Wednesday 31 August 2022

Krückeberg Church

Game Three

Skirmish at Krückeberg Church.

Young Pumphosen`s career continues.  He has fulfilled one of the requirements of the Blau Groan's Court and lead his men to fire a Crashing volley, but has yet to lead a bayonet charge or lay and fire canister from a gun.


Krückeberg
Spirited Defence

INTRODUCTION
The Blue are the defender and have turned to face the Red attacker with the
intent of defeating
him in battle.

DEPLOYMENT POINTS
The attacker, Red, rolls a D6 to determine which edge he is to attack from andplaces his primary Deployment Point anywhere within 6” of that edge. The defender now selects any two adjacent areas of the table to defend, placing a
Deployment Point in each, one being Primary, the other Secondary. Red now places any secondary Deployment. Point he has available.

OBJECTIVE
The objective is a Red Exploring Officer, fallen from his horse, no less a perso age than the Marquis Flatulenz himself.  Blue are determined to capture and take away the Aristocrat to force feed him apricot pie.  

If Red secures the Marquis the game will end immediately.

TERRAIN REQUIREMENTS
Any road running through the table begin on the attacking layer’s edge and end on the opposite side of the table.  
Minor Characters

There are two civilians on the map, Helga the milkmaid and Frau Klienertitten.
The first fortune rolled, more 10s than 1s, Helga appears and distracts the nearest of your officers preventing him from moving for a turn.

The first calamity rolled.  More 1s than 10s.  The Frau invites the nearest officerto sit with her. 

Army Lists

Leutnant Leader 0 PTS.
ML Pistol and Melee Weapon Move 4” 
Cmd. Range 8” Cmd.                  Pts. 1 
INSPIRING: Units in command may re-roll failed Rally tests during this leader’s activation.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(10”) 6        5           7           7            6           1 

Captain Leader 10 PTS.
ML Pistol and Melee Weapon Move 4” 
Cmd. Range 8” Cmd.                  Pts. 1 
INSPIRING: Units in command may re-roll failed Rally tests during this leader’s activation.
Shoot     Melee S/SAVE M/Save Resolve.  Int
6 (10”)       6           5           7            6            1

Major Leader 25 pts
ML Pistol and Melee Weapon Move 4” 
Cmd. Range 12” Cmd. Pts. 2 
TACTICIAN: After resolving Calamity/Fortune, may may change the value of 1 Initiative Die by one.
INSPIRING: Units in command may reroll failed Rally tests during this leader’s activation.
Shoot     Melee S/SAVE M/Save Resolve.  Int
7 (10”)       6           5           7            5            1

Grenadiers Core 7 Pts each each
ML Muskets Move 4” 
STEADFAST: Unit may reroll failed Resolve test results.
RUTHLESS: -1 to Shoot or Melee target number if this unit has fewer Fatigue than target.
DRILLED: May be In Formation (5+ models) to gain Big Target and Intimidating traits and -1 bonus to Melee Saves.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(30”) 6        5           6          7            6           1 

Line Infantry  Core 5 PTS. Each  
ML Muskets Move 4” L
TOUGH: Remove 1 Fatigue Point from this unit before resolving a Rally action.
DRILLED: May be In Formation (5+ models) to gain Big Target and Intimidating traits and -1 bonus to Melee Saves.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(30”) 6        6           6           7            6           1 

Militia core 3pts each
ML Muskets Move 4” 
Shoot     Melee S/SAVE M/Save Resolve.  Int
(30”) 6        6           6           7            7          1 

Jaeger Light Infantry  7 pts  
ML Rifle Move 4” 
HIDDEN SETUP: When starting the game deployed, cannot be attacked until it moves or shoots.
MARKSMAN: When shooting, this unit can target specific models to perform the Shoot Save test.
Shoot     Melee S/SAVE M/Save Resolve.  Int
5 (40”)        7         5             7            6             1 

Dragoons (support) 7 Pts each
ML Carbines and Melee Weapons Move 4” CAVALRY: May take a free Advance action when activated, +1 penalty to Shoot Saves when mounted.
RUTHLESS: -1 to Shoot or Melee target number if this unit has fewer Fatigue than target.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(30”) 5       7/6          6/7         7            6           1 
* Number to the left of the slash is when mounted, to the right is dismounted 

Light Artillery. (Support)  20 Pts
4-Man Gun Team with Light Artillery Move* 4” *Cannot move at all with 1 crew 4d10 for Shoot tests, each natural 10 rolled yields an additional d10 roll to hit.
SLOW RELOAD: This unit receives 2 Reload markers after shooting. Cannot move and Shoot.
INTIMIDATING: Opponents hit by this unit must add an extra 1d10 to their Resolve test.
Shoot     Melee S/SAVE M/Save Resolve.  Int
(-) 6             7         5            7            6           1 

Non Commissioned Officer Upgrade 5 pts 
Designate a single model to be a NCO.
The NCO’s unit counts as being in command range as long as this model is still part of it.
A formed unit with an NCO gains a -1 bonus to its Resolve.

Musician Upgrade 10pts 
Add a single model to the Leader Unit to act as a Musician.  The Leader’s command range is doubled while this model is part of the unit.
Armed as modelled..

Generic Civilians
Shoot     Melee S/SAVE M/Save Resolve.  Int
   7            7            7            7             7          1 

House-rules being considered
Formation.  Groups may form up into a line formation, paying 1 command point taking the same activations.  Movement restricted to 3ins, casualties are shared.  

The Game

The church at Krückeberg

Turn one, Blue aggressively race for the isolated objective, a dismounted officer

And the 3pdr cannon is less than impressive 

Leutnant Pumphosen keeps himself safe

Blue grab the Officer and drag him away.  Red come on, having the best of the fight.

Pumphosen and the captured Marquis.  "We meet again my Lord.  Any chance of some Apricot pie?"

Helped by the fat Leutnant the Korporal and his men drag the Red Officer closer to the board edge and that dastardly serving of pie.

Hauptmann Schagg fights the rearguard.

And the Marquis is taken

In a traditional battle those superb Red Musketeers were a real threat, but Victory goes to Blue in the narrative.

The Blue commander wearing a subdued orange coat, and without his periwig.

My thanks to Colonel Incontinenz and the Marquis Flatulenz.

Game Four will be
Burning Wickbolsen

Burning Wickbolsen

Game Five
The Chateau at Stau

The Chateau at Stau


Thursday 25 August 2022

Comeuppance for the Hole in the Pants Gang

Butch Flacidly and the Hole in the Pants gang are hiding out after their latest crime spree in Purgatory County.  Turns out that they are not as safe as they had imagined, and the Apache are sneaking up.

The camp

Butch and his gang realise something's up. Butch, Doc Schlong, Kid Curlies, Jessie Jackass and Hannibal Horseshyte.

The 'Pache approach.

Butch gets his gang moving.

But rifle fire from the Apache drives them back.  Jessie goes down

The 'Pache circle around, using their rifle fire to keep at a distance.

Butch and Doc Schlong are the only survivors. They break for their horses.

Doc's mount appears to have an Eighteenth Century dragoon saddle. 

The Apache close in as Butch and Doc flee

The Oldenburg Fields

 Young Ensign Pumphosen`s career continues.  He has fulfilled one of the requirements of the Blau Groan's Court and lead his men to fire a Crashing volley.  He has yet to lay and fire canister from a gun or lead a bayonet charge.  

Game Two
The Oldenburg Fields

This game is a Mission.    It requires Red to sweep the table in order to gain an objective.  In this case it is to recover Blue's escaped prisoner.

The Blue have sent Pumphosen and his Company to stop the foray.  Red have an additional hidden objective that will be drawn only when their Commander appears on table.  

DEPLOYMENT POINTS

Both sides roll a D6 to see which of their two
possible entry points they use for their Primary
Deployment Point, with an even chance of either.  
After that they place any other Deployment
Points.

The force which is sweeping the table may deploy
as normal.  Their opponents are slightly delayed,
so will roll 2D6 each time their Force
commander’s card is dealt.    When that
cumulative total reaches 14 they may begin
deploying their force on any subsequent Leader
activations.    

Neither side is the defender in this scenario

The  Oldendorf fields

The action takes place just off the Green Way road in the low field.  North of the Green Way are the hornbeam woods.



Behind a stream in the North West corner of the battlefield is a single farmhouse.

Pumphosen has decided to lead Hauptmann Shagg's Freikorps.

A farm near Oldenburg

Pumphosen arrives with the Blue Freikorps

But Hauptmann Schagg and the Korporal are the real leaders

Fartgasse and the Dragoons arrive.

Young Flatulenz and his Grenadiers march on.

The Dragoons face off the Jäeger.

The Dragoons volley is devastating.

But Färtgasse faces the blunderbus of the Korporal, and a Charge that follows.

The Dragoons reel back, and break

But Flatulenz and his Grenadiers charge in with the bayonet.


And its the Korporal who retreats

The Grenadiers take fire from Schagg and Pumphosen's group.

The Hero Shot

The Korporal charges the flank of the Grenadiers as they fight Schaggs group.  Its a bloody melee.

But the Blue are beaten.  Flatulenz is promoted and given a medal.  Pumphosen runs away.  Not a great day for the Blaü.



Next games planned.


North of Krückeberg


Burning Wickbolsen

The Chateau at Stau



Wednesday 17 August 2022

Terry Scott's big day out

 Lt Winston Farthingdale and his Company are on patrol near the borders of Zululand.  Nobody trusts that Glory hound Farthingdale, but Colour Sergeant Terrence Scott is with the young officer to steady him down.

The British come on in column, clustered around the Officer.  They see the camp ahead and believe they are safe.

But it's the Zulu, faazands of 'em.

My table in the new conservatory!

A taste of the gatling gun does little to dampen the Zulu's spirits.

They take the camp, I take a strike marker.

Worse  because close upbthe Zulu shooing is magnificent.

The last survivor of a group of 8 legs it.

Lt Farthingdale is swarmed.

The Lieutenant falls, and C.S Scott fails the strike roll.  But perhaps fate will be kind and Terry may yet make it out alive!

Meanwhile, just off table, the Blue Freikorps get ready for a game.