...we are back in the Peninsular War here in GHQ. Phil and I decided to have a rerun of our Proxy Peninsular War game to continue our attempts to get to grips with Soldiers of Napoleon, and hopefully to encourage Phil in progressing his French force of course. In this battle I will once again take command of the British forces while Phil will continue to command the French invaders. As is my wont, a photomontage to show the game unfolding ~
The French cavalry Brigades are massed on their right flank supporting the battery of 8lb guns and the flank of the centre infantry Brigade.The two infantry Brigades in the French centre and left advance in columns screened by Light Infantry in Extended Line formation. A further French artillery battery supports the attack.
The British centre advanced rather more cautiously than the left flank Brigade. The cards I had dealt myself in Turns 1 & 2 were far from auspicious.
British cavalry mass on their right flank, the Light Cavalry leading the way. (I'm hoping they can repeat the heroics of the previous game!)
The British left and centre finally seem to get their act together and move forward to menace the French Lights.
The left flank infantry Brigade has managed to advance in tandem with the centre, urged on by the Division Commander's presence perhaps?
The battery of French 8lb guns are low on ammunition (a useful card that!) I hoped that might give my Light Cavalry the edge as the French outnumber them somewhat.
The infantry of the French right flank Brigade begin to shake out into line...
...as do their companions of the centre Brigade. Sadly for Phil attempts to Rally off Points of Disruption are using up cards unsuccessfully and slowing his overall progress.
Taking advantage of the Initiative and the 'Ammunition Low" status of the French battery the Light Dragoons sweep forward on the stuttering French infantry. Phil's dice oblige when he rerolls his hits and registers none!
The French centre has stalled! The Lights attempt unsuccessfully to Rally By Withdrawal while the infantry suddenly threatened by the Light Dragoons form square. The Light Dragoons play a Charge card on the square but despite a dice advantage are driven back in Disorder. The supporting regiment in their Brigade fares equally poorly and is trounced by the Chasseurs! Despite this Victory Points are mounting more rapidly for the British!
The French centre has collapsed! Things are looking bleak for their cause. Phil sensibly calls a halt in Turn 6 seeing little he can do to stem the British advance now. As time had almost run out on us and the British were ahead 14 Victory Points to the French's 7, we called it a win for the British.
There should be one final run through on 30/11/23 when Paul visits to try his hand at the French command, though with modified forces based on a better grasp of the system which has evolved over the previous run outs. Now though, it's back to the 9th (East) Norfolk Foot for the Crimean War project.
Another grand run out with the rules, suitably inspired I splashed more paint on the next French battalion last night.
ReplyDeleteEn Avant! The rules are becoming clearer to us I feel. Keep at the Frenchies!
DeleteGood looking game as always and nice to see you are getting to grips with the rules:).
ReplyDeleteWe feel we are progressing our understanding of the rules and the nuances of the cards. No doubt though we still make errors...
DeleteA lovely set to. Does this mean an end for Black Powder?
ReplyDeleteThanks George! No worries though, plenty of periods for us to do with BP here in GHQ.
DeleteGreat to see David I’m hoping to get a game with Soldiers of Napoleon soon
ReplyDeleteI have just had a MASSIVE rules clear-out …… so there is space for them …… but it will be solo play and the cards have me hesitant on making the jump. Mr. kinrade put up a nice battle post on his blog a couple days ago …. very compelling for the 6x4!
ReplyDeleteA massive clear out and not even Spring yet? I don't do solo gaming and never have so I'm afeared I can't offer any advice Norm, sorry.
DeleteI think knowing what the other sides cards can do would cloud what you would do on the sides turn you are taking no matter how impartial you attempt to be.
DeleteThat has to be true I think Phil.
DeleteIn the few games that I have played solo that use cards, the thing that I find most difficult is handling two hands ….. not enough grey cells it appears! But yes clouding impartiality is likely where this particular line is drawn.
DeleteNot for you then Norm it would seem?
DeleteAnother good looking and sounding game David…
ReplyDeleteI may have to pick up as of the rules for myself.
All the best. Aly
Thank you Aly. I am getting a bit concerned folk may be unduly influenced by my write ups, I'd hate friends to be disappointed if the rules turned out to be not their cup of tea.
DeleteLovely battle David, inspiration and I am planning our first Peninsular outing next Saturday 👍
ReplyDeleteHope your game goes well Matt.
DeleteA great looking game once again there Dave... it would seem that Phill's luck was sadly lacking on this occasion. From what I've seen so far, the un-certainty of the cards can cause a similar effect to the un-certainty of the command rolls in BP, so I think that both systems can offer us the kind of games that we enjoy going forward!
ReplyDeleteLooking foward to giving it another go!
Thanks Paul, see you on Thursday I hope!
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