Yesterday I outlined the set up for a test for a scenario using the Twilight of Divine Right rules and 10mm armies for the 30 Years War. Today comes the report on what proved a swift game, together with some reflections on setting up the scenario.
Each side had two players, Gareth and I commanding the Protestant forces, our two sons the attacking Imperial cavalry. As the Protestant troops were already set in position, it was up to the Imperial commanders to decide how they would deploy their forces while their opponents sat back to enjoy sausages, coleslaw and potato salad.
The Imperial set up had to take account of a large wood in the middle of the table which prevented them from moving directly towards the supply column. They had to assign forces to 3 commands, two of which had average generals and the other a good general. Average generals can allow one unit or group to re-roll a failed action test or take an extra action. Good generals can help two units or groups. The Protestant side also had three generals, the two commanding the cavalry wings being rated good, the infantry commander average. Both sides would find themselves having to make a lot of use of their generals, giving the Protestant side a significant advantage through having two good commanders.
Both wings of the Imperial force moved forward vigorously at the start while the central body of light cavalry and dragoons followed on behind the Cuirassier wing. |
Having used up his only re-roll, Brandt could only puff his cheeks in frustration as the third unit also failed its test, the only consolation coming from the rear-guard managing to turn into line. |
Finally against the Protestant left, the large galloper regiment also failed a test and we also failed to move it back!! |
For one brief moment the Protestants thought they had won a crushing victory on the left, with both leading Imperial units routing. |
Exulting turned to humble pie as the other Imperial commander noted that we had failed to take account of the support line giving +1 to the defeated men, our second mistake, which led directly into uncovering our first set of mistakes in not previously withdrawing cavalry that had failed a morale test!
Things now began to go wrong for the Imperials all along the line, starting with the dragoons who were routed by a charge from the Protestant infantry. |
One of the Harquebusiers lost a morale test and fell back behind its supporting Cuirassiers |
Verdugo raced to help the other harquebusier regiment retake a failed morale test, rolled a 4 and so died! |
We decided to call it a night at that point. Although the supply train was still about 5 moves away from safety, there seemed nothing more the Imperial cavalry could do to seriously trouble the Protestants without a lot more luck than could reasonably be expected. 12 turns had been completed - 6 by each side. Our feelings of dissatisfaction with the way the scenario had played out were assuaged by some excellent custard pastries that Gareth had kindly brought.
CLOSING REFLECTIONS
Clearly I should have spent more time refreshing myself on the rules before play began, rather than thinking about how I was going to use the fancy new visual aids of colourful arrows and action bursts to make photographs more self explanatory - and save myself time fiddling about with graphics programs to modify pictures after the event.
More important, I should have spent more time thinking about the terrain from the Imperial perspective. While I do think they could have thought through their approach better - they overestimated how fast the supply train could move, so focussed on trying to head it off rather than try to attack the rear - the big wood in the centre did limit their options considerably.
Even more important, what became clear is that the combination of cavalry, infantry and guns together with better rated commanders on the Protestant side was far too powerful for the Imperials. Even with the Harquebusiers outgunning the Dutch cavalry and even if we had played the game properly and made the front line fall back, the Imperials would still have faced close range artillery on one flank and infantry fire on the other, making it unlikely that even the Cuirassiers would have been able to push back the Protestant right. On the left, the Gallopers were clearly outclassed, even with help from the Croats, while the Dragoons were just practice dummies for the Protestants pike and shot.
So, back to the drawing board for a scenario for the next club meeting on 23rd March. There will be time for one more test before then next Tuesday evening.
This is a very handsome looking game and an enjoyable battle report to read. I like your efficiency move from editing photos to placing markers on table. How much extra time does that take during play to stop, place markers, take photos, remove markers, and resume play?
ReplyDeleteYou have put your finger on a problem. It was efficient for me as a reporter but, particularly for the younger players, the photography alone is becoming too distracting. Asking them to fiddle with the markers as well led some grumpiness. It has been suggested before that I should fix up a couple of cameras to take pictures automatically every few minutes. That would be efficient for everyone but would lead to generic top down or angle shots, without the close ups of action that enhance the kind of reports I like to do. So, I need to think about this. Perhaps I should reserve the photo intensive reports for solo games?
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