian Vanguard are hard pushed to stem the flow of French cavalry.



    My 1st corp reach the stream with one of my Austrian Infantry units crossing over to the other side. The inital plan was to advance all the 1st Corps over the stream but Salva managed to advance his French cavalry a lot quicker than I had thought and I didn't want my infantry stranded in open terrain.



  My Grenadiers with Javi's Austrian cavalry in the lead managed to advance a little further forward.


                      My Infantry form square and succesfully beat back some Saxon cavalry.


My 2nd Corps finally reach their defensive positions, on the left the vanguard mange to slow down the French advance.


                                      View of the Austrian centre and right flank which is advancing to meet the French.
.
  

      All of a sudden Miguel's Advance Guard which was doing a great job, lose 3 units and he is forced to fall back on his supports. In the French centre, their Italian and Bavarian Allies make an appearance.



         Next to arrive on the table for the French are their Heavy Cavalry corp of Cuirassiers



                              Javi's Austrian cavalry valiantly take on the French Imperial Guard Lancers, whilst my Grenadiers form up between the artillery.


    The French Reserve Cavalry advance further forward trying to find space to be able to deploy in.


The French having more or less destroyed the Vanguard now advance on to my centre defences.


   The French start their attack but curiously even though they have cavalry support they do not use it.




Finally Miguel's Hussars that were valiantly defending our extreme left flank finally are destroyed and so the French begin to roll up our defensive line.


                      The French Cuirassers finally manage to deploy and charge my Grenadiers



    The French Infantry manage to punch a hole through my defensive line along the stream as and my Austrians begin a fighting withdrawal up the slope.


My Austrian Infantry have advanced over the stream but  now  get cut off by the French Cavalry.

 
 The French manage to cross the stream and begin to threaten the town of Baumersdorf


    The Austrian artillery retreat to the far bank and bring telling fire on the French cavalry units.



            Baumersdorf is besieged by the French whilst Aderklaa is also attacked by the French Guard.


The wounded General of the Austrian 2nd Corps personally oversees the defence of Baumersdorf.


                                            The French attack is successfully repulsed.


                    The French have Wargram in their sights but they are running out of time.


                 The French take the village of Markgrafneusiedel on the Austrian Left Flank.


    The last turn and  the scores were evenly poised with the Austrians 6 points ahead , If in the final attack on Baumersdorf the French captured it they would win by 1 point. The French threw their attacking dice and had 8 hits, we needed 4 or more hits with 11 dice. I rolled the dice and managed to get 5 hits therefore once again repulsing the attackers and winning the game.


Austrian Order of Battle

C-in-C  ArchDuke Charles

Vanguard  
Commander Nordmann 
sub commander  Mayer

1 Austrian Infantry 6B
1 Austrian Infantry 4B
1 Grenzer 4B
1 Jager 4B
1 Hussars 6B
1 Horse Artillery 3B

1st Corps 
Commander Bellegarde
4 Austrian Infantry 6B
1 Landwehr 4B
1 Chevauxleger 4B
1 Foot Artillery 4B

2nd Corps 
Commander Hohenzollern-Hechingen
Subcommander Siegenthal

4 Austrian Infantry 6B
1 Austrian Infantry 4B
1 Landwehr 4B
1 Jager 4B
1 Foot Artillery 4B

3rd Corps 
Commander Kollowrat
3 Austrian Infantry 6B
1 Uhlans 4B
1 Foot Battery 4B

4th Corps 
Commander Rosemberg
Sub-commander Radetzky

3 Austrian Infantry 6B
1 Landwehr 4B
1 Hussars 4B
1 Foot Battery 4B

6th Corps
Commander Klenau
1 Austrian Infantry 6B
1 Austrian Onfantry 4B
1 Landwehr 4B
1 Hussars 4B
1 Foot Battery 4B

Reserve Corps
Commander Liechtenstien
Sub-commander D'Aspre 

3 Grenadier Infantry 4B
1 Hussars 4B
1 Chevuaxleger 4B
1 Dragoons 6B
1 Cuirassiers 6B
1 Cuirassiers 4B
1 Horse Battery 3B

French Order of Battle

Imperial Guard
1 Old Guard 4B
2 Young Guard 4B
1 Polish Lancers 6B
1 Guard Cavalry 4B
1 Foot Heavy Battery 4B

2nd Corp
6 Veteran Infantry 4B
1 Light Elite Infantry 4B
1 Chasseurs 4B
1 Foot Battery 4B

3rd Corp
4 Veteran Infantry 4B
3 Light Elite Infantry 4B
1 Chasseurs 4B
1 Hussars 4B
2 Dragoons 4B
1 Foot Battery 4B
1 Horse Battery 3B

4th Corp
3 Veteran Infantry 4B
1 Light Elite Infantry 4B
1 Chasseurs 4B
1 Hussars 4B
1 Bavarian Infantry 1st Class 4B
1 Bavarian Infantry 2nd Class 4B
1 Medium Foot Battery 3B
1 Horse battery 3B

5th Italian Corp
3 Veteran Infantry 4B
1 Light Elite Infantry 4B
1 Italian Grenadiers 4B
2 Italian Infantry Line 4B
1 Chasseurs 4B
1 Medium Foot Battery 3B

7th Bavarian Corp
2 Bavarian Infantry 4B
1 Bavarian Chevauxleger 4B
1 Medium Foot Battery 3B

9th Saxon Corp
1 Saxon Grenadiers 4B
2 Light Infantry 4B
1 Saxon Infantry 4B
1 Saxon Cuirassiers 4B
1 Saxon Light Cavalry 4B
1 Medium Foot Battery 3B

11th Corp
 2 French Veteran Infantry 4B
1 French Medium foot Battery 3B

Reserve Cavalry Corp
4 Cuirassiers 6B
1 Horse Artillery 3B

Special Scenario Rules

The terrain is dry and without rain.

The game lasts 30 turns

Both armies deploy simultaneously. French move first.

Rule 1

Napoleón can repeat all recovery tests  on units within 4BWs and one of these units can have a modifier of +2.

Rule 2

Archduke Charles can repeat all recovery  tests on units within 2BWs.

Rule 3

The unit of French Imperial Guard cannot be more tan 6BWs away from Napoleón.

Rule 4

Two units of French Young Guard can be placed under the command of another General, but must stay under this different command for the rest of the game.

Rule 5

Artillery cannot deploy further forward than its máximum movement allowance.

Artillery cannot deploy within 4 BWs of any enemy unit.

Limbered artillery cannot block a retiring enemy unit.

Rule 6

Squares may fire 1D6 per side in the same turn.

Rule 7

French Infantry in march column may fire 1D6 to the front. Can charge at half dice in combat from a distance of 4BWs.

Rule 8

Austrian Reserves

The moment that a French unit is within 2BWs of the village of Leopoldau, the Austrian player throws 2D6 . The result will determine which turn the Austrian  6th Corps will appear. If the turn on the 2D6 has already been reached it will appear at the end of the next turn.

If no French forces are within 2BWs of Leopoldau by turn 6, then the Austrians automatically roll the 2D6.

Rule 9

Sub commanders and commanders may only command units in their Corps, C-in-C may command any units.

Rule 10

Any unit of French Cavary found within the command radius of Lasalle will be considered in command although not if the units commander or C-in-C is also with command radius.

Rule 11

During the critical part of the Battle, the Saxons of the French 9th Corps were taken to be Austrians
because of their white uniforms.

To simulate this any french or allied unit (not Saxon of course) with a saxon unit in its field of fire must throw 1D6, if the result is 5 or 6 then the will have to shoot at the Saxon unit.

It will not affect cavalry charges only applies to infantry and artillery.

Rule 12

Napoleons presence was a large bonus to his tropos and Generals when he was on the Battlefield. To reflect this when throwing for French Commanders Vigor and Tactics, they have a bonus of 8 points to use in raising any low die rolls.

When throwing for abilities the French side must decide if they would use any of their bonus points to improve the result, before throwing for the next ability.

Rule 13

Austrian Uhlans are considered Valiant for this game.

 Conclusions

 I think this was the largest game we had put on and it took from 9.00 a.m until just after 8.00 p.m. Javi calculated that over 3,00 figures were used. There was a discussion about the French commander ratings , because when we played Austerlitz the French side threw low numbers for their ratings which didn't reflect the better French command structure at the actual battle. We implemented rule 12 of the special rules to counter this. As always the time seemed to fly by and it was very enjoyable and with a great finale. Thanks to the other players and especially Javi for making it a great day.