The Defence of the Dürren-Berg (The Battle of Strehla, 20th August 1760) – The Scenario

As discussed last time, we recently played a cut-down version of my earlier full Battle of Strehla scenario for Tricorn.  In the original scenario, the two main armies basically just sit and glower at each other, with the Prussians being weak but of high quality and secure behind strong fortifications and lots of heavy artillery, while the Reichsarmee is strong but of very poor quality and unable to launch a direct assault on the entrenchments.  The Reichsarmee had therefore decided upon an attack using the new Austrian doctrine of multiple columns converging on a single point, as used for the first time at the Battle of Hochkirch.

When we originally refought the full battle, all the action therefore took place between the Imperial flanking-columns and the Prussian flank-guard, around the Dürren-Berg, an ancient hill-fort, just as in the actual battle.  This part of the battle is therefore ideal for cutting out and playing as a stand-alone smaller scenario.

To save you having to fillet the relevant parts out of the original scenario, here’s the cut-down version.  For the historical background and account of the actual battle, please refer to the original scenario.

This cut-down scenario uses a 6′ x 5′ table, covering only the western 5 feet of this map (i.e. from the western edge of the table to the western end of the main Prussian entrenchments):

‘Green’ Kleist with his Frei-Husaren-Corps

Prussian Corps of Generallieutenant Johann Dietrich von Hülsen
(Good – 2 Messengers)

Centre-Right (Entrenchments) (Good)
I. Bn, Infanterie-Regiment ‘Markgraf Carl’ (IR 19) (elite) [5/2]
II. Bn, Infanterie-Regiment ‘Markgraf Carl’ (IR 19) (elite) [5/2]
Grenadier-Bataillon ‘Burgsdorff’ (38/43) [5/2]
Battalion Guns [2/0]
Heavy Battery [3/0]
Heavy Battery [3/0]

Right Wing (Dürren-Berg) – Generalmajor August Wilhelm von Braun (Good)
Grenadier-Bataillon ‘Lubath’ (7/30) [5/2]
Grenadier-Bataillon ‘Beyer’ (11/14) [5/2]
IV. Stehende-Grenadier-Bataillon ‘Lossow’ (g1/g11) [5/2]
I. Bn, (ex-Saxon) Füsilier-Regiment ‘Hauss’ (IR 55) (poor) [3/0]
I. Bn, Infanterie-Regiment ‘Braunschweig-Bevern’ (IR 7) (elite) [5/2]
II. Bn, Infanterie-Regiment ‘Braunschweig-Bevern’ (IR 7) (elite) [5/2]
Battalion Guns [2/0]
Battalion Guns [2/0]
Heavy Battery [3/0]

Light Cavalry – Oberst Friedrich Wilhelm Gottfried Arend von Kleist (Excellent)
I. Bn (5 Sqns), (‘Grünne’) Husaren-Regiment ‘Kleist’ (HR 1) (elite) [5/2]
II. Bn (5 Sqns), (‘Grünne’) Husaren-Regiment ‘Kleist’ (HR 1) (elite) [5/2]
2 Sqns, Frei-Husaren-Corps ‘Kleist’ (FH II) [4/1]
4 Sqns, Frei-Dragoner-Regiment ‘Kleist’ (FD II) [5/2]

Dragoons – Major Marschall von Bieberstein (Good)
I. Bn (5 sqns), (‘Porzellan’) Dragoner-Regiment ‘Schorlemmer’ (DR 6) [5/2 – Large Unit]
II. Bn (5 Sqns), (‘Porzellan’) Dragoner-Regiment ‘Schorlemmer’ (DR 6) [5/2 – Large Unit]

Prussian Formation Breakpoints

Division                         MR     ⅓     ½     ¾

Centre-Right Infantry      23       8      12     18
Right Wing (Braun)          35      12     18     27
Light Cavalry (Kleist)        19       7      10     15
Dragoons (Marschall)       12       4       6       9

Army                                MR     ¼     ⅓     ½

Prussian Army                    89       23    30    45

Frei-Dragoner-Regiment ‘Kleist’

Prussian Order of Battle Notes

1.  Von Hülsen may not leave the entrenched position, which is the centre of his army.

2.  The Centre-Right Wing of Hülsen’s army may not leave the entrenchments.

3.  It’s impossible to fully represent the complex of angles and enfilades in well-engineered entrenchments of the period.  They were designed to provide mutual support and to enfilade any avenue of approach, thereby catching any attacker in a crossfire.  Therefore, infantry units deployed in the entrenchments may offset their flank-lines (i.e. increase their arc of fire to 45 degrees on either side).

4.  It’s often difficult or even impossible to physically place infantry models in fortifications where artillery models are already present.  Therefore, any infantry unit in base-to-base contact to the rear of a battery in the entrenchments will class as defending the parapet of the entrenchments against attackers.  They may therefore fire volleys and conduct melee as normal, even when the artillery has already fired from the same position (in much the same way as infantry support batteries in the normal Tricorn rules).  When targeted by enemy artillery, select either the artillery or the infantry as the primary target and automatically conduct a ‘bounce-through’ attack on the other unit present.

Infanterie-Regiment ‘Blau-Würzburg’

Reichsarmee Reserve Corps of Feldmarschallieutenant Prinz Friedrich-Carl von Stolberg-Gedern (Left Wing)
(Poor – 1 Messenger)

Reserve Corps Infantry – Feldmarschallieutenant Carl Freiherr von Würzburg (Poor)
I. Bn, Austrian Infanterie-Regiment ‘Macquire’ I (IR 46) [4/1 – Large Unit]
I. Bn, Austrian Infanterie-Regiment ‘Luzzara’ (IR 48) [4/1 – Large Unit]
Austrian Grenadier-Battaillon (33/46/48 IRs) [5/2]
I. Bn, Oberrhein Kreis-Infanterie-Regiment ‘Pfalz-Zweibrücken’ (Poor) [3/0]
II. Bn, Oberrhein Kreis-Infanterie-Regiment ‘Pfalz-Zweibrücken’ (Poor) [3/0]
I. Bn, Kurrhein Kreis-Infanterie-Regiment ‘Kurtrier’ [3/0]
Austrian Battalion Guns [2/0]
Kurtrier Battalion Guns [2/0]

Reserve Corps Cavalry – Obrist Prinz Friedrich August von Nassau-Usingen (Average)
5 Sqns, Austrian Chevauxléger-Regiment ‘Zweibrücken-Birkenfeld’ (Ch 39) [5/2 – Large Unit]
5 Sqns, Pfalz Leibdragoner-Regiment ‘Kurfürstin’ (poor dragoons) [4/1 – Large Unit]
5 Sqns, Hungarian Husaren-Regiment ‘Baranyay’ (H 30) [4/1]

Austrian Auxiliary Corps – Feldmarschallieutenant Wenzel Mathias Knoget Freiherr von Kleefeld (Good)
I. Bn, Infanterie-Regiment ‘Blau-Würzburg’ [4/1 – Large Unit]
II. Bn, Infanterie-Regiment ‘Blau-Würzburg’ [4/1 – Large Unit]
I. Bn, Hungarian Infanterie-Regiment ‘Nikolaus Esterházy’ (IR 33) [4/1 – Large Unit]
II. Bn, Hungarian Infanterie-Regiment ‘Nikolaus Esterházy’ (IR 33) [4/1 – Large Unit]
1 Bn, Grenz-Infanterie-Regiment ‘1. Banalisten’ [3/0]
1 Bn, Grenz-Infanterie-Regiment ‘Karlstädter-Szluiner’ [3/0]
Grenadier-Battaillon (Blau-Würzburg & Grenzer) (poor) [4/1]
Austrian Battalion Guns [2/0]

Grenadier & Carabinier Corps – Feldmarschallieutenant Peter Alexander Graf von Guasco (Average)
I. Bn, Austrian Infanterie-Regiment ‘Sachsen-Gotha’ (IR 30) [4/1 – Large Unit]
I. Bn, Austrian Infanterie-Regiment ‘Pallavicini’ (IR 15) [4/1 – Large Unit]
II. Bn, Austrian Infanterie-Regiment ‘Pallavicini’ (IR 15) [4/1 – Large Unit]
I. Kreis-Grenadier-Battaillon (Poor – Kurmainz, Effern & Baden-Baden IRs) [4/1]
II. Kreis-Grenadier-Battaillon (Poor – Rodt, Kurköln & Kurbayern IRs) [4/1]
III. Kreis-Grenadier-Battaillon (Hessen-Darmstädt, Pfalz Garde & Alt-Württemberg IRs) [5/2]
Austrian Grenadier-Battaillon (Mainz-Lamberg & Austrian IRs) [5/2]
4 Sqns, Kreis-Cuirassier-Regiment ‘Hohenzollern’  & 3 Austrian Elite Coys (poor cuirassiers) [5/2]
Austrian Battalion Guns [2/0]
Reichsreserveartillerie Light Position Battery [3/0]

Imperial Formation Breakpoints

Division                                            MR     ⅓     ½     ¾

Reserve Infantry (Würzburg)            28      10     14     21
Reserve Cavalry (Nassau-Usingen)  15       5       8       12
Auxiliary Corps (Kleefeld)                  32      11      16     24
Grenadier Corps (Guasco)                  43      15     22     33

Army                                                  MR     ¼     ⅓     ½
Imperial Left Wing                              118      30     40    59

Kreis-Infanterie-Regiment ‘Pfalz-Zweibrücken’

Imperial Order of Battle Notes

1.  Grenzer battalions may alternatively be deployed as 2x Skirmisher stands.  The stands must remain within 4 inches of each other at all times and casualties are taken by the whole units, not the individual Skirmisher stands.  Each battalion may suffer 3 casualties when in Skirmish Order, the same as they would if they were formed.

2.  Kleefeld’s grenadier battalion has been downgraded to MR 4/1 as it was weak and was 50% Grenzer.

3.  I’ve arbitrarily numbered Guasco’s grenadier battalions for game purposes.  These were temporary units and would be known by the name of the officer designated to command them on the day, but they aren’t known.  There were actually six grenadier battalions under Guasco’s command, but I’ve reduced this to four battalions as they each had only four companies and were less than two-thirds the strength of a regular battalion.

4.  The Austrian ‘Zweibrücken-Birkenfeld’ Chevauxléger Regiment (Ch 39) is a retitled Dragoon regiment (D 39) and is classed as Dragoons (MR 5/2) for movement, combat and morale purposes.

5.  One Light Position Battery of the Imperial Artillery Reserve is grouped with Guasco’s Corps.  It’s classed as part of Guasco’s corps for formation and army morale purposes.

6.  The Hungarian ‘Nikolaus Esterházy’ Regiment (IR 33) was actually part of Würzburg’s Reserve Corps infantry division, but joined Kleefeld’s attack on its colonel’s own initiative.  I’ve therefore placed this regiment under Kleefeld’s command for scenario purposes.

7.  The ‘Baranyay’ Hussar Regiment (H 30) was listed as being part of Kleefeld’s corps.  However, at Strehla it was operating alongside the cavalry of the Reserve Corps, covering the flank of Kleefeld’s attack.  I’ve therefore transferred them from Kleefeld to Nassau-Usingen.

Pfalz Leibdragoner-Regiment ‘Kurfürstin’

Deployment

You can use the historical deployment as shown on the map at the top of the article.  Alternatively, the deployment may be varied slightly, with units being rearranged within their formation deployment areas.

Infanterie-Regiment ‘Markgraf Carl’

Terrain Notes

Most terrain features function as per the terrain chart on Page 2 of the Tricorn QRS, but here are a few clarifications:

The hills are for the most part, gently rolling and do not provide a defender with a +1 melee modifier.  The exception is the ring-contour of the Dürren-Berg, which thanks to its ancient earthworks, is steeply banked.  It counts as a Linear Obstacle to cross and provides the defender with a +1 melee modifier, but no cover modifier.  The ring contour is big enough for roughly eight battalions to form a circle within it.

The village Clanzschwitz is prepared for defence and therefore provides a defender with a +2 melee modifier and 11 cover modifier.  All other villages have a +1 melee modifier and -1 cover modifier.

The Prussian earthworks are well-built and provide the defender with a +2 melee modifier. Class as a linear obstacle to pass through (in reality there are covered gaps for units to pass through).  The old Swedish earthworks on the Otten-Berg can be ignored.
In terms of combat, infantry defending the earthworks may extend their firing-arc out to 45 degrees on either side, but suffer a -1 modifier if they do so (the earthworks are well-built and designed to enable enfilade fire, so defending units can mutually support each other).  Units defending the earthworks may claim flank and rear support, but attackers may only claim rear support.

It’s probably also worth reminding that units defending villages may fire at opportunity targets in any direction as Skirmisher fire.  They may also conduct volley fire simultaneously at ALL units attacking the village, but do so with a -1 modifier.  They may not claim any support modifiers in melee, but the attackers may claim rear (not flank) support.

The streams are very minor and class as linear obstacles, as per the QRS.

Kreis-Infanterie-Regiment ‘Kurtrier’

Scenario Notes & Victory Conditions

1.  The game lasts 12 turns.

2.  The Prussian player may issue any orders to his commands at the start of the game.

3.  Once the Austrian player has written orders at the start of the game, roll on the Aides de Camp Table to see if those divisions implement their orders, applying a +1 modifier to Kleefeld’s roll.  Remember that new orders may not be written and transmitted until the Orders Phase at the end of Turn 2.

4.  In order to claim a tactical victory, the Austro-Imperial player must break two Prussian commands, by the end of Turn 12.

5.  The Prussians may claim a tactical victory if they prevent the Austro-Imperial player from claiming victory.

6.  The Latten-Berg Wood restricts visibility to only 2 inches and provides a -1 cover modifier against musketry and Skirmisher fire only.  Rear Support may only be provided within 2 inches.  There is no melee modifier.

Kreis-Cuirassier-Regiment ‘Hohenzollern’

That’s all for now!  Yesterday we actually played the sequel to Strehla, the Combat of Wittenberg, so there will be an after-action report and scenario for that game soon (also for the Combat of Mehr, which we played a few weeks ago).

Posted in Eighteenth Century, Scenarios, Seven Years War & War of Austrian Succession, Shako Rules, Tricorn (18th Century Shako Rules), Tricorn Scenarios | Leave a comment

The Defence of the Dürren-Berg (The Battle of Strehla, 20th August 1760) – The Game

It’s been well over a year since the last one, but I recently decided to break out the tricorn hats and put on a small Seven Years War Tricorn game during a W.A.S.P. club-night with Al and our new chum Roger.  With novice players, I wanted to keep things small-scale and simple, but also wanted to put on a historical scenario.  While scratching around for scenario ideas, I thought about doing a small part of a larger battle and settled on the defence of the Dürren-Berg during the Battle of Strehla 1760.

I’ll post the scenario in a future article, but I essentially cut the map (below) in half and deleted the Reichsarmee Main Body and Zedtwitz’s Imperial Cavalry.  From the Prussians I deleted Hülsen’s Left, Centre-Left and part of his Centre-Right.  To give Kleist’s cavalry a bit more flexibility given their historical deployment, I split Kleist’s command into two parts; Kleist himself commanded the ‘Kleist’ Hussars, the ‘Kleist’ Freikorps Hussars and the ‘Kleist’ Freikorps Dragoons, while the two battalions of the ‘Schorlemmer’ Dragoons were commanded by their regimental CO, Major Marschall von Bieberstein (‘Marschall’), rated ‘Good’.

Generallieutenant Johann Dietrich von Hülsen was still the Prussian C-in-C, though was not permitted to move from the western end of the entrenchments, which now formed a redoubt on the eastern edge of the table.  Prince Friedrich-Carl von Stolberg-Gedern (‘Stolberg’), the commander of the Reichsarmee Reserve Corps (and left wing on this occasion) became the Imperial C-in-C, rated ‘Poor’ with only one ADC.  All other scenario rules remained the same as the main scenario.

Above:  Generalmajor August Wilhelm von Braun’s command sits atop the the ancient hill-fort of the Dürren-Berg.  While a relatively small command, it is of high quality, with a battery of heavy guns, three grenadier battalions, two battalions of the ‘Alt-Bevern’ Infantry Regiment (rated elite) and the single-battalion ‘Hauss’ Fusiliers.  This last regiment comprises press-ganged ex-Saxon troops and isn’t to be relied upon.  While there’s no cover from enemy fire, the steep upper slopes of the Dürren-Berg provide an advantage against any enemy charge.  One of Braun’s grenadier battalions starts the scenario holding the hamlet of Clanzschwitz, which has been prepared for defence and lies mid-way between the Dürren-Berg and Guasco’s Imperial Grenadier Corps on the Otten-Berg.

Above:  Hülsen watches the battle develop from his headquarters in the entrenched lines at Strehla.  For this scenario, the western end of the entrenchments is represented by a redoubt held by Oberst von Burgsdorff’s brigade (two battalions of the elite ‘Markgraf Carl’ Infantry Regiment and a grenadier battalion) and two batteries of heavy guns, which will be within range of the Imperial right flank, should they launch a direct assault from the Otten-Berg.

Above:  Between the two positions are Oberst Friedrich Wilhelm Gottfried Arend von Kleist’s two regular cavalry regiments; the ‘Kleist’ Hussars and the ‘Schorlemmer’ Dragoons.  Both regiments are very large and are split into two tactical battalions.  As discussed above, the ‘Kleist’ Hussars are under Kleist’s direct control, while Major Marschall von Bieberstein commands the ‘Schorlemmer’ Dragoons as an independent formation.

Above:  Covering the right flank are Kleist’s Freikorps cavalry; four squadrons of dragoons and two squadrons of hussars.  I shamelessly averaged out their strength to enable both units to appear on table.  I gave Roger the option of re-deploying Kleist’s cavalry before the start of the game and he wisely decided to bring the regular hussar regiment over to reinforce the Freikorps on the flank.

Above:  On the Imperial side, the elderly Prince Frederick-Charles of Stolberg-Gedern commands the strong left wing of the Reichsarmee and has established his headquarters on the Otten-Berg, within another old fortification; this being an old Swedish redoubt from King Gustavus-Adolphus’ campaigns of the 17th Century.  Straddling the Otten-Berg is Feldmarschallieutenant Peter Alexander Graf von Guasco’s Imperial Grenadier Corps, consisting of the massed grenadier companies of the Reichsarmee (formed into three battalions, only one of which can be considered ‘elite’), three Austrian infantry battalions (from the ‘Sachsen-Gotha’ and ‘Pallavicini’ Regiments), an Austrian grenadier battalion, the Imperial ‘Hohenzollern’ Cuirassier Regiment, a few Austrian elite cavalry companies and a battery from the Imperial Artillery Reserve.

Above:  On Guasco’s left is the flanking-force, which has been ordered to fall upon the Prussian right and rear.  This consists of two Imperial corps, starting with this formation; Feldmarschallieutenant Carl Freiherr von Würzburg’s Reserve Corps.  This consists of one battalion apiece from the Austrian ‘Macquire’ and ‘Luzarra’ Infantry Regiments, a battalion of Austrian grenadiers and three very bad Reichsarmee battalions; two from the ‘Pfalz-Zweibrücken’ Regiment and one from the ‘Kurtrier’ Regiment.  There should also be the two battalions of the Hungarian ‘Nikolaus Esterházy’ Infantry Regiment, but they seem to have got lost.

Above:  On Würzburg’s left is Feldmarschallieutenant Wenzel Mathias Knoget Freiherr von Kleefeld’s Auxiliary Corps, which consists of the excellent Imperial Auxiliary ‘Blau-Würzburg’ Regiment and two battalions of Grenzer, which have deployed forward in skirmish-order.  Kleefeld also seems to have acquired the aforementioned Hungarian ‘Nikolaus Esterházy’ Infantry Regiment, who attached themselves to his column during the approach-march.

Above:  On the extreme left flank is the massed cavalry of the flanking corps, consisting of the Austrian ‘Zweibrücken-Birkenfeld’ Chevaulégers, the Hungarian ‘Baranyay’ Hussars and the Pfalz Life-Dragoon Regiment ‘Kurfürstin’.  These regiments are commanded by the young commanding officer of the Chevaulégers, Obrist Prince Frederick August von Nassau-Usingen.

Above:  A closer look at the Imperial cavalry.  The Pfalz ‘Kurfürstin’ Dragoons look spectacular in their dark red coats with black facings, but they’re a bloody awful regiment, having already surrendered en masse and been re-formed once during this war.  The ‘Zweibrücken-Birkenfeld’ Chevaulégers are dressed in blue with red facings and are a typically-solid Austrian regiment.  Although now titled ‘chevaulégers’, they were a dragoon regiment until very recently and the change of title makes little difference.

Above:  The scenario starts with a flurry of indecision among the Imperial flanking corps, requiring each column to dice to decide if they execute their orders or not.  Al’s dice-rolling is pretty good on this occasion; Kleefeld and Guasco go straight into the attack, though Würzburg and Nassau-Usingen suffer a delay in the execution of their orders.

Above:  As Nassau-Usingen’s cavalry finally start moving, Kleefeld sends a detachment of Austrian battalion-guns to provide close support to the cavalry.

Above:  Kleist decides to mass all his cavalry on the right flank, first bringing in his regular hussar regiment and then calling in Marschall’s dragoons to support.  This great mass of cavalry massively outmatches Nassau-Usingen’s Imperial horse.

Above:  As Guasco’s Grenadier Corps advances, Braun wisely withdraws his isolated grenadier battalion from Clanzschwitz and places it as a tactical reserve at the rear of the Dürren-Berg position.  Despite firing at extreme range, the Prussian 12-pounder batteries in the entrenchments are starting to make the presence felt among the battalions on Guasco’s right-flank and as a consequence, Guasco’s battalions start to become somewhat disordered, squeezing out other battalions as they edge to their left in an attempt to avoid the long-range fire.  Clanzschwitz itself also proves to be something of an obstacle to orderly manoeuvres.

Above:  Nevertheless, Würzburg has now got his corps moving and his battalion guns, along with the battery from the Imperial Artillery Reserve, are starting to do serious damage to the 2nd Battalion of the Prussian ‘Alt-Bevern’ Regiment and the 12-pounder battery at the south-western corner of the Dürren-Berg position.

Above:  Our photographer stupidly forgot to take some photos of the opening cavalry battle, but it initially went very well for Nassau-Usingen’s Imperial horse!  All three units in the Prussian first line were thrown back with considerable losses, though all managed to rally.  Desperate to take advantage of the situation, Nassau-Usingen then urged his men to charge on into the second line, though this didn’t go anywhere near as well.  The Austrian ‘Zweibrücken-Birkenfeld’ Chevaulégers, the best cavalry regiment present, was completely broken by the 2nd Battalion of the ‘Kleist’ Hussars, while the Pfalz ‘Kurfürstin’ Leib-Dragoons were thrown back by the ‘Kleist’ Frei-Hussars.

Above:  The ‘Baranyay’ Hussars perform best of all, managing to hold the 2nd Battalion of the ‘Schorlemmer’ Dragoons to a draw before falling back to rally.  Kleefeld’s gunners meanwhile, perform sterling service in hammering the Prussian dragoons.  Concerned for his flank, Kleefeld deploys the ‘Blau-Würzburg’ Regiment and his grenadier battalion along the ridge to defend against the inevitable Prussian cavalry attack.

Above:  With the Austro-Imperial artillery and musketry starting to have some effect on Braun’s defenders, Würzburg and Kleefeld go in with the bayonet!  The Hungarian ‘Nikolaus Esterházy’ Regiment goes in against the 1st Battalion of the ‘Alt-Bevern’ Regiment, while the Austrian ‘Macquire’ Regiment advances into the teeth of the Prussian 12-pounder battery to charge the 2nd Battalion of ‘Alt-Bevern’.  The Hungarians are halted by fire as they reach the ancient embankment, though the ‘Macquire’ Regiment storms over the bank!  However, despite being strongly supported, the Austrian infantry are thrown back by the dogged Prussian defenders.

Above:  While Marschall wheels his dragoons left to attack Kleeberg’s Imperial infantry, Kleist charges again to finish off the Imperial horse.  Again, the ‘Baranyay’ Hussars make a brave show of it, but are swept away by the elite ‘Kleist’ Hussars.  The Pfalz dragoons meanwhile, are simply destroyed by the Kleist Freikorps.

Above:  With the 2nd Battalion of the ‘Alt-Bevern’ Regiment hanging on by a thread, Würzburg’s Corps has another go at the Dürren-Berg, now supported by the leading elements of Guasco’s Grenadier Corps.

Above:  However, the ‘Luzarra’ Regiment once again fails to charge home on the right and the ‘Nikolaus Esterházy’ Regiment likewise fail on the left.  The ‘Pfalz-Zweibrücken’ Regiment in the centre however (ordinarily regarded as one of the worst regiments in the Reichsarmee), seems to be made of sterner stuff!

Above:  With insufficient room to deploy, the 1st Battalion of the ‘Pfalz-Zweibrücken’ Regiment gets squeezed out, but the 2nd Battalion presses home the attack!

[In game terms, the elite Prussian battalion started with an MR of 5, modified by +1 for flank support, +1 for rear support, +1 for defensive position, -1 for more casualties, -1 for being staggered and -1 for failing to stop the charge with musketry = 5.  The Imperial battalion started with an MR of 3, modified by +1 for flank support and +1 for rear support = 5.  So the odds were even!  However, the Prussians then got lucky with the dice, beating the Imperials by 2 (6 versus 4).]

Above:  The 2nd Battalion of the ‘Pfalz-Zweibrücken’ Regiment flee back down the slope, but unlike the Austrian regulars of the ‘Macquire’ Regiment, managed to rally at the foot of the hill.  Würzburg orders his Austrian grenadier battalion forward to take their place in the line.

Above:  However, having beaten off the Imperial assault, the Prussian infantry now receive a whiff of grapeshot in the face from a section of battalion guns that has been manhandled forward in support of the Imperial infantry!  The 2nd Battalion of the ‘Alt-Bevern’ Regiment can take no more and stagger back from the line, broken and leaving a yawning gap in the centre of Braun’s line.

Above:  However, Braun has maintained a single grenadier battalion as his tactical reserve for just such a moment and the grenadiers are able to rapidly plug the gap before the Imperials exploit the situation.

Sadly, I forgot to take any more photos after this point, but the situation on the Dürren-Berg didn’t get any better for the Imperial Army.  Würzburg’s battalions just couldn’t break the fresh Prussian grenadier battalion, while the ‘Nikolaus Esterházy’ Regiment seemed simply incapable of closing with the enemy!  Guasco’s Grenadier Corps meanshile, attempted to push on the right, but was hammered by long-range enfilading fire from the Prussian reserve 12-pounders in the entrenchments.

One bright spot for the Reichsarmee however, was that Kleefeld’s line held firm against the Prussian cavalry on the left.  The 1st Battalion of the ‘Blau-Würzburg’ Regiment completely destroyed the charge of Marschall’s dragoons, who then fled the field completely.  Kleist’s hussars and Freikorps meanwhile, were similarly repulsed by the 2nd Battalion of the ‘Blau-Würzburg’ Regiment and the combined grenadiers of the ‘Blau-Würzburg’ and grenzer regiments.

Sadly we had to leave the game at this point.  Al (Prince Stolberg) was resigned to defeat at this point, but in my view still had the chance to beat the Prussians.  His Grenadier Corps was mostly fresh and while he’d lost his cavalry division, he’d only lost one battalion from the three infantry divisions.  The Prussians meanwhile, had lost one battalion and Marschall’s dragoons, while Kleist had lost one of his hussar battalions and was locked into Attack orders; compelled to throw his cavalry up the hill against Kleefeld’s line until one side broke.

To achieve victory, the Imperial side only had to break two Prussian commands and had already broken one.  With a bit of luck, Kleist’s cavalry might also dash themselves to pieces…

Anyway, my thanks to Al and Roger for a good game in excellent company.  Hülsen and the Reichsarmee will be back again for the re-match this Sunday, as we tackle the culmination of their campaign in Upper Saxony; the Combat of Wittenberg.

Posted in 15mm Figures, Eighteenth Century, Games, Seven Years War & War of Austrian Succession, Shako Rules, Tricorn (18th Century Shako Rules), Tricorn Game Reports | 21 Comments

‘Furchtlos und Treu’: Napoleonic Württembergers (Part 2)

My surviving reader will remember that last year I expanded my Napoleonic Württemberg contingent in anticipation of a few games for which they would be required.  I covered the new infantry regiments in Part 1.  This time I’m looking at the new cavalry and generals.  As usual, these are all AB Figures 15mm figures.

Chevauléger-Regiment #1 ‘Prinz Adam’ (below, with the yellow facings) was painted around 25 years ago by Neil Mullis for Mike Hickling’s collection and then found its way to me.  I must confess that I profiled this regiment in an earlier article, but I include it here again as I’m focusing on the Württemberg cavalry.  AB Figures have never produced a Jäger-zu-Pferd figure in short ‘Hessian’ boots or later cavalry in shako, so I haven’t done any of those, but Tony Barton recently said that late Württembergers were in the pipeline, so perhaps the Jäger-zu-Pferd will appear with those releases?

Chevauléger-Regiment #1 ‘Prinz Adam’

Württemberg’s cavalry arm had long been a neglected part of the army and in 1793 had to be stripped of manpower just to raise a single regiment to send into the field with the Reichsarmee.  However, in 1800 the cavalry arm began to be reorganised and expanded, with the creation of a new Chevauléger-Regiment of three squadrons.

Leib-Chevauléger-Regiment #2

In 1805 the Chevauléger-Regiment was expanded to five squadrons, though in 1805 the Leib (1st) Squadron was split off to form the cadre of a second regiment, which was given the title ‘Kurfürst’ (‘Prince-Elector’).  The first regiment still didn’t have an inhaber (colonel-proprietor), so was often referred to as the ‘Vacant’ (‘Unbesetzt’) Chevauléger-Regiment.

Chevauléger-Regiment #1 ‘Prinz Adam’

Both chevauléger regiments now consisted of four squadrons and in 1806 the Chevauléger-Regiment ‘Kürfurst’ was re-titled as the Leib-Chevauléger-Regiment.  This at first glance seems strange, as in most armies, the senior regiment would be the ‘Leib’ regiment, but in this case it stems from the fact that the junior regiment had been formed from the senior squadron of the senior regiment.  In 1807 the ‘Vacant’ Chevauléger-Regiment was finally given an inhaber and adopted his title, thus becoming Chevauléger-Regiment ‘Herzog Heinrich’.

In the meantime, two new light cavalry regiments were raised; the Jäger-Regiment-zu-Pferd ‘Prinz Paul’ was raised in 1805 and in 1807 was re-titled ‘Herzog Louis’.  The Jäger-Regiment-zu-Pferd ‘König’ was raised in 1807.

Jäger-Regiment-zu-Pferd #3 ‘Herzog Louis’ (yellow facings) & #4 ‘König’ (pink facings)

All four regiments by 1807 had four squadrons in the field and each squadron comprised 126 men of all ranks.  So including the regimental staff, each regiment in the field had 515 men at full strength.  In 1807 this changed to 98 men per squadron and a large regimental staff of 58, for a total of 450 men.  The squadron strength went back up again in 1811 to 125, for a total of 511 and increased slightly again in 1813 to 127, giving us a total of 519.  All regiments also formed a fifth (depot) squadron, though when the regiments were sent to war in 1809 the depot squadrons were used to form the cadre of a new fifth regiment, the Dragoner-Regiment-zu-Pferd, which was eventually given the title ‘Kronprinz’.

Leib-Chevauléger-Regiment #2

In 1810 Chevauléger-Regiment ‘Herzog Heinrich’ was briefly disbanded, though was reinstated in 1811 with the title ‘Prinz Adam’.  All Württemberg regiments were given numbers at this time, with all regiments following a single numerical sequence regardless of type, much like the cavalry of the British and Duchy of Warsaw armies.  The order of seniority looked like this:

Chevauléger-Regiment #1 ‘Prinz Adam’
Leib-Chevauléger-Regiment #2
Jäger-Regiment-zu-Pferd #3 ‘Herzog Louis’
Jäger-Regiment-zu-Pferd #4 ‘König’
Dragoner-Regiment #5 ‘Kronprinz’

Following the disastrous Russian Campaign of 1812, the Württemberg cavalry arm went through a reorganisation and all cavalry regiments were now designated simply as ‘Kavallerie’.  Leib-Chevauléger-Regiment #2 was disbanded and the Chevauléger-Regiment ‘Prinz Adam’ became the new Leib-Kavallerie-Regiment #1.  There was then a re-shuffle in the order of seniority and a new Kavallerie-Regiment #4 ‘Jäger-Regiment Prinz Adam’ was eventually raised in November 1813 to fill the gap in the order of battle, which now looked like this:

Leib-Kavallerie-Regiment #1 (the former #1 ‘Prinz Adam’)
Kavallerie-Regiment #2 ‘Jäger-Regiment Herzog Louis’ (the former #3 ‘Herzog Louis’)
Kavallerie-Regiment #3 ‘Kronprinz’ (the former #5 ‘Kronprinz’)
Kavallerie-Regiment #4 ‘Jäger-Regiment Prinz Adam’ (raised November 1813)
Kavallerie-Regiment #5 ‘Jäger-Regiment’ (vacant; the former #4 ‘König’)

Leib-Chevauléger-Regiment #2

In terms of uniforms, the two Chevauléger-Regiments and latterly the Leib-Kavallerie Regiment #1 wore dark blue coats, while the Jäger-zu-Pferd and Dragoner-Regiment wore middle-green coats (also described as ‘grass-green’).  I’ll just talk about the uniforms of the two Chevauléger-Regiments and Leib-Kavallerie Regiment #1 for now and will leave the Jäger-zu-Pferd and Dragoner-Regiment for another article, if/when I finally get around to painting some.

The coats were much like those worn by the infantry, having short tails and half-lapels, though unlike infantry coats they had metal contre-epaulettes in the regimental metal colour.  The lapels were initially fully-coloured as per the facing colour, but as in the infantry, in 1811 they were changed to match the coat-colour, being edged with piping.  Chevaulégers (and latterly Leib-Kavallerie-Regiment #1) also wore a cummerbund over the coat that matched the regimental facing-colour.  Cuffs were originally round for chevaulégers, but in 1811 the chevaulégers’ cuffs became pointed to match the other regiments.  The cuffs were in any case hidden by gauntlets, which were white for chevaulégers and black for chevaulégers and dragoons.

The distinguishing colours for the two Chevauléger-Regiments from 1805-1810 were:

Chevauléger-Regiment ‘Vacant’/’Herzog Heinrich’ – Blue coat with red collar, cuffs, lapels, piping & cummerbund, yellow turnbacks with red piping and yellow metal.

Chevauléger-Regiment ‘Kurfürst’/Leib-Chevauléger-Regiment – Blue coat with red collar, cuffs, lapels, piping & cummerbund, yellow turnbacks with red piping and white metal.  The uniform was therefore identical for both regiments at this point in their history, except for the metal-colour.  However, white buttonhole lace was added to this regiment’s uniform in 1807 (5 on each lapel, 2 on each cuff and 2 on each side of the collar).

The uniform changes in 1811 were:

Chevauléger-Regiment #1 ‘Prinz Adam’ – Collar, cuffs, turnbacks & cummerbund changed to yellow with yellow piping.  Lapels became blue with yellow piping.  Cuffs were now pointed.  Officers may have retained red piping to the turnbacks.

Leib-Chevauléger-Regiment #2 – Lapels changed to blue with red piping.  Buttonhole lace was removed from the lapels and reduced to one buttonhole on each cuff and each side of the collar.  Cuffs were now pointed.

The coat colours from 1813 to 1815 were:

Leib-Kavallerie-Regiment #1 – Blue coat with Bavarian-style full lapels, which were blue with yellow piping (the shape of the lapels was in any case largely hidden by the cummerbund).  Yellow collar, cuffs, turnbacks and cummerbund.  The metal and lace colour now changed to white.  There was a single lace buttonhole on each cuff and on each side of the collar.

Headgear for the chevaulégers was initially a helmet similar to the 1799 Pattern infantry helmet.  This was made of black leather (sometimes shown with a rear peak), crested with a ‘comb’ and hanging black horsehair ‘mane’ and topped off with a tall black plume  fixed to the front of the comb.  The helmet was reinforced with ‘regimental metal’ around the edge of the visor, the front and top of the comb and with a ‘V’ on each side of the helmet-bowl.  The helmet was further decorated with a crowned oval badge and chin-scales in the regimental metal colour and a yellow-red-black national cockade on the left side.  Some sources also show a metal band across the front, along the top edge of the visor (like Bavarian helmets), but not all show this.

In 1811 the plume was ordered to be replaced in the field with a smaller houpette tuft in the style of French heavy cavalry, with the plume retained for parade dress.  Faber du Four’s sketch (detailed here) showing the Leib-Chevaulégers in action during the 1812 Campaign, clearly shows the houpette being worn by the rank-and-file.

In 1812 the helmet’s hanging mane was officially replaced by a woollen raupe crest of the style already being worn by the jäger-zu-pferd regiments.  This was coloured black, though that of the 1st Regiment ‘Prinz Adam’ was topped with a yellow stripe.  The plume was now worn on the left-side of the helmet, above the cockade.  Officers purchased their own helmets and quickly adopted the new style, but it seems that supply was slow getting to the rank-and-file in time for the 1812 Campaign.  In Faber du Four’s sketch above, it can clearly be seen that in the Leib-Regiment the new style was only worn by the officers, while the rank-and-file wore the old style of helmet.  Other evidence tends to suggest that all ranks in the ‘Prinz Adam’ Regiment by contrast wore the new style of helmet in 1812.  In 1813 the Leib-Kavallerie-Regiment #1 adopted a plain black raupe.

Leib-Chevauléger-Regiment #2

This brings us to the figures; the AB Figures Württemberg range is aimed squarely at the 1812 Campaign and the models are based largely on Faber du Four’s sketches.  The two regiments are therefore separated by helmet-style.  The ‘Prinz Adam’ Regiment are wearing the new style of helmet, while the Leib-Regiment are wearing the old style of helmet with the full-dress plume, but you could happily cut them short to make houpettes if you prefer.  The Leib-Regiment figures would be absolutely fine for both regiments in 1809, though you’d need to do a head-swap to give the officers the earlier pattern of helmet.  On the subject of officers, the AB Figures officer models are inexplicably separated by regiment, but are dressed identically, so you can use either figure for both regiments (I used the waving officer as a standard-bearer).  The figures with raupe crests can happily be used for the 1813-1815 Leib-Kavallerie-Regiment #1.

One curious piece of additional headgear was allegedly a bearskin, which is described by one source as being worn by the Leib-Eskadron of the original Chevauléger-Regiment, which then went on to be the nucleus of the Leib-Chevauléger-Regiment and allegedly continued to be worn by the Leib-Eskadron of that regiment.  This is not supported by any other sources and was certainly gone by 1810.  The bearskin is described as having a black plume and white cords.

Breeches were white for both regiments, worn with tall heavy cavalry boots.  This remained unchanged in the Leib-Kavallerie-Regiment of 1813.  Pale buff breeches were initially worn for campaign wear, but these were changed in 1807 to grey woollen breeches and were later supplemented by grey overall trousers.

Belts and gauntlets were white.  A waist sabre-belt was worn over the coat, but this was hidden by the cummerbund.  They are often depicted as wearing cross-belts over both shoulders, like the infantry, but this was only done when on dismounted duty; the sabre-belt was worn over the right shoulder instead of around the waist, in order to keep the scabbard from dragging on the floor.  On mounted duty the only cross-belt was the carbine-belt, which was worn over the left shoulder.  Cartridge-pouches were black, decorated with the same badge as the helmet.  Sabres had steel hilts and scabbards and black sword-knots.

Horse-furniture was blue for both regiments.  However, sources are extremely contradictory regarding the details of horse furniture and now that I’ve got my hands on the Rawkins book, I see that both my regiments disagree with his version.  He says that the 1st Regiment had white lace edging edged with blue piping, while the officers had gold lace edged with blue piping.  The 2nd Leib-Regiment had red lace edged with blue piping, while the officers had silver lace edged with red piping.  Cyphers were white for the 1st Regiment and red for the 2nd Leib-Regiment, or the regimental metal for officers.  Valises were plain light grey for all ranks and secured with black straps.

Leib-Chevauléger-Regiment #2

Officers wore the same coat-colourings as the rank-and-file, with the addition of metallic lace, French-style fringed epaulettes and contre-epaulettes depending on rank and the standard Württemberg officers’ sash, which was silver, worked through with red and gold threads.  Officers’ plumes were white for senior officers and white with a black base for junior officers.  Officers’ belts were black with regimental metal edging, buckles and decoration.

General of Infantry

Trumpeters initially wore the same uniform as the rank-and-file, with the addition of ‘swallows’ nests’ on the shoulders.  These were edged with white lace and were decorated with two overlapping white Vs, creating a W.  In 1811 the coats changed to yellow for both regiments; those of the 1st Regiment had blue collars, cuffs and piping around the lapels and tail-turnbacks, while those of the 2nd Regiment had the same in red, with the addition of a white lace buttonhole on each side of the collar and on each cuff.  Cummerbunds were the same as the rank-and-file.  Swallows’ nests were meant to be replaced by contre-epaulettes in the regimental metal, but many sources show the swallows’ nests still in use.  Helmets, horse-furniture and equipment were the same as the rank-and-file.

Württemberg cavalry regiments were not authorised to carry standards until 1811, when each squadron of the two chevauléger regiments was authorised to carry a standard.  These were yellow for the 1st Regiment and red for the 2nd Regiment and were fringed and embroidered with gold for both regiments.  However, they were not actually issued until 1813, so it’s possible that the 2nd Regiment never received its standard before disbandment.  However, the ‘Rule of Cool’ most definitely applies and as I already had the standards going spare, both regiments HAD to carry them.  AB Figures don’t do a Württemberg standard-bearer, but it’s very easy to convert the ‘waving’ cavalry officer into a standard-bearer.

Note that an ‘honour standard’, resembling the vexillum of the Prussian Garde du Korps was also issued to the 4th Jäger-zu-Pferd in 1813 for actions carried out in 1809.  However, this does not appear to have ever been carried on campaign.

General of Infantry

Connoisseurs of AB Figures will know that they don’t yet have Württemberg generals in their lovely range of figures.  However, Bavarian generals’ uniforms are very similar, apart from the fact that the Bavarians lack the bullion fringed epaulettes required for Württemberg generals.  Nevertheless, I decided to go with the Bavarian generals and paint on the epaulettes (their broad 1980s ‘power-shoulders’ help).  I think they look pretty good.  My Württemberg corps commander was already a French general in greatcoat; a handy figure for almost any French-allied nationality, as the coat hides any uniform discrepancies.

General of Infantry

From 1806 Württemberg generals wore a coat that was similar to that of infantry officers (with long tails), though with lapels that extended all the way down to the waist, like Bavarian coats.  However, the broad officers’ sash concealed the lower half of the breast in any case.  Buttons, epaulettes and metallic decoration was coloured by branch; gold for infantry and silver for cavalry.  Collar and cuffs were scarlet, edged in metallic lace and liberally covered with metallic oakleaf ‘scrambled egg’.  Lapels were blue, edged in metallic or possibly scarlet lace, with an inner border of metallic oakleaf scrambled egg.  Tail-turnbacks were scarlet and there was more scrambled-egg on the tail-pockets.  Some sources show gold edging to the lapels (instead of scarlet) and turnbacks.

General of Infantry

Generals’ hats were edged in metallic lace and decorated with the national cockade of yellow (or possible gold), red and black.  This was secured with a double-strap of metallic lace, which was superimposed with the silver star of the Militär-Verdienst-Ordens.  Some sources show this as matching the branch metal-colour, but Rawkins is adamant that it was silver with an enameled centre for both branches.  Full-dress plumes were white with a black base.  Rawkins doesn’t mention ostrich-feather edging, but other sources show white feather edging.  There was no known differentiation in uniform between Major Generals and Lieutenant Generals, so did Major Generals perhaps have black feather edging and Lieutenant Generals have white, like most French allies?

General of Cavalry

As mentioned above, Generals of Cavalry had silver distinctions, but were otherwise identical to Generals of Infantry.  The sharp-eyed will however, note that this chap has an aiguillette on his right shoulder, instead of an epaulette, which should mark him out as a pen-pushing General-Adjutant of Cavalry instead of a General proper.  This was essentially because he was my only spare figure.  However, as a General-Adjutant he should really have black facings (possibly piped red) and yellow tail-turnbacks with all the same metallic scrambled-egg, though I’ve blatantly painted him in the colourings of a General.

General of Cavalry

Breeches were white for generals of both branches.  I couldn’t find any information on campaign over-trousers, but it seems likely that some sort of campaign-wear would have been worn, so I’ve given my General of Infantry plain blue overalls.  Sword-belts were black with metallic edging and fittings.  Generals of Infantry had a straight sword, while Generals of Cavalry had a curved sabre.  Scabbards were black leather with gold or silver fittings.

General of Cavalry

Horse furniture was blue with metallic lace edging in the branch colour; a broad outer band and a narrow inner band.  The holster-covers and the rear corners of the shabraque were decorated with the royal crowned ‘FR’ cypher.

That’s it for now.  Apologies for it being a slow month, but I was on my holidays.  Plenty more to come, including more Core Space adventures, a couple of Seven Years War battle reports and a small-scale scenario for the Combat of Mehr 1758 (below).

Posted in 15mm Figures, Napoleonic French Army, Napoleonic Minor States, Napoleonic Wars, Painted Units | 12 Comments

Core Space: The Perseus Arm Campaign (Mission 5: A Bit Of A Count)

My adventures in Core Space continue with Mission 5 of the Perseus Arm Campaign from the rulebook.

In this thrilling episode, the crews of the Saucy Sue and Black Maria have landed on a near-deserted starbase to rescue Callen Butler, the CEO of the rapacious Tau Cross Corporation.  He had been captured by the mysterious Proletarian Viscounts cult/terrorist group some time ago, but with the Purge rampaging through this sector, the majority of civilians have fled, including the majority of the cultists.  Only a tiny hard-core of cultists therefore remain guarding Butler and the time is ripe to infiltrate the base and rescue Butler for the cash reward, before the Purge completely take the base.  As a secondary objective, the Proletarian Viscounts’ main data-server should be able to provide a wealth of extremely valuable information with a high re-sale value.

Above:  The route from the airlocks to the objective is a convoluted one and will take the crews past the main point of Purge infiltration (I’ve indicated the Purge entry-points with red arrows for clarity).  While there are some Purge entry-points near the airlocks and the objectives, there is a 50% chance of the Purge appearing on the southern edge of the map.  The Purge Hostility Level starts at Level 6, slightly higher than previous missions, so higher-powered Purge such as Devastators will start to appear almost immediately, along with increased numbers of Harvester foot-soldiers.

Above:  Here’s how the crews look at the start of the game.  The crew of the Black Maria are on the top row, with the Saucy Sue‘s crew below.  In the last mission, all crew-members made it back to their ships (for the first time, in Captain Jace’s case) and therefore added a Career-Point to their character-boards.  This has enabled Jace and Renton to ‘level up’; Jace is now able to perform a third action in each turn (like Arianna) and Renton has added a second purple skill-peg to his dashboard.  Gak has also managed to repair all his broken equipment.

Both crews have managed to build up their assets during the last mission to a point where they can further upgrade the airlock defences of their ships to Level 3.  This means that the defences can act fully autonomously and can be activated essentially as another character.  However, the defences have more firepower if they are actively directed by a character (spending two of their purple skill-pegs).  Both crews have also permanently hired a fourth crew-member; Lukas Beck for the Black Maria and Dávid Tirgarde for the Saucy Sue.  Tirgarde already has a Career-Point from an earlier mission with the crew of the Saucy Sue.  I must confess however, that I didn’t notice that the scenario specified a maximum of three crew-members per crew for this scenario… Ah, well…

Both crews have sufficient quality firearms in their cargo-hold with which to equip the new crew-members, though the Black Maria is short of melee-weapons (a situation made worse by Jace accidentally losing his trusty hand-axe).  However, Jace’s armour includes with integral melee weapons, so that will have to do for now.  Lars and Beck equip themselves with cheap knives from the ship’s galley.  Before leaving the ship, everyone tools up with a med-stim and the new boys are ordered to carry the spare ammo.

Speaking of armour; Jace, Renton, Roykirk and Gak all have armour or shields (both in Renton’s case), while Arianna is reluctant to wear armour, as she’s ordinarily a fast-mover and it will slow her down.  The rest of the crew-members will have to either find or buy their own armour, though Lars and Beck both have skills that will be lost if they wear armour.  After his previous experience, Gak has decided to wear his shield-pod.  Wearing armour reduces his fighting-skills, but to compensate, Gak has used his Career-Point wisely, increasing his fighting-skills to compensate for wearing armour.

Above:  Both crews head straight for the choke-point of a doorway leading to the zig-zag central corridor.  Neither crew really wants to take the only alternative route via the eastern edge of the map, as it takes them straight past the main Purge entry-point on the southern side of the complex.  However, Roykirk from the Saucy Sue goes that way (out of shot on the right) in order to establish an overwatch position.

Above:  The Saucy Sue‘s new boy Tirgarde lollygags behind in the airlock loading bay, searching for loot.  He finds a med-stim, but already has one and doesn’t have room for another, so drops it on the floor for collection later.  He’s so busy that he fails to notice the Purge Devastator appear at the hatchway behind him!

Above:  The Devastator immediately opens up on the hapless crewman and to everyone’s astonishment, completely misses!  Tirgarde draws his pistol and whips round, dropping the Devastator with his first shot!  The astonished crews immediately decide that Tirgarde will henceforth be known as ‘Lucky’.

Above:  Elsewhere in the complex, a Harvester is on the hunt.

Above:  The Harvester is spotted through a window by the Viscount fanatics, who put the thing down in a hail of fire.

Above:  With the Viscount cultists now starting to get a bit trigger-happy and nervous about the Harvesters, it’s only a matter of time before they decide to kill their prisoner.  Jace sprints into the corridor and rounding the corner, spots one of the cultists.  He’s in cover, but Jace manages to gun him down.  The remaining cultist ceases to be a threat soon afterwards, as she’s vaporised by a pair of Devastators.

Above:  Having dealt with the cultist, the Devastators can’t see another target to engage, so go stomping around the corner to find another, where they run straight into Jace and Renton!

Above:  Jace immediately takes down the first Devastator with his integral armour spiky-bits and then attacks the second, but can’t seem to land any blows.   Renton then steps in and similarly can’t seem to take the monster down.  At last Gak charges in with his prized possession, the Paragon Sword and cuts the Devastator in two!

Arianna uses the distraction to sprint past and head for the objective.  She’s not going to be beaten to the punch like last time!  However, a Harvester soon picks up her trail.  Lars also uses the opportunity to slip past the melee and head for the loot.

Above:  As Arianna appears at the cell door, Butler gets up from his bed.  “Well it’s about time.  I trust that chef has prepared my eggs as I like them this time?  Yesterday they were overdone.”

“I’m not catering!  I’m here to rescue you!  Come on, we have to go!”

“What?!  Are you mad?!  There might be Purge out there!  I’m bally-well staying right here!”  Butler shudders as he notices the two smoking corpses of his former guards in the hallway outside his cell and then screams as he spots the Harvester following Arianna.

Just hold on a sec.”  Arianna draws her pistol and blasts the Harvester to smithereens.

[In game terms, Arianna completely fluffed her Persuade action, rolling absolutely no ‘hits’ on four dice.  She only needed to roll two hits out of a potential five in order to persuade Butler to leave his cell and join her crew.]

Above:  “There will be more of those here soon!  We have to go now!”  Arianna tries to drag him out of his cell, but the belligerent Butler is having none of it and decides to fight it out, adopting a traditional and bloody ridiculous pugilist’s stance.

“Unhand me, you oik!  I should warn you that I boxed for my college and while I would never normally strike a lady, I will not… Ow!  Bugger!”  As he tries to land a haymaker on Arianna, he trips over the step and cracks his face on the doorframe.

“Have you quite finished?  Right, come on!  See that blue-skinned monster over there?  His name’s Gak and he’ll look after you.  Now go!”

The arrogance blown out of his sails, Butler now looks rather sheepish and frightened.  “Aren’t you coming too?”

“I’ve still got some other business to attend to.  Go!  Now!”

[In game terms, having failed to be persuaded by Arianna, Buter’s NPC die-roll then required him to attack her (the ‘explosion’ on the white die above), which had no effect (the blank blue combat die above).]

Above:  While Lars and Tirgarde sprint past to loot some likely-looking crates in the south-west corner of the complex, Jace runs over to take cover behind another crate near the main Purge entry-point.  He may as well conduct some light larceny while he’s there and is rewarded with a nice pair of pistols.

Above:  Renton, Gak and Beck take cover behind the corner of the corridor, also covering the main Purge entry-point.  However, Renton spots another crate in the cell next door to Butler’s so runs off to check it out.

Above:  In the next room, Roykirk establishes his overwatch position in the window, ready to cover Arianna’s and Tirgarde’s withdrawal.

Above:  To the west, Lars and Tirgarde race to the loot.

Above:  Whimpering and glancing fearfully around him, Butler scuttles toward safety.

Above:  Arianna meanwhile, heads for the Viscounts’ command centre to retrieve the valuable data [the green token at the terminal in the top-right of the picture].  There are also two large crates in the room, but her inventory is already full with high-value items (a good pistol, a good sword and a grenade, in addition to the data) and with serious opposition starting to appear elsewhere, the crew are screaming at her on the comm to get back!  With a pang of regret, she is therefore forced to rapidly exit the control-room without pausing to examine the looting possibilities.

Above:  Meanwhile, a Purge Assassin appears and immediately locks on to Jace, who is still hiding behind his crate.

Above:  The Assassin charges at Jace, guns blazing!  The cover offered by the crate and his armour manage to save Jace from a few hits, but some energy-bolts find their mark and Jace winces in pain.

Above:  A Devastator and a Harvester also appear.  Immediately spotting Roykirk in the window, the Devastator fires a volley of energy-bolts to no effect.

Above:  A civilian suddenly appears in the midst of the battle!  Frozen in shock, he dithers in the doorway, unable to choose a direction in which to flee.  In panic the civilian draws a small pistol and closing his eyes, fires blindly in the direction of the nearest enemy.  To everyone’s shock, the Devastator slowly keels over, a neat hole drilled in the side of its gleaming white head.

Above:  With the Assassin now at very close range, Jace blows the thing away and reaches into the crate for a med-stim.  Stabbing it into his thigh, he sighs with relief as the pain recedes.  Beck meanwhile, fires at the approaching Harvester without effect.

Above:  Lars meanwhile, opens a crate to find a very nice stash of melee weapons, which is just what is crew needs!  However, he needs to makes space in his pockets, so drops a med-stim and hopes he doesn’t need it later.  Tirgarde meanwhile, is disappointed to find a crate filled with absolute rubbish.  However, there isn’t time to mope about it, as he’s now the furthest from the airlock and urgently needs to get back there!

Above:  Renton has taken the opportunity to search the other holding-cell and finds a few useful items, including a large med-kit and an ammo magazine.

Above:  A massive wave of Purge now surges into the southern loading-bay!  Jace, Beck and Roykirk have the area covered with fire, but they’re going to struggle to deal with this lot!

Above:  However, there is already a distraction in play and the civilian’s horrified screams are quickly silenced as he is overwhelmed by the Purge…

Above:  Jace finds himself once again targeted by an Assassin, but rather more pressingly, is jumped on by a Harvester!  Jace again suffers some superficial wounds, but remains on his feet.  In the meantime, Roykirk is wounded by fire from one of the Devastators, but manages to blow the scarlet monster apart with his return-shot.  New-boy Beck on the other hand, sends lots of ammo down-range but can’t seem to hit a barn door.

Above:  At the north end of the complex, near the Black Maria‘s airlock, another civilian appears.  However, they don’t appear to be too flustered by the sounds of gunfire and the Purge rampaging through the complex.

Above:  Suddenly the truth emerges, as the holo-cloak disengages and a ‘Live One’ is revealed!  However, it soon disappears again…

Above:  “Some help here, please?!”  Jace’s problems only worsen as he completely fails to kill the Harvester, which is now joined by another Assassin!  Jace is wounded once again, but somehow survives the onslaught and manages to destroy the Assassin with his axe.  Beck meanwhile, finally manages to hit the Harvester.  Jace stabs another med-stim into his thigh and makes a run for where Roykirk is emplaced.

Above:  However, Jace is wounded almost immediately by yet another Harvester attack!  Jace picks up yet another med-stim that Roykirk has dropped and stabs it into his now-perforated thigh.  He’s now starting to feel a bit woozy… “So I’ve had a few too many wossnames… med-skins… medestim… med-stims… That was it.  So what?  I can handle it… Can’t I?  Alright Roykirk, mate?  I bloody loves you, mate…”

Above:  As Butler runs past screaming in terror, more Harvesters attack!  Beck, Jace and Roykirk have to hold the line long enough for Arianna, Lars, Renton and Tirgarde to return from their foraging expedition.  Gak meanwhile, has already withdrawn to cover the line of retreat back to the airlocks.

Above:  Suddenly the ‘Live One’ reappears next to the Saucy Sue!  Roykirk, in the middle of a firefight, receives an urgent message on the comm from the Saucy Sue’s automated defences.  “Thank you <insert name here> for choosing Acme Automatic Airlock Defences.  We hope this product gives you years of satisfying maiming.  You have <2> new messages:  Message 1.  You have not yet registered your product warranty.  Would you like to register now?  Y/N?”

“For f@ck’s sake…  ‘N’!”

Thank you.  I will remind you to register your product in 1 hour.  Message 2.  There is a Live One outside the airlock.  Would you like me to 1. Open the airlock?  2. Ask them to call back later?  3. Engage automatic defences?  4. Engage manual aim-assist for more accurate firepower.  5. Other <please specify>?”

“Four!”

“‘Floor’ is an unrecognised command.  Would you like me to 1. Open the airlock…”

“FOUR!  F@CKING FOUR!  FOUR!”

“You have selected…. <agonising pause>….  Option Four.  Enabling aim assist.  Please place the target-reticle over your chosen target and click ‘Go’.  Thank you for choosing Acme Automatic Airlock Defences for your home defence needs.”

Staring intently at the tiny screen on his comm, Roykirk frantically jabs ‘Go’

Above:  Back at the Saucy Sue, the Live One is most surprised as a pair of tri-barrelled rotary heavy plasma guns pop out of previously-unnoticed hatches on either side of the airlock.  There is a brief blizzard of fire and the Live One is reduced to a light coating on all the surfaces of the docking-bay.  “The crew can’t come to the hatch right now.  Thank you for calling and please have a nice day.”

Above:  Although he achieved it remotely via the ship’s automated defences, Roykirk feels no shame in claiming his reward for killing a Live One: a bonus Career-Point.

Above:  The Black Maria‘s automated defences meanwhile, have also claimed a scalp, in the form of yet another Assassin!

Above:  At last, Butler, Arianna, Renton and Lars have all passed the rearguard and are heading for the airlocks, but where is Tirgarde?

Above:  Gak meanwhile, is hacking his way through some more Harvesters as he clears a path back to the docking-bay.

Above:  Jace is attacked by yet another Harvester, who seems to have been programmed by Bruce Lee.  Jace only survives by the skin of his teeth and is revived by Roykirk, who very kindly stabs him with his own med-stim.  “Whoops!  Thanks Mrs Miggins!  And here comes an artichoke!” 

“Er, How much of this stuff have you had, Jace?”

Above:  The latest attacker is dropped by Beck, whose shooting skills are getting better, though he is burning through an enormous quantity of the Black Maria crew’s reserve ammo.  To everyone’s surprise, a large group of civilians suddenly appears at the southern entry point.  “Hello?!  Has anyone seen our tour-guide?!”  It seems that a group of ‘danger-tourists’, who had come here for the thrills and to see the Purge up close, have become detached from their tour…  Just the distraction the crews need to get away…

Above:  At long-last, Tirgarde re-appears and sprints past Beck, heading for the docking-bay.  It’s finally time to go!  Beck runs over to Jace, “I’m just a lost little sheep who has lost my way, baa, baa, baa…”

Beck looks at Roykirk, who just shrugs.  “OK Boss, can you stand?  Right, lets just be getting you back to the airlock…”

“I remember you.  Bick?  Bock?  Yeah, Bock.  You’re my mate, you are…”

Above:  As Beck and Roykirk lead the rambling Jace back to the ship, another Assassin appears!  Assassins are programmed to lock on to leaders, but Jace has thankfully been led away by Beck.

Above:  The Assassin instead locks onto Tirgarde, who his running away as fast as his fashion-victim white shoes will carry him!

Above:  Back at the southern entry-point, the Purge have arrived and drag the tourists away screaming to their grisly fate.

Above:  With the tourists overwhelmed, a horde of Purge run off in pursuit of the crews.  However, they now have a good head-start on the alien horrors.

Above:  The Assassin hurtles round the corner, but Tirgarde has diappeared.

Above:  The Assassin is not to know that Tirgarde was the Perseus Arm Hide & Seek Champion for four successive Galactic Standard Annual Cycles.

Above:  However, the Assassin is now clearly visible to Arianna, Gak, Roykirk, Renton and the Saucy Sue‘s automated defences and swiftly disintegrates in a hail of fire!

Above:  Lars and Renton have almost reached the airlock, but pause to cover Beck and Jace as they catch up.  There are a couple of Purge entry-points nearby and they don’t want to lose crew-members now to last-minute surprises.

Above:  However, the Purge now all seem to be pouring through the southern entry-point.  Five Harvesters and an Assassin are swarming up the central corridor.

Above:  Two Devastators meanwhile, have finally finished off the last tourist and are advancing through the eastern wing of the complex.

Above:  At last, the crew of the Black Maria is concentrated and they bundle the giggling Jace into the ship.

Above:  Meanwhile, at the Saucy Sue, the crew have arrived at the airlock-hatch along with Butler.

“Hello <insert name here>.  Congratulations for choosing Acme Automatic Airlock Defences for all your home defence needs.  Would you like to complete the product warranty now? Y/N”

“OPEN THE F@#&ING DOOR!”

Above:  The scores on the doors at the end of the mission.  All crew-members have managed to make it back to their respective ships in full health, though in Jace’s case that was only achieved through the ingestion of truly heroic quantities of drugs.  The crew of the Saucy Sue have managed to escort Butler back to their ship and Arianna even managed to retrieve the data-drive as a secondary objective.  Roykirk also managed to find a stash of credits, so the crew of the Saucy Sue are massively quids-in on this occasion.  Gak also managed to find a shield-belt and has therefore passed his old shield-pod on to Tirgarde.

The crew of the Black Maria meanwhile, managed to find some decent stashes of kit.  Jace came back with a brace of good pistols with a reasonable resale value, while Lars found a couple of melee weapons for himself and Beck.  Beck also managed to find himself a shield-belt.

All in all, a slightly easier mission than the previous two and both crews’ luck held sufficiently for them to extract with a good haul of loot.  Time to head to the nearest branch of Chatsubo’s for celebratory drinks, as who knows what the next mission might bring?

Posted in 28mm Figures, Boardgames, Campaigns, Core Space (Game), Games, Science Fiction | 2 Comments

The Battle of Harlem Heights, 16th September 1776 (The Game)

Our old club-deserter Jase was back in town from New Zealand recently and naturally, we agreed that we’d try to have a game in between his holiday and family commitments.  The only available day was 4th July, so it was somewhat inevitable that we’d end up commemorating Ungrateful Colonial Treasonous Tax-Dodgers’ Day with an American War of Independence game, particularly as Jase left me with his own AWI collection when he had to flee to New Zealand (he doesn’t like to talk about it and it was never proved, anyway…).

As for which scenario to do… Well it had to be a 1776 battle and there was one that I hadn’t previously played; the Battle of Harlem Heights, which took place on 16th September 1776.  The game was adapted from my good mate Brendan Morrissey’s scenario of the battle, which can be found in the 3rd British Grenadier! scenario book (along with my Fishguard 1797 scenarios 🙂 ).

Sir William Howe

The rough background is that following the British victory at the Battle of Brooklyn (or ‘Long Island’) on 27th August 1776, General Howe managed to pin Washington’s army inside the fortifications on Brooklyn Heights, with his back trapped against the East River.  However, on 29th August, Washington managed to successfully evacuate his army across to Manhattan.

There was then a two-week operational pause, but on 15th September, Howe launched an amphibious assault across the East River, landing his army at Kip’s Bay, which is roughly at the mid-way point on the eastern shore of of Manhattan Island.  Instead of defending the shoreline, the defending troops immediately fled, allowing Howe’s army to land unhindered.  This meant that the rebel troops stationed in New York at the southern end of the island were immediately trapped and cut off from Washington’s main fortified position on the Harlem Heights, at the north tip of the island.  However, Howe failed to exploit this advantage and the New York garrison was able to retreat along the western shore unmolested.

George Washington

On 16th August and with the British having occupied New York, Washington sent a small detachment of rangers under Lt Col Thomas Knowlton to reconnoitre the British lines.  However, this small recce force soon became embroiled in a sharp skirmish with elements of the 2nd Light Infantry Battalion from Major General Alexander Leslie’s Light Infantry Brigade.  As the 3rd Light Infantry Battalion joined the fight and other units were seen marching to the scene, Knowlton was forced to withdraw.  The skirmish became a running battle as they pulled back to the ‘Hollow Way’; a wide valley cutting across the otherwise hilly landscape from the Harlem Plain to the marsh of ‘Martye Davit’s Flye’ and the Hudson River.

Thomas Knowlton at Bunker Hill

Watching from the heights, Washington realised that he had a chance to trap the rash British Light Infantry.  He ordered a detachment of volunteers under one Major Crary supported by Nixon’s Continental brigade, to advance and engage the British Light Infantry in the Hollow Way.  In the meantime, Knowlton’s Rangers, reinforced by Virginian Riflemen under Major Andrew Leitsch, would circle back through the wooded Morningside Heights to attack the Light Infantry from the rear.

However, Knowlton and Leitsch were mis-directed and instead of attacking the British rear, instead attacked their right flank.  The British quickly adapted to the situation and during the firefight, Knowlton was killed, while Leitch was mortally wounded and would die a few days later.

Alexander Leslie

The British fell back to a fenced buckwheat field on the northern slope of the valley and there received reinforcements in the form of the 42nd Royal Highlanders (with a pair of manhandled 3-pounder guns), elements of Emil von Donop’s Hessian Grenadier Brigade, Earl Cornwallis’ 33rd Foot and all four battalions of Sir John Vaughan’s Grenadier Brigade.  Although Washington’s forces still outnumbered the British, they couldn’t break them.  However, the British force was eventually forced to withdraw as it ran out of ammunition.

Casualties had been light on both sides, but this unintended battle handed Washington a victory and the Continental Army a massive morale-boost.  However, it would be followed soon after by the defeats at Pell’s Point and White Plains and the rebel withdrawal from Manhattan.  It also cost Washington the loss of one of his most talented officers, Thomas Knowlton, one of the heroes of Bunker Hill.

So this is an interesting little battle and modest in size, so easy to do in a single day.  However, in trying to translate this engagement on to the tabletop, there are some ‘issues’ with Brendan’s scenario map.  Something was clearly lost in translation between Brendan and whoever did the graphical version for the scenario book.  I just couldn’t understand the map, so in frustration I went for a good Bonk.  Nothing beats a good Bonk and David C. Bonk’s Atlas of the American Revolution was just what I needed to enable me to draw my own map.  I must confess however, that the vertical scale of the map is compressed by approximately 20%; the table is 8′ x 6′, but should be more like 10′ x 6′ to fit all these features on the table; it’s a long, rather narrow battlefield.  Note that the north (right-hand) edge of the map is delineated by the shoreline of the Hudson River and the southern (left-hand) edge of the map follows the line of the densely-wooded scarp, where the heights drop down to the plain.

Above:  Our table, for once orientated with the map.  You’ll notice that because I don’t have any suitable fences, I’ve used hedgerows to mark the fields.  Kirk very kindly provided the buildings and the white picket fence around the orchard.  However, the sharp-eyed will also notice that a couple of the map-features are not quite where they should be and one field at the top of the map is missing entirely (this would be added mid-game)! 🙂

Above:  Nixon’s Continentals advance into the Hollow Way, where Crary’s Volunteers are getting the worst of the battle with the 2nd & 3rd Light Infantry Battalions, who have deployed into skirmish-order.  Of Nixon’s Continentals, the two regiments (9th & 11th) from Rhode Island are rated as ‘Line’ along with Crary’s Volunteers, while the three Massachusetts regiments (4th, 12th & 23rd) are rated as ‘2nd Line’.  The Rhode Islanders are deployed on the flanks.

Above:  Nixon’s line is becoming rather ragged as he advances to contact.  The Marylander 12th Continentals here are lagging well behind the Rhode Islander 11th Continentals on the left and have already suffered some considerable disorder even before reaching the bad terrain and enemy.

Above:  George Washington observes the opening stages of the battle from Rocky Point.

Above:  Knowlton’s Rangers trot out on the far left flank, aiming for the bridge at Hoaglandt’s Farm, in an effort to disrupt any British reinforcements coming down the Bloomingdale Road.  On their right Leitsch’s Virginia Riflemen engage the right flank of the 2nd Light Infantry.

Above:  Knowlton doesn’t have long to wait, as Lt Col Thomas Stirling’s 42nd Royal Highlanders soon appear at the bridge.

[In most AWI games, anyone wearing a skirt and torturing a cat will automatically be classed as ‘Elite’, but in this instance Brendan has classed the Highlanders as ‘Line’.  Note that after a gap of some 20 years, I finally painted my last eight Highlanders for this game!  No more tartan for me!  Hurrah!  No Jase, I am NOT going to wargame the Jacobite Rebellions!]

Thomas Stirling

Above:  The 42nd are a very large regiment, so have been split by Stirling into two tactical ‘wings’ or ‘battalions’.

[As an aside, I’ve read contradicting descriptions of this unit; some say that the regiment had two actual battalions present in American and would therefore have a double-set of companies and two sets of colours (like the 71st Highlanders), while others say that this was a local modification to the organisation of the very strong and rather unwieldy 1st Battalion, which was split into two wings for tactical purposes.  I’d be interested to know the truth of the matter, if anyone can assist?]

Above:  One of the Highlander Light Company officers points out the approaching danger posed by Knowlton’s Rangers.  Lt Col Stirling on this occasion has eschewed Highland dress for something a little more practical.

Above:  Major General Leslie looks on as the 2nd Light Infantry deploy into skirmish order.  The battalion’s right wing has suddenly come under fire from Leitsch’s Virginian Rifles and turns about to engage the ambushers.  [Again, British Light Infantry would normally be classed as ‘Elite’ in most scenarios, but here Brendan has classed them as ‘Line’ due to a mixture of their historical over-confidence and the near-complete lack of direction and leadership shown by Leslie on the day (who is rated ‘Poor’)]

Above:  The return-fire from the British skirmishers is devastating; Leitsch is killed along with around a quarter of his men and the unit flees back into the woods of the Morningside Heights!

Above:  Nixon urges his brigade on into the fields and damn the consequences!  “But shouldn’t we pause to re-order our ranks, sir?”  “Ranks?!  You let me worry about ranks!  On to New York!  Hurrah!”

Above:  The 9th Continentals on the right flank of Nixon’s brigade don’t fancy getting their britches wet in Martye Davit’s Flye, so re-deploy to the left flank.

Above:  Ignoring the crack of rifle-bullets from Knowlton’s Rangers, the 42nd press on over the stream.

Above:  Nixon’s brigade has for the most part, successfully negotiated the first field and the swamp of Martye Davit’s Flye, but is in considerable disorder.  The swarms of British skirmishers are now starting to pick off the rebels as they desperately attempt to dress their ranks.

Above:  The 23rd Continentals steadily push the skirmishers of the 3rd Light Infantry back off the wooded Claremont Hill, but are suffering a steady trickle of casualties.

Above:  As the 1st Battalion of the 42nd Highlanders deploys in the buckwheat field, Stirling shouts across to Leslie, “The 42nd are here, Sir!  Rally on us!”

Above:  The 2nd Battalion of the 42nd marches to form up on the right of the 1st Battalion, followed by the section of manhandled 3-pounders.  Knowlton’s Rangers, disheartened by the disappearance of the Virginian Rifles on the right, have pulled back into the woods, so the Highlanders and Royal Artillery carry out their deployment unmolested.

Above:  More ‘British’ reinforcements arrive at the Jones House.  As General Howe watches from the heights on the left of the picture, Colonel Emil von Donop marches past with the Hesse-Cassel ‘Von Linsing’ Grenadier Battalion and the Feldjäger-Corps.

Above:  Another view of Emil von Donop and his Hessian grenadiers.  In the actual battle, Donop had armed himself with a Jäger rifle and, having spotted a Virginian rifleman taking aim at him, he quickly drew the rifle and snap-shot, shooting the rifleman dead!

Above:  With Leitsch dead and the Virginian Riflemen having fled the field, Knowlton thankfully manages to halt the retreat of his Rangers.

Above:  It will take some time to restore the Rangers’ confidence, but Knowlton remains determined to re-engage the enemy.

Above:  Having cleared the Light Infantry from the first field and Claremont Hill, Nixon, instead of pausing to re-dress his ranks, instead pushes on with maximum aggression!  “On!  On to New York!  Hurrah!”

Above:  At the buckwheat field in Nixon’s centre, the 12th Continentals soon become embroiled in a bitter short-range firefight with the 1st Battalion of the 42nd and the rebels quickly get the worst of it.

Above:  On Nixon’s left, Crary’s Volunteers are forced to fall back to reorganise, leaving the 11th Continentals to face a storm of skirmisher fire.  Worse is to come as the 2nd Battalion of the 42nd and the 3-pounder detachment deploy behind the skirmish-screen.

Above:  However, as the rebel attack begins to stall, reinforcements arrive!

Above:  Brigadier General Paul Sargent’s brigade is on the right flank and consists of Ward’s Continental Regiment from Connecticut [here represented by the riflemen in hunting-shirts] and the Marylanders of the 16th Continentals [I actually have this regiment, dressed in green coats with black facings, in my collection].  Both regiments are classed as ‘2nd Line’.

Above:  On the left, Washington’s aide-de-camp, Colonel Joseph Reed, has formed an ad hoc brigade from various unattached units; Weedon’s Regiment of Virginian Continentals [rated as ‘Line’ and here represented by the red-coated unit], the Connecticut 5th State Levy Regiment [rated ‘2nd Line’ and represented by the grey-coated unit], a Battalion of Detachments [the large unit in hunting-shirts, rated ‘Militia’] and a section of Continental Artillery, armed with 6-pounders.

Above:  While Sargent’s brigade supports the right flank at Claremont Hill, Reed’s brigade marches to the left flank.

Above:  General Washington rides over to Morningside Heights and gives fresh heart to Knowlton’s Rangers.

Above:  Screened by the 2nd Light Infantry, the 2nd Battalion of the 42nd and the 3-pounder section deploy on the British right flank.

Above:  Nixon’s right wing is close to collapse, though Reed arrives in the nick of time with Weedon’s Regiment and the 6-pounders.

Above:  Their fighting-spirit restored, Knowlton’s Rangers advance to the edge of the woodland and rejoin the fight.

Above:  As if the British didn’t already have enough skirmishers, the Hessian Feldjäger arrive at the head of Von Donop’s column.  Howe directs Donop to take post on the left flank, between the buckwheat field and the Hudson River.

Above:  More British reinforcements arrive in the form of Major General Earl Cornwallis and his own regiment, the 33rd Foot.  Many regard this regiment as the finest infantry regiment in North America, if not the British Army [and is therefore rated ‘Elite’].

Above:  Nixon’s brigade has marched straight into a firestorm and staggers to a halt in the face of the British firepower.  The Marylanders of the 12th Continentals are first to break, being pounded by the disciplined, close-range volleys of the 1st Battalion of the 42nd Highlanders.  However, they manage to rally behind the 9th Continentals.  Then, as the British skirmishers fall back, the 2nd Battalion of the 42nd pour fire into the 11th Continentals.  The Rhode Islanders’ misery is compounded by whiffs of canister fire from the newly-arrived section of 3-pounders.  Nixon rides over to steady them, but the fire reaches a fresh crescendo as the 3-pounders find the range.  [i.e. The British rolled the dreaded double-six…]

Above:  Nixon’s martial ardour is suddenly cooled by the horror around him!  The 11th Continentals are completely crushed by fire and the pitiful, bloodied survivors stagger back to the relative safety of the following battalions.  Horrified, Nixon spurs his horse and flees from the field, shouting at men to run for their lives!  Nixon would eventually be found hiding in a tavern and after a brief court-martial would be shot in front of the army.

Above:  As the Feldjäger struggle to find a gap in the skirmish-line in which to insert themselves, the magnificent ‘Von Linsing’ Grenadiers (consisting mainly of companies drawn from the Hessian Foot Guards) deploy into line behind them as if on the parade-ground.

Above:  Although they have the high-ground, the 4th Continentals don’t much fancy their chances…

Above:  As the first line breaks and falls back, a new line forms along the line of the fields, consisting of two good Continental regiments, the 9th and Weedon’s, along with the Continental 6-pounders.

Above:  As Reed’s brigade, led by the large Battalion of detachments, marches to the left flank, Washington rides over to steady Nixon’s shaken brigade.

Above:  Although massively outnumbered, Knowlton’s Rangers, holding the wooded crest of the Morningside Heights, hold their own against the 2nd Light Infantry and successfully keep them out of the main battle being fought at the buckwheat field.

Above:  Weedon’s Regiment immediately attracts a heavy amount of fire from the British lines (perhaps they’re angered by the looted red coats?), but Reed rides over to steady them and the Continental 6-pounders repay the compliment, successfully suppressing the Royal Artillery for a time.

Above:  Crary’s Volunteers once again are forced to fall back behind friendly lines to rally.

Above:  Washington rides the lines to the cheers of his Continentals.  However, despite the arrival of General Greene to take direct command of Nixon’s men, their morale is extremely fragile.

Above:  Meanwhile, even more rebel reinforcements arrive in the form of Major General Rezen Beall’s amusingly-named ‘Flying Camp’.  This large formation of Maryland Militia battalions moves into a reserve position on the wooded ridge of Rocky Point.

Above:  Greene arrives to take direct command of Nixon’s command.  He quickly realises that he needs some means to counter the strong British skirmish-line, so sets to work in rallying Crary’s Volunteers.

Above:  Seeing the rebel lines wavering, Howe sends new orders to Emil von Donop; he is to attack at once, to seize Claremont Hill and from there roll up the rebel right flank.

Above:  The centre of the battlefield settles down into a desultory long-range firefight.  Stirling waits to see what develops, but if the Hessians are successful, he will take the 42nd forward in a supporting attack.

Above:  In Washington’s centre, the Continentals exchange fairly ineffective long-range musketry with the 42nd Highlanders and wait nervously to see what happens next.

Above:  Having rallied Crary’s Volunteers, Reed rides over to steady Weedon’s Regiment, which has been under constant 3-pounder canister fire since they moved into the line.  However, both sides have to confess that they’re a little bit disappointed and relieved in equal measure, with how little effect the tiny artillery contingents are having on the course of the battle.

Above:  The 4th Continentals on Claremont Hill, wait nervously as the Hessian grenadiers cross the valley.  As the rippling wall of bayonets closes with the Continentals fire a ragged volley but fire high, causing no damage whatsoever to the seemingly-unstoppable wall of Hessians!

Above:  At last, the Hessians charge their bayonets and advance up the slope to close with the 4th Continentals!

Above:  In the distance, a truly magnificent sight can be seen snaking along the Bloomingdale Road; Major General Sir John Vaughan’s Grenadier Brigade.

Above:  Vaughan’s brigade consists of four battalions of grenadiers, the fur-capped elite of Howe’s infantry.  [The 1st to 3rd Grenadier Battalions are classed as ‘Elite’, but the 4th (Highland) Grenadier Battalion is suffering from various issues, so is classed as ‘Line’]

Above:  Cornwallis’ 33rd Foot continue their march to outflank Knowlton.

Above:  The 2nd Light Infantry are still locked in a desultory firefight with Knowlton.  Knowlton isn’t doing much damage, but he is successfully keeping one of Howe’s largest battalions busy.

Above:  At last, Reed’s Battalion of Detachments deploys into line on the left flank.  However, they are extremely disordered, so will need to dress their ranks and round up the stragglers before they can even contemplate advancing.  Reed rides over to assist in the task.

Above:  The Connecticut 5th State Levy follow Reed, planning to also form up on the left of the army and threaten the British right flank.

Above:  Rezen’s ‘Flying Camp’ arrives on the Rocky Point Heights.

Above:  The 4th Continentals never really stood a chance against the ‘Von Linsing’ Grenadiers and are slaughtered.  The remnants flee for their lives through the line of Ward’s Regiment.  Brigadier General Sargent attempts to steady them, but the Hessians are continuing to advance, seemingly without breaking step!

Above:  The defeat of the 4th Continentals has severe consequences for Washington’s army!  First, the 16th Continentals of Sargent’s brigade break and run without even seeing the enemy!  Sargent manages to hold Ward’s Regiment in its position, but Greene completely loses control of the shattered remnants of Nixon’s brigade; the 9th, 12th and 23rd Continentals, as well as Crary’s Volunteers, all fall back to the Hollow Way, while the broken 4th Continentals flee the field completely!

Above:  Even Washington’s personal example couldn’t keep the shattered Continentals in the line and he suddenly finds himself very vulnerable, alone on Claremont Hill!

Above:  As Von Donop’s grenadiers crest the hill, General Sargent suddenly finds that he has urgent business to attend to in the rear… He claims that he has to try to rally the 16th Continentals, but Colonel Ward isn’t convinced.  Unlike their comrades of the 4th Continentals, Ward’s Regiment waits calmly and then delivers an effective volley, which drops many Hessians.

Above:  However, the Hessians are unmoved and as they level their bayonets for the second time, Ward’s Regiment breaks and runs for safety!

Above:  The British Grenadiers continue their march past Hoaglandt’s Farm.  The column seems to stretch for miles!

Above:  As they approach the battle, they grenadiers can see some desultory skirmishing on the Morningside Heights, but the main action is happening beyond the hills in front of them.

Above:  Earl Cornwallis and the 33rd Foot finally reach the Vandewaters House and continue their march around the Morningside Heights.

Above:  On their left, the seemingly never-ending firefight between Knowlton’s Rangers and the 2nd Light Infantry continues.

Above:  Rezen’s ‘Flying Camp’ have finally reached the Rocky Point Redoubt and form a line along the wooded ridge.

Above:  Greene manages to rally the remaining units of Nixon’s broken Continental brigade, but he now receives new orders to retreat to prepared fortifications.  Washington has conceded defeat.

Above:  With their front now largely clear of the enemy, the 1st Battalion of the 42nd Highlanders advance from the buckwheat field, screened by the Hessian Jäger.

Above:  Stirling watches as his ‘Devils in Skirts’ advance.

Above:  Not to be outdone, the 2nd Battalion of the 42nd dress their ranks and prepare to join the advance once the gunners cease fire.

Above:  As the Continental Artillery frantically limber their 6-pounders, Weedon’s Regiment waits nervously for the gunners to complete their work.  Reed’s attempted flank-attack has been called off and his brigade will now form the rearguard for the entire army.

And that was where we had to leave the Battle of Harlem Heights.  Howe had turned the tables on the ambush and had inflicted yet another humiliating defeat on Washington’s army, largely due to their own hubris and the undoubted effect of large numbers of British skirmishers; almost like Concorde and Lexington in reverse!

All in all, another great game and my thanks to Jase, Kirk, Dave and Andy for a great day.  Particular thanks to Kirk for providing troops, scenery and his excellent rules-knowledge and to Jase for leaving his troops in my care all those years ago! 🙂

I must confess that I am well behind on my blogging, so there are still lots of freshly-painted 15mm Napoleonic units to profile, as well as some new 28mm AWI Highlanders and artillery (as seen above) and the continuing delve into Core Space.  We also recently played a small Seven Years War game, focusing on the battle for the Dürren-Berg (below) during the larger Battle of Strehla, so more of that soon.

Posted in 28mm Figures, American War of Independence, British Grenadier! Rules (AWI), Eighteenth Century, Games | 14 Comments

Core Space: The Perseus Arm Campaign (Mission 4: ‘Retrieval on Canis’)

My current Core Space campaign continues with Mission 4 from the Perseus Arm Campaign (the starter campaign that comes as part of the main rulebook).  Having narrowly escaped the Purge during Mission 3, the crews of the Saucy Sue and the Black Maria are reunited, having been contracted by the arms-dealer Giger’s Emporium to retrieve an antique firearm from the drifting wreck of the derelict cruise ship Canis Major.  Clearly only one crew will be able to claim the prize, but there will still be plenty of loot for both crews to find.

As recounted last time, Jace Dolman, the captain of the Black Maria, had been forced to use the dreaded emergency teleport to escape the Purge.  Instead of landing back on the Black Maria he had instead found himself rescued by the crew of the Priscilla, on their way to the Eroticon VI Pride Festival.  However, he has now finally found his way back to the Black Maria and doesn’t want to talk about it…

Above:  The layout of this section of the Canis Major is far more open-plan than the claustrophobic corridors encountered at the Hive Station last time.  This will allow a fast infiltration and exfiltration, but will give wide lines of sight and few places to hide from the Purge.  The two crews both start in the north-west corner of the map, while the objective is in the south-east corner (I’ve decided to arbitrarily designate compass-directions, as it makes it easier to explain where things are).  The Purge have the usual six potential entry-points, though these are grouped in pairs in the south, east and north.

Above:  The character dashboards for the crews of the Black Maria (top row) and Saucy Sue (bottom row).  Most of the characters have now added quite a few career points and extra skills (the red marker-dots) and even Jace, with his endless run of bad luck, has now managed to add a career-point, thanks to his killing of a Purge Live One during the last mission.  All characters now have pretty decent firearms and melee weapons (or an innate melee skill) and Arianna even has a grenade.  Lars however, with neither a melee weapon or innate melee skill, picks up a cheap combat knife before disembarking from the Black Maria (all characters also add a med-stim to their inventory before disembarking).

Jace, Roykirk and Renton have all equipped themselves with armour that they’ve scavenged or purchased along the way, while Gak has a small shield-projector that he’s keeping in his pockets for now.  If Gak equips it in his armour slot, he’ll lose his innate ‘Kata’ skill (the green fist icon).  He wants to keep himself in top fighting form for the time being, but can always don the shield later if things start to get dicey (he also has Level 1 ‘Kata’ marked on his skills board, but the two can be added together to make a Level 2 ‘Kata’ skill).  Similarly, Arianna has decided to eschew armour, as the additional weight will cause her to lose her innate speed-advantage (the footprint icon).

Both crews have also now upgraded their ships with airlock auto-defences, which might come in handy.

Above:  Mr Giger has cunningly hidden the antique revolver in the cistern of his old shop’s staff toilet.

Above:  The two ships dock with the Canis Major and the crews prepare to board; the Black Maria on the left and the Saucy Sue on the right.  The plan here is straightforward; race to the objective as fast as possible and then get the hell out before the Purge get too active (same as always)!

Above:  Some civilians are still aboard the derelict, but there are also some Purge Harvesters hunting for victims.

Above:  This Harvester has locked onto a civilian girl in Giger’s old shop.

Above:  Jace and Renton quickly sprint across the wide open central space, leaving Lars to search the immediate vicinity of the airlock and defend their exfil route.  However, an armed civilian (a reptilian Pon) suddenly appears and in panic, fires at Jace!  Thankfully, Jace’s armour stops the low-powered round.  As Jace and Renton turn round with weapons levelled, the Pon grins sheepishly and raises his hands.  “Sorry…”

Above:  The crew of the Saucy Sue meanwhile, have raced down the western side-corridor and dive through a small hatch into the main central area.  Roykirk however, takes his time, searching the rooms as he goes [each magnifying glass marker shows that a room has been searched].

Above:  “CONTACT!”  Two Purge Devastators suddenly appear at the northern entry-point, right next to the now extremely-alarmed Pon!  With Jace and Renton out in the open, this represents a massive threat!

[These have appeared as an ‘Event’, as shown on the card above.  To make them even more dangerous, they can make three actions and aren’t limited by the usual action-lock (they can normally move twice or fire twice, but not move and fire)]

Above:  Both crews had hoped to get to the objective without too much gunplay, but there doesn’t now seem to be much option!

[Gunfire increases the Threat-level, which in turn results in increasing numbers of Purge, as well as more dangerous types of Purge.  It also makes the random Events more severe.]

Above:  However, Lars is an extremely capable hacker and quickly uses his innate Level 2 Hacking skill [the green lightning-bolt icon with two dots shown on his character board] to silently take down both Devastators.  However, he won’t be able to do that again…

Above:  Although she needs to get to the objective as fast as possible, there are several Purge Harvesters near the objective and Arianna is in danger of out-running her supporting crewmen.  She therefore pauses to wait for her support to catch up and takes the opportunity to have a peek in a large crate.  Sadly, the loot is disappointingly poor.

Jace and Renton suddenly race through the door.  Renton gives Arianna a friendly grin “Good ‘ere, innit?!”, while Jace pretends not to notice her.  “Oh, hi Jace!” says Arianna brightly, “How were Evangelista and the girls?”.  Jace pretends to studiously observe the approaching Harvesters while Renton stifles a guffaw…

Above:  A couple of Harvesters close in.  However, the crews still want to avoid gunfire if at all possible.  Arianna draws her sword.  “OK lads, you might want to stand back a bit.”

Above:  At the end of the hall, they hear screams as a Harvester finds an unfortunate civilian.

Above:  Arianna springs forward, decapitating the first Harvester with her sword!

Above:  Charging onward, she cuts down the second Harvester with ease.  “Thanks for clearing the way, Arianna!”  With Arianna otherwise occupied, the grinning Jace, immediately sprints for the doorway to Giger’s Emporium.

Above:  More trouble soon arrives in the form of a Devastator at the southern entrance.

Above:  A swarm of Harvesters also appear at the northern entrance.  They quickly overwhelm the Pon and carry him off to a grisly fate (the Pon drops a rather valuable pistol on the floor).

Above:  Gak and Roykirk take cover as the Devastator lays down a blistering wall of fire.

Above:  The local civvies clearly don’t like the look of Jace as another one takes one look at him and immediately opens fire!  This time a round bypasses Jace’s armour, inflicting a wound!

Above:  Having inflicted first blood, the girl immediately flees and hides in the toilet alongside Giger’s hidden pistol.

Above:  Roykirk takes down the nearest Harvester with a well-thrown knife.  However, the Devastator’s fire is proving rather effective and despite his armour and the cover afforded by the machinery, he is starting to accumulate wounds.  Gak decides to return fire, but fails to drop the Devastator.

Above:  Jace runs into the toilet and quickly locates the hidden pistol.  He tries to persuade the terrified girl to come with him, but she just cowers in the corner.  “Well I tried.  It’s your funeral.”  Jace turns and runs back out of the door, shouting into the comm, “Objective secured!  We are leaving!”

Above:  With Jace clearly going to to get to the objective first, Arianna runs back to cover her crewmates as they quickly search the lace for loot before extracting back to the Saucy Sue.  However, Roykirk is still pinned down by the Devastator and the northern group of Harvesters has just appeared at the door.

Above:  Without any immediately obvious threat in Giger’s Emporium, Renton takes the opportunity to loot the place and finds some high-value items, along with a rather nice pistol. “Sweet.”

 

Above:  Renton’s rummaging has attracted the attention of a Harvester in the room next-door, but Renton and Jace will be long-gone by the time it gets there.

Above:  The seemingly-unkillable Devastator continues to provide covering fire for the Harvesters.  To make matters worse for the crew of the Saucy Sue, a second Devastator now appears at the northern entrance, creating a cross-fire!

Above:  Gak has taken the opportunity to search a crate and finds some superb loot; the Paragon Sword (a rare item and just the tool for such a close-combat specialist) and a frag grenade.  In order to make space in his pockets, he drops his med-stim.  Roykirk similarly drops a med-stim in order to make room for his recovered knife and some loot… This might not prove to be their best decision of the day…

Above:  Jace and Renton rapidly exit Giger’s Emporium!  They now need to link up with Lars and get the hell out of here!

Above:  A seemingly endless stream of Harvesters is now bearing down on the crew of the Saucy Sue from all sides!  Gak decides that discretion is the better form of valour and quickly dons his shield-pod.

Above:  Throwing caution to the wind, the crew of the Saucy Sue now lay down a withering hail of fire, but all to no effect!  “What the f@*& is wrong with our guns?!” 

Above:  Roykirk and Arianna are both attacked and wounded by Harvesters, but are still standing.  Gak manages to shoot down another Harvester as it charges toward Roykirk, but his pistol then jams!  As Roykirk attempts to strike back, his knife breaks on his assailant’s armour!  Arianna kills her attacker and then charges in to save Roykirk!

However, as she charges forward, Arianna becomes clearly visible to a Purge Assassin at the southern entrance.  Assassins are programmed to identify and relentlessly hunt down enemy leaders and having quickly identified Arianna, the Assassin opens fire.  The energy-bolts slam into her unarmoured body and she drops to the floor.

Above:  Jace and Renton are making good their escape via the eastern side of the map, where there is no Purge presence.  With the sounds of battle and screams behind them, Renton stops and turns to Jace.  “You’ve still got a med-stim on you, yeah…?”  They look at each other for a moment… “Ah, bollocks to it…”  Against their better judgement, they run back into the fight!

Above:  As they turn the corner, they see Arianna on the floor and Roykirk fighting off two Harvesters.  Roykirk manages to drop one and Gak charges in to rip the second one apart!  Renton runs around the corner and spots a third Harvester, who he quickly drops with a well-aimed shot!  However, the Devastator and the Assassin now takes aim at Roykirk, who goes down in a hail of fire!  Things are starting to look very bad indeed for the crew of the Saucy Sue.

Above:  Gak can’t hope to carry both of his crewmates back to the airlock, so his only hope is to retrieve the dropped med-stims and try to recover them sufficiently for them to get back to the ship under their own steam.  However, the Assassin and another gaggle of Harvesters are charging towards him… Then he remembers the grenade he found earlier…

Above:  The grenade detonates with a satisfying BOOM and cuts down the two Harvesters.  However, the Assassin is still standing and is now rather annoyed.

Above:  The Assassin hasn’t yet spotted Jace.  If it had, the Assassin would have immediately identified Jace as a captain and targeted him for immediate termination.  Instead, the Assassin charges around the corner and launches a furious assault on Gak!

As Jace provides covering fire, Renton runs forward and stabs his med-stim into Arianna’s thigh.  The grateful Arianna groggily staggers to her feet and mutters her thanks.

Above:  Gak is grievously wounded by the Assassin’s attack, being only saved by his shield-pod, but summoning all his reserves of strength, the Gak strikes back with a flurry of blows from his newly-acquired Paragon Sword!  The Assassin is simply cut to pieces, but Gak’s valuable sword is broken in the process.  Gak quickly collects the med-stims as yet more Harvesters appear at the doorway.  A volley of fire from Jace, Renton and Arianna soon deals with the new threats.

Above:  At the northern end of the map, Lars and some civilians have been distracting the Purge.

Above:  However, on the eastern side of the map, another Assassin appears, while at the southern entrance, yet another Devastator appears and a civilian reveals himself to be that most dangerous of enemies; a ‘Live One’!  Thankfully, Gak has now revived Roykirk and the two crews are now running as fast as they can toward the airlocks!

Above:  An unfortunate civilian serves as distraction for the ‘Live One’.  As tragic as this is, the civilians buy time for the crews to put distance between themselves and the Purge.

Above:  Now completely out of sight of the Purge, the badly-wounded crew of the Saucy Sue make good their escape via the western corridor as Jace and Renton provide the rearguard.  Lars has already made it back to the Black Maria, whose newly-installed defences vaporise a curious Harvester.

Above:  With all the civilians hunted down, the Purge wonder where the raiders went…

Above:  The crew of the Saucy Sue are safely back on board by the skin of their teeth, all thanks to the generosity of the crew of the Black Maria!  They most definitely owe Jace, Renton and Lars a drink at Chatsubo’s.

Above:  Suitably smug, having made it back aboard for the first time during this campaign, Jace disengages the docking-clamps and congratulates his crew on a job well done!  Not only have they all got away safely (except for Lars, who has suffered some wounds), they’ve retrieved the antique pistol and a pile of valuable loot.

Above:  The Scores on the Doors at the end of Mission 4:  The crew of the Saucy Sue (bottom row) were hanging on by a thread at the end of that mission, having all suffered wounds and burned through every med-stim that could be found!  Roykirk also finished with a broken energy knife, while Gak had broken or jammed everything he owned (the upside-down pistol token shows that it’s jammed, while the flipped sword and shield pod show that they’re broken and in need of repair)!  The only loot recovered is an ammo magazine found by Roykirk.

Jace and Renton meanwhile, walked away without a scratch, though Lars escaped by the skin of his teeth.  Jace retrieved the antique pistol and could therefore claim the reward from Mr Giger.  Renton had managed to retrieve another valuable pistol, as well as some valuables and some pawnable electronics.  Lars managed to come back with some valuable ship parts (which will be extremely useful for repairing worn ship’s systems after the mission) and a large box of ammo.

On to the next mission!

In the meantime, we spent Ungrateful Colonial Traitors’ and Tax-Dodgers’ Day playing a battle from 1776, so more on that soon… 🙂

Posted in 28mm Figures, Boardgames, Campaigns, Core Space (Game), Games, Science Fiction | 4 Comments

“La Garde au Feu!”: My 15mm French Imperial Guard (Part 9: 2ème Éclaireurs (Éclaireurs-Dragons))

2ème Éclaireurs

And normal service is resumed…  As I said, the sci-fi games and articles will just be a bonus and my normal tedious historical rambling will continue as normal.

My surviving reader will no doubt remember Part 7 of this series, when I declared my French Imperial Guard to be finally completed…  Then again in Part 8, when I declared that it was FINALLY completed with the cavalry of the Young Guard…  Well now my Imperial Guard is DEFINITELY FINALLY finished with the addition of the 2ème Éclaireurs de la Garde!  Hurrah!  Vive l’Empereur, etc!

In my defence m’Lud, I did mention in Part 7 that I would like to do at least one of the three regiments of Éclaireurs of the Guard, but AB Figures at the time didn’t produce any suitable figures (except perhaps to use the Vistula Legion Lancer figures for the 3ème Éclaireurs).  However, that has now changed with AB Figures’ recent release of these lovely figures for the 2ème Éclaireurs, so I’ve finally been able to tick that box.  AB Figures still don’t produce anything suitable for the 1er Éclaireurs and now that they’ve remodeled their Vistula Legion Lancers, they don’t have anything suitable for the 3ème Éclaireurs either (though the old figures might still be available as a special order).  However, as mentioned before, my Napoleonic wargaming is at the ‘grand tactical’ level, where each unit represents a brigade, so my 2ème Éclaireurs represent the whole Brigade of Éclaireurs.

2ème Éclaireurs

The three regiments of Éclaireurs or Scouts of the Guard were created by Napoleon in December 1813 and would see extensive action during the Campaign of France in early 1814.  Napoleon had been plagued by swarms of Cossacks throughout the campaigns of 1812 and 1813 and the Éclaireurs were created as a means of countering them.  Cossacks had little battlefield value, but were a perpetual irritation outside the main battlefield; harassing and disrupting lines of communication, preventing reconnaissance, pouncing on convoys, stragglers and bivouacs, stripping the land of forage, terrorising friendly populations and constantly providing enemy commanders with a wealth of intelligence.  They hadn’t been quite so much of a problem in the days when France had a powerful cavalry arm with which to partly counter them, but following the disaster of 1812 France’s cavalry were a pitiful shadow of their former selves, both in terms of numbers and quality, enabling the Cossacks to run rings around Napoleon’s armies.

A Cossack Outpost 1813

Napoleon had already toyed with this idea once before, following his experiences against Cossacks in 1805.  In 1806 he ordered Duke Prosper-Louis d’Arenberg to create a regiment of ‘Belgian Chevaulégers‘, mounted on tough little horses from the Camargue coastal region of southern France.  However, this regiment for some reason didn’t campaign against the Russians in 1807, remaining instead on garrison duty in Hamburg.  The idea was then quietly shelved and in 1808 the regiment became the 27ème Chasseurs à Cheval.

Élite Company of the Chevaulégers-Belge d’Arenberg 1806-1808

During the Campaign of Germany in 1813, the Cossack Scourge became ever more acute.  However, Napoleon had been impressed by Prince Poniatowski’s newly-raised corps of Polish Krakus light cavalry, mounted on a breed of light horse called the Konia.  He saw these as the model for a possible future French anti-Cossack corps, stating “I would like to have ten thousand men like these, mounted on ‘Konias’.  They are an excellent troupe”.  Napoleon’s idea therefore, was to create a corps of cavalry mounted on small, tough horses with high endurance, like the Cossacks and the Krakus.  These breeds of horses could be found in France’s mountainous regions, such as the Ardennes, Massif-Central and Pyrenees, as well as the above-mentioned Camargue region, and were still available in large numbers as they hadn’t already been mobilised for army use.

Krakus of the Duchy of Warsaw 1813-1814

Napoleon initially limited this idea to three regiments, which would be created primarily from volunteers drawn from three regiments of the Imperial Guard; the Grenadiers à Cheval, Dragons de l’Impératrice and 1er Chevaulégers-Lanciers (Polonais).  They would then be filled out by a draft from the four regiments of Gardes d’Honneur, volunteers from cavalry regiments of the line and selected conscripts.

The 1er Éclaireurs would be primarily drawn from the Grenadiers à Cheval and would therefore have the secondary title of Éclaireurs-Grenadiers.  The 2ème Éclaireurs would be mainly drawn from the Dragons de l’Impératrice, so would also be known as the Éclaireurs-Dragons.  The 3ème Éclaireurs, being primarily raised from the 1er Chevaulégers-Lanciers (Polonais) would therefore be known as the Éclaireurs-Lanciers.  Note therefore that although all three regiments were armed with the lance, only the 3rd Regiment was known as Éclaireurs-Lanciers.

2ème Éclaireurs

Each regiment was to consist of four squadrons, each of around 250 men, for a full establishment of 53 officers, 1,005 men and as many horses.  The 1st Regiment also somehow managed to add 5th and 6th Squadrons to its establishment.  All were given the status of Young Guard, except for the 1st Squadron of the 1st Regiment, which was designated as Old Guard (this was the only designated élite squadron or company in the Brigade of Éclaireurs).

Old Guard Squadron, 1er Éclaireurs

d’Autancourt

The Brigade of Éclaireurs was established in January 1814 under the command of Général de Brigade Pierre d’Autancourt (or ‘Dautancourt’), who also held the post of Colonel-Major of the 1er Chevaulégers-Lanciers (Polonais) de la Garde.  However, the brigade ceased to be a ‘pure’ brigade of Éclaireurs on 7th February 1814 and from that date forth, various Guard cavalry regiments regularly passed in and out of d’Autancourt’s brigade.  D’Autancourt served through the 1814 Campaign with distinction, being appointed as a Commander of the Legion of Honour, as a Baron of the Empire and as a Knight of the Military Order of Poland.  He was so loved by the Polish Lancers that with the Emperor’s abdication, he was invited by General Krasinski to return with them to Poland.  However, he politely declined Krasinski’s kind invitation, saying simply “Prince, I am French”.  D’Autancourt returned to the Emperor’s service in 1815, being placed in command of the Gendarmerie d’Élite, with whom he had previously served in the early days of the Consular Guard and Imperial Guard.

d’Autancourt

From the very start of their creation, the Brigade of Éclaireurs remained woefully understrength and nowhere near their full establishment-strength.   For example, the 2ème Éclaireurs in January 1814 had only 23 officers, 829 cavalrymen and 498 horses and when committed to action at the end of the month, the regiment had only 502 men in the field.  By the end of April the regiment had fewer than 200 men in the field.  Despite the readily-available sources of small horse-breeds in France, this low field-strength would therefore seem to have been mainly due to a shortage of horseflesh and reflects the chaotic state of French logistics at this time.  There were invariably large numbers of men in the regimental depots, but there seems to have consistently been a lack of mounts for them.

Right from the outset of the Campaign of France, the Brigade of Éclaireurs sadly proved to be unequal to the task given them of countering the Cossack Horde.  However, they did nevertheless prove themselves to be excellent additions to the Light Cavalry arm of the Imperial Guard, fighting hard in numerous battles.

Officer of the 2ème Éclaireurs

Their baptism of fire was at Brienne on 29th January, soon followed on 1st February by the Battle of La Rothière, where d’Autancourt led his Brigade of Éclaireurs in repeated charges against Russian cavalry and infantry, before being finally forced with withdraw in the face of superior numbers.  As mentioned above, the Brigade of Éclaireurs was broken up soon afterwards, but the Éclaireurs continued to make a name for themselves on the battlefield.  At Champaubert on 10th February, the 3ème Éclaireurs took part in the magnificent grand charge of the French cavalry, which destroyed several Russian squares.

The Charge of the French Cavalry at The Battle of Champaubert, 10th February 1814

On 11th February and not to be outdone, the 1er & 2ème Éclaireurs, under the joint command of Colonel Claude Testot-Ferry of the 1er Éclaireurs, launched a magnificent charge at Montmirail, alongside the Dragons de l’Impératrice, destroying several Russian units and taking large numbers of prisoners.  The Éclaireurs then fought again in the French victories of Château-Thierry on 11th February, Vauchamps on 14th February and Monterau on 18th February.

Officer and Trumpeter of the Old Guard Squadron, 1er Éclaireurs

On 5th March, the 3ème Éclaireurs, under the command of the Polish Général de Brigade Ludwik Michał Pac along with the 1er Chevaulégers-Lanciers (Polonais) de la Garde, launched a remarkable charge which successfully captured the vital bridge at Berry-au-Bac and completely routed the Allied defenders.  Two days later at the Battle of Craonne on 7th March, Marshal Ney’s infantry were pinned down by a strong Russian battery.  In an attempt to restore the situation, Colonel Testot-Ferry under his own initiative, launched a charge with his 1er Éclaireurs.  Losses were terrible and his charge was checked by Allied cavalry.  However, having rallied his regiment, Testot-Ferry charged again and overran the Russian battery, allowing Napoleon to gain the initiative in what would be a French victory.  The grateful Emperor made Testot-Ferry a Baron of the Empire.

2ème Éclaireurs

Elements of the Éclaireurs fought again at Laon on 9th-10th March, Reims on 12th-13th March, Méry-sur-Seine on 19th March and Arcis-sur-Aube on 20th-21st March.  At Arcis-sur-Aube, the Emperor and his staff were surrounded by Cossacks and were almost captured until they were saved by Colonel Testot-Ferry and the 1er Éclaireurs.  However, Testot-Ferry was wounded and taken prisoner.

3ème Éclaireurs (note the officer wearing his Old Guard rig)

At Saint-Dizier on 26th March, all three regiments of the Éclaireurs distinguished themselves during the great charge of the Imperial Guard Cavalry.  Then the Brigade of Éclaireurs regrouped once again under the command of Général de Brigade d’Autancourt, along with elements of various Guard cavalry regiments, for the final defence of Paris.  The entire brigade was deployed alongside the Polish Krakus on 29th March at the Battle of Claye, after which the majority of the brigade was detached to escort the Empress Marie-Louise to safety at Blois.  The remainder of the brigade (mostly from the 3ème Éclaireurs), now numbering only 330 men then fought for the last time under d’Autancourt’s command at the apocalyptic Battle of Paris.

This was to be their last battle and the Éclaireurs were disbanded under the First Restoration.  The Éclaireurs were not reformed for the Hundred Days Campaign.

NCO of the Old Guard Squadron, 1er Éclaireurs (junior ranks had a scarlet edge to the shako)

In terms of uniform, the 1er Éclaireurs for the most part wore a dark green chasseur à cheval uniform, featuring a single-breasted habit Kinski jacket with scarlet distinctions and white metal buttons.  Headgear was a black bell-topped shako with red lace edging, a pompom in squadron colours (some sources show red pompoms or even red plumes for all squadrons) and a white metal Imperial eagle badge.  The Old Guard Squadron wore a completely different uniform, namely a hussar-style uniform in dark green with white metal buttons, white braiding (silver for officers) and scarlet facings; headgear as before.  Trumpeters had a hussar-style uniform in the ‘celestial blue’ colour typical of the Imperial Guard’s trumpeters.  Valises were green with a white lace ring at each end.  Shabraques were theoretically green with white lace edging, though it would seem that these were often not issued.

2ème Éclaireurs

The 2ème Éclaireurs also wore a dark green chasseur à cheval uniform, though this had crimson distinctions (some sources say scarlet) and yellow metal buttons (some sources say silver).  Headgear was a very distinctive conical shako coloured crimson with a black leather top, peak and false rear peak.  The top edge was decorated with a band of black leather that was pierced to give the impression of a chain of rings.  The front was decorated with a large national cockade placed centrally, secured by a button and two strips of aurore-coloured lace, with a squadron-coloured pompom above.  Artistic depictions show green, sky blue and aurore pompoms, which were typical squadron colours for the 2nd, 3rd and 4th squadrons of line chasseur à cheval regiments (I’d hazard a guess that the 1st Squadron wore scarlet pompoms, but I’ve gone with the known ones).  Two aurore cap-lines descended from the rear of the shako and were looped around the neck before being tied off on a shoulder-strap.  Officers wore gold distinctions and white plumes, while trumpeters again wore a ‘celestial blue’ version of the uniform, with crimson and gold cap-lines instead of aurore.  Valises were crimson with an aurore lace ring at each end.  Shabraques were theoretically green with an aurore lace edge (sometimes also seen with a thin crimson outer-edge), though were probably not issued.

Trumpeter and NCO of the 3ème Éclaireurs

The 3ème Éclaireurs wore a uniform that was almost identical to that of the 1er Chevaulégers-Lanciers (Polonais) de la Garde.  This of course, was the classic dark blue lancer’s uniform with crimson facings, white metal buttons, albeit with poorer-quality cloth and with shoulder-straps instead of epaulettes and aiguillettes.  Headgear was a czapka with crimson ‘box’ edged with white lace (some sources show white pompoms).  Some have suggested that this uniform was essentially the uniform already being worn by the Young Guard Squadrons of the Polish Lancers, but I’ve never found a description of that uniform to confirm the theory (it seems likely, however).  Officers had silver distinctions, while NCOs had mixed silver and crimson.  Trumpeters had a celestial-blue version of the uniform with a white ‘box’ to the czapka, edged in crimson lace.  Valises were crimson (some say blue) and may have had white lace rings on the end, though most sources show no lace.  Shabraques seem to have been plain blue without lace edging.

3ème Éclaireurs (note the lapels are buttoned across to hide the crimson facings)

All three regiments were equipped with black-shafted lances and the usual array of light cavalry equipment, including white belts, black cartridge-pouches, pistols and light cavalry sabres with steel scabbards and brass fittings.  The Old Guard Squadron of the 1er Éclaireurs also had black leather sabretaches.  Lance-pennants are shown in a number of depictions, but don’t seem to have been issued.  Equipment and harness was reduced as much as possible; partly in order to reduce the weight for the small horses, but also to reduce the overall cost.  For that reason, a plain grey army blanket was often used in lieu of a shabraque.

2ème Éclaireurs

The Éclaireurs were not presented with Eagles or standards and are not known to have carried standards of any type, official or unofficial.

2ème Éclaireurs

2ème Éclaireurs

Anyway, that’s DEFINITELY it for the Imperial Guard!  I’ve still got a few units to do that hung around with the Guard or were ‘Guard-Adjacent’, such as the Lanciers de Berg and the Neapolitan Guard Horse Artillery, but I think that I can definitely now consider my Imperial Guard to be completed.

Posted in 15mm Figures, Napoleonic French Army, Napoleonic Wars, Painted Units | 20 Comments

Core Space: The Perseus Arm Campaign (Mission 3: ‘Interview With The Purge’)

As mentioned last time, I’ve recently discovered the delights of Core Space, which is a superb sci-fi ‘dungeon-crawl’-type game.  I’ve already played a few games and started the basic ‘Perseus Arm’ campaign included in the core rulebook, but having spent a week painting the models, it’s time to get it on the blog.

As I have no friends, I’m playing this solo.  One of the beauties of Core Space is that the main enemy to everyone, the evil cyborg ‘Purge’ are NPCs controlled by the game algorithm (along with civilians and other NPC factions, such as gangers and the Galactic Corps), so it can happily be played solo or cooperatively ‘against the game’.  Even as a solo player, every game has tended to end with a desperate, nail-biting “Get to the chopper shuttle!!!” fighting retreat as we run out of ammo and the Purge threaten to overrun my crew.

It really is a bloody brilliant game! 🙂

In this thrilling episode, the crew of the good ship Saucy Sue, commanded by Captain Arianna Sabrine is docking with the local Hive station, planning to get some down-time at Chatsubo’s Bar and meet up with their old mate Gak, a blue-skinned Quell merc.  Arianna’s ‘crew’ at this time consists of just her right-hand man, the venerable Roykirk Inskipp.  With things getting busy as the Purge get more active, they really need to take on a third and preferably a fourth crewman, starting with Gak.

However, as they dock with the station, it’s clear that the Purge have already arrived and have boarded the station!  With the situation going south, they need to board, get to Chatsubo’s Bar and extract Gak as soon as possible.  With everyone fleeing the station as fast as they can, there might also be some opportunities to be made among carelessly-discarded property and panicked civilians willing to pay anything to get them off the station…

[This campaign mission is designed for two players, so I’ve also included Captain Jace Dolman of the Black Maria and his sidekick, the merc Eli Renton.  By a strange coincidence, they’ve also just docked and are heading to Chatsubo’s to meet their tech specialist Jay ‘Lars’ Larsen.]

Above:  The character dashboards for the crews of the Black Maria (top row) and the Saucy Sue (bottom row).  The Saucy Sue has already seen a fair bit of action, so Arianna and Roykirk have already added a fair few career-points and skills.  Renton of the Black Maria has also added a few skills, but Jace has thus far had a run of bad luck, each time falling in combat and forcing him to use the dreaded emergency teleport (the last time being teleported to the wrong ship, resulting in embarrassment and a ransom).  This means that he has yet to collect any career-points or extra skills.

Lars and Gak are presently showing the ‘Civilian’ side of their character-boards, as they will act as civilians until one of their crew gets within line-of-sight and close range.  Until then they will do random stuff like an NPC civilian.  They are only armed with bargain-basement pistols, so Arianna has brought an extra good-quality pistol from the Saucy Sue‘s cargo bay; her skills enable her to use two pistols at once, but she intends to give one to Gak.

Above:  The route from the airlocks to Chatsubo’s Bar is a very long and convoluted one!  With the Purge threat rapidly increasing, both crews plan to get to the objective as fast as possible, with MINIMUM looting along the way!  There’s a lot of distance to cover and not much time to do it in.  When the Purge eventually arrive, there are six possible entry-points – two are at the top of the map, at the end of the large corridor and next to the entrance to Chatsubo’s Bar; that is going to be problematic.  One more is at the bottom of the map and another is at the bottom-right corner of the map.  Two more entry-points are on the left of the map, between the Saucy Sue and the Black Maria.

Above:  One of the locals is still at work in his shop, wondering where all his customers have gone.  He clearly hasn’t got the message.

Above:  Similarly, Station Sanitary Orderly 3rd Class Treva Rimmer is completely oblivious to the Purge attack and is responding to a report of a suspected Quell-turd blocking the U-bend.  “I’m too good for this.  I could have been an officer…”

Above:  Gak and Lars meanwhile, are at Chatsubo’s.  The rest of the clientele have cleared out but they sit tight in Chatsubo’s, have a pint and wait for all this to blow over.

Above:  The Saucy Sue‘s airlock cycles and the hatch opens with the traditional hiss*.  Arianna bursts out and takes off at a sprint, leaving Roykirk puffing in her wake.  Nevertheless, Arianna spots some low-value loot lying in the corner and makes a mental note to perhaps pick it up on her way back if she’s found nothing better by then.

* Starship airlock hatches haven’t actually hissed for over 400 years, but nowadays they play a recorded hiss-sound for tradition’s sake.  Once mechanical hisses had been eliminated by modern technology, the doors were actually programmed to say greetings, compliments and cheery motivational sayings to those passing through…  It was only after several tragedies where airlocks were punctured by gunfire, energy-blades and most notably a grenade, that they changed it to an artificial hiss.

[In game terms, Arianna’s career-path allows her to make three actions per turn, but only two of these may be a Move action.  With no enemy in sight, she therefore uses her spare third action to make a quick search as she sprints through! 🙂 ]

Above:  Jace and Renton similarly make their exit from the Black Maria.

Above:  Treva suddenly gets panicked by all the people running past and asks Roykirk what’s happening.  Having had the situation explained to him, Treva readily forgets all dreams of commissioning to the station leadership and agrees to hand over whatever credits he has to pay for his passage off the doomed station.

[In game terms, Treva rolled the Civilian Action die and came up with a ‘Join Crew’ result.  This means that he immediately volunteers to join any crew that has a crew-member within short range (4 inches).  There are however, dangers with recruiting civvies, as we shall see…] 

Above:  Treva makes straight for the Saucy Sue‘s airlock, which is a very short distance away.  As an added bonus, he brings with him a case of ship parts, which will greatly reduce the costs of ship-repairs after the mission.

Above:  But no sooner has Treva cleared off, than a Purge Harvester (the creepy beige skeletal robot-footsoldiers of the Purge), attracted by the sounds of Arianna frantically rummaging for loot, suddenly appears from an access hatch!  Harvesters aren’t all that quick and don’t have ranged weaponry, but they are armoured, are pretty good in a close fight and often make up for their shortcomings with sheer numbers.

[This was the result of an Event Card, whereby a Harvester is placed at the most recently-placed Search marker.]

Above:  Gunfire will attract more Purge, so Roykirk expertly throws his knife at the Harvester for the silent-kill!  There’s a satisfying ‘thunk’, followed by a pause as the Harvester stands there, looking baffled and going cross-eyed as the knife sticks, shuddering in the centre of it’s armoured face-mask, having otherwise done no damage whatsoever…  “Ah, well.  Some you win…”  Roykirk shrugs, pulls out his pistol and blows off the Harvester’s head.

Above:  Arianna meanwhile, dives around the corner and bumps straight into Jace from the Black Maria.  Arianna laughs, “You again…?  I’m glad to see you survived our last meeting.  Sorry we had to leave you behind in a pool of your own fluids.  Did all of your bits get teleported to the same place this time?”  Jace tries to ignore her and maintain his dignity as he hears Renton laughing behind him…

In the meantime, Gan’eek the shopkeeper, brightens up as potential customers approach.  “Sorry about this mate, but you’d better cash up, as we’ve got bad news… Out of interest, how much cash is in the till and how much is getting out of here alive worth to you…?”

Above:  Meanwhile, near Chatsubo’s Bar, more Purge Harvesters appear.  Panicked civilians flee for their lives!  With civilians in front of them, the Purge ignore the bar for now.  Well, it’s not a Harvester bar, after all…

[Apologies to non-UK readers who won’t understand the very poor joke.]

Above:  More Purge arrive at the same entrance; another Harvester and a new class of menace; a Devastator.  Scanning to their left, they notice movement through the windows.

Above:  In Chatsubo’s, Lars has unwisely chosen this moment to move out of cover and is spotted by the Devastator!  The Devastator is designed for ranged combat and lets Lars have it with both barrels!  Lars is seriously wounded, but not down and makes it to cover.

Above:  Hearing the unmistakable sound of a Devastator’s energy-beams, Arianna and Jace race to save their friends.  Renton follows behind, having briefly stopped to persuade Gan’eek to get to the airlock.

Above:  Spotting Gak through the window of the bar, Arianna runs over and manages to attract his attention [in scenario terms, Gak now becomes active as one of the crew].  She throws him her spare pistol and Gak quickly rummages through a nearby crate, successfully recovering some more useful kit, including an ammo magazine and a med-stim.  However, Arianna can’t stop to chat, as two Harvesters have just appeared at the doorway, pursuing the orange-haired civilian!

Above:  In the meantime, the shopkeeper Gan’eek, who had been persuaded by Renton to make his way to the Black Maria, suddenly realises that he hasn’t personally seen any Purge…  The MSM have been trying to make everyone worried about this thing called the ‘Purge’, but he’s never seen one and it’s probably all a hoax.  All those supposed exterminated worlds, such as the Quell homeworld, are probably just paid crisis-actors…  Muttering about ‘shills’ and ‘sheeple’, he wanders back to his shop.

Above:  With Arianna and Jace engaging Harvesters and panicked civilians to their front, another Harvester appears behind them!

Above:  Renton takes the shot, but misses.  His weapon then jams with the second shot!  He’s going to have to find himself a better gun…

Above:  Yet another civilian appears; this one belonging to the reptilian Pon race.  However, Renton doesn’t have time to make friends!

Above:  With the Harvester almost upon Renton, who has still not cleared his jammed weapon, the Pon calmly calls across to ask if he might be of assistance… “Yes!  F@&£ing shoot that thing!”  The alien pulls out a small pistol, calmly takes aim and blows the Harvester apart.  “Greetings Human.  My name is Ooma.  May I ask a small favour?  I would very much appreciate passage off this station, which appears to be about to be Purged and which would be most disagreeable.”  “Er, yeah mate.  No prob.  The airlock’s that way.  Go in and get a brew on.”

Above:  Meanwhile, at the main corridor leading to Chatsubo’s, Roykirk has managed to shoot down one of the Harvesters through a side-window.  However, two are still coming and have their beady little red eyes fixed on the fleeing civilian.  Arianna shouts to the orange-haired civilian and tells him to get to the airlock.  He nods in acknowledgement, but doesn’t say anything as he runs on down the corridor.

Above:  Jace is unable to fire with Arianna and the civilian in the way, but Arianna just charges in, cutting down one Harvester with her sword.  In an effort to save ammo, she throws the sword at the second Harvester who folds up with the sword embedded in its torso.

Above:  Having retrieved Arianna’s pistol and some more gear from a handy crate, Gak heads for the bar’s main entrance, only to encounter a bunch of Purge coming in!  One Devastator is already up close and personal, so Gak lets fly with his fists.  Perhaps Gak has broken a nail or something, but his attack has absolutely no effect!  The Devastator, trying to use his beam-projectors as clubs, similarly has little effect on Gak, but this pathetic display of unarmed combat is cut short by the second Devastator, who lets Gak have it at point-blank range!  Gak falls to the floor in a smoking heap (and not for the first time in Chatsubo’s).

Above:  Gan’eek’s conspiracy theories have a cold, hard clash with reality as a Harvester rounds the corner and immediately attacks him!  Astonishingly, the Harvester completely fluffs his attack and Gan’eek runs off screaming.

Above:  With Arianna and Roykirk having dealt with the Harvesters in the corridor, Jace sprints to Chatsubo’s!

Above:  Rounding the corner into the bar, Jace immediately spots Lars cowering in a corner and shouts at him to take down one of the Devastators as he brings an axe down onto the back of the first Devastator’s head.

[In scenario terms, Lars is now activated and part of Jace’s crew.]

Above:  Roykirk meanwhile, responding to Gan’eek’s screams, again tries his hand at knife-throwing, this time with better luck as he takes down the Harvester.

Above:  At Chatsubo’s Bar, Lars uses his tech skills to jam the remaining Devastator’s systems, preventing it from making any more attacks for the time being.  He then runs over to a nearby crate and is overjoyed to find a good gun, a magazine and a med-stim, which he immediately uses to patch up his wounds.

Above:  Renton meanwhile, had been firing through the window into the bar, trying unsuccessfully to take down the Devastators attacking Gak.  As Jace and Lars now have the situation in hand, he pauses to rummage through a crate, finding a very nice pistol and an enormous pile of cash.  His pockets are already pretty full, so he takes the greater part of it and drops the rest for someone to hopefully pick up later.  However, a Devastator appears from nowhere and immediately opens fire!  The shields on his fancy coat take some of the hits before shutting down and the underlying armour absorbs some more damage, but Renton is seriously wounded.  Nevertheless, he calmly takes aim with his nice new pistol and blows the Devastator away before injecting a med-stim to take the edge off.  “‘Wanker…”

Above:  Before he’s had a chance to retrieve his thrown knife, Roykirk encounters yet another Harvester!  His ammo is running low, but having thrown his knife away, he’s got no option but to open fire.  Thankfully his rifle is designed for close-range ‘spray & pray’ and is therefore rather effective at such close-quarters, so the Harvester is blown to pieces.  With the Harvester down, Roykirk quickly advances to retrieve his knife and a previously-dropped magazine.

Above:  In the main corridor outside Chatsubo’s, a deadly new threat appears, chasing a civilian.  This is a whole new order of Nasty; a Purge Assassin!

Above:  Assassins are programmed to identify and home in on enemy leaders first and having spotted Arianna, the Assassin quickly switches its attention from the fleeing girl to the Captain of the Saucy Sue!  Quickly covering the distance to Arianna, the Assassin goes straight in for the kill with its energy-blade.  Arianna is severely wounded, but refuses to die this way and strikes back with her sword, watching with satisfaction as the red lights go out in the thing’s three eye-lenses.

Above:  Renton meanwhile, down to only one round, heads back to Gan’eek’s shop, where he’d stashed a magazine.  However, two Devastators appear and immediately open fire!  Renton seems to have the luck of the Gods.  His coat’s shield-generator might have gone down during his previous encounter, but it still has armour which manages to stop some of the damage and this saves his life.  He now has four choices; dive for cover, open fire with his last round, heal one of his wounds or having dived for cover, grab the magazine and reload…  But he can only pick two…  He decides to heal one of his wounds and and with his last round, opens fire and drops one of the Devastators.  The surviving Devastator lines up the shot on the defiant Renton…  “Come on then, ya c@&£!”

Above:  Meanwhile, in a corridor on the exfil route back to the Saucy Sue, the orange-haired civilian suddenly stops, contorts into various bizarre poses, then flickers out, revealing a ‘Live One’!  These are the most dangerous of the Purge; they initially infiltrate using holo-emitters to disguise themselves as locals before then commanding the Purge assault.  There is a piercing scream in the corridor as the civilian girl runs past the window and is instantly vapourised by a blast from the Live One!

Above:  Having defeated the Assassin, Arianna manages to heal some of her wounds with a med-stim, but is then attacked by yet another Harvester.  Jace, Lars and the heavily-wounded Gak are now finally exfiltrating from the bar and Gak manages to drop the Harvester with a well-aimed burst, but not before Arianna suffers further wounds.  It’s still a very long way back to the airlocks and they still have a Live One to get past…

Above:  Back at Gan’eek’s shop, the Devastator opens fire for a second time on Renton, but astonishingly misses!  Then, even more bizarrely, a panicked orange-haired civilian (presumably the one that had been cloned by the Live One’s holo-emitter) suddenly appears and attacks the Devastator from behind, taking it down!  “Well f@&% me sideways…”  Renton breathes a sigh of relief, runs to pick up the magazine and reloads his weapon, wondering what in Wolfgang’s name* is going to happen next.

* The patron saint of soldiers.  Nobody now remembers who Saint Wolfgang was, but he vaguely had something to do with beer and more than one sausage, so he was definitely a soldier’s saint.

Above:  The Live One is going to be a very tough opponent to take on, but Jace has a laser-sight attached to his pistol which should even the odds, while Roykirk has a very effective close-quarter machine gun.  Should all this fail.  Arianna has a grenade ready to lob through the window…

Above:  Jace opens fire with his pistol and to everyone’s astonishment, the Live One is obliterated in an explosion of organic and mechanical body-parts!  “The exfil route is clear!  Get to the airlocks!”

[In game terms, Jace’s pistol rolled three dice at close range, so had to roll the absolute maximum (4 hits) in order to beat the Live One’s armour of 3.  He scored 3 hits with the first two dice, but the third dice missed completely.  However, his laser-sight allows the re-rolling of one die, which then scored the required fourth hit!  Killing a Live One earns the character an automatic Career Point, which considering that he’s not yet made it to the end of a mission, is a definite boost for Jace’s reputation!]

Above:  However, the exfil route is not clear…  Attracted by Gan’eek’s terrified shrieking (having your conspiracy theories run into the cold hard wall of reality is a terrible thing), the Purge are now swarming near the airlocks.  Gan’eek runs, but is not fast enough to out-run a Purge Assassin…

Above:  At last, the two crews are almost reunified, as Roykirk covers the wide space of Gan’eek’s shop and Renton rummages through a crate for med-stims.

Above:  Arianna, Jace, Gak and Lars run as fast as they can for the airlocks, but the sounds of approaching Purge are now all around them!  An orange-haired civilian runs past in the opposite direction… “Hey, didn’t we send that bloke to the ship earlier?”

Above:  Having purged the poor Gan’eek, the Assassin homes in on new targets and quickly locks on to Roykirk, who had spotted a previously-ignored crate.  The Assassin manages to wound Roykirk, but fails to land the fatal blow.  Roykirk attempts to fight back with his knife, but has no effect on the armoured Assassin.  Staring into the three red eyes of the Assassin, Roykirk now accepts his fate…  However, Lars suddenly appears at the window and with his newly-acquired rifle, puts a long burst into the Assassin at close range, blowing the thing to atoms.  “Thanks mate… Er, who are you…?”

Above:  The crews successfully pass through the late Gan’eek’s shop without any more Purge appearing (there is however, a group of Purge chasing them from the main corridor and another group near the airlocks).  However, Gak is suddenly subjected to an unprovoked attack from behind by the shrieking orange-haired civvy, which thankfully has no effect.  “What the f@&£ are you doing, you idiot?!”  Gak just looks at him with contempt and continues on his way.

Above:  The two crews are now concentrated, except for Jace, who is lagging behind at Gan’eek’s shop, with the orange-haired civilian troublemaker.  But not for long, as the civvy is instantly vapourised by a pursuing Devastator!  “We are leaving!  Get to the chopper!”  “Get to the what, Boss?!”  “The airlock!  I meant the airlock… What’s a chopper…?”

Above:  Suddenly, yet another Assassin appears in Gan’eek’s shop and sprints after Jace, plunging its energy-blade into the captain’s back!  Jace is seriously wounded but still standing.  However, he doesn’t have any med-stims left and is unlikely to survive another attack.  By some miracle, the Assassin suddenly stops its attack, runs back to the hatchway and disappears!

[In game terms, an event card ordered the Purge to move toward their nearest entry point and if they reached it, they would be removed from play.]

Above:  Other Purge across the station, suddenly withdraw, as if they’ve received conflicting orders.

Above:  This breathing-space doesn’t last long however, as more Purge soon appear and the assault resumes.  One Harvester again attacks poor Roykirk, but is cut down by fire from Gak.

Above:  With everyone running pell-mell for their exfil, Jace lags behind and becomes isolated.  A Harvester suddenly appears in front of him, followed by another!  At this point, he could simply outrun them and get to the airlock, but no, he’s a meathead idiot, so decides to fight it out… Because this went SO well on the two previous occasions…

Above:  Jace drops the first Harvester with a shot from his pistol, but is now out of ammo.  He whips out his trusty axe and wielding it double-handed, brings it down on the Harvester’s skull…  There’s a sickening crunch as the axe breaks in his hands…

“ohshit”

Above:  The Harvester strikes back, grievously wounding Jace!  But worse is to come, as a Devastator now appears in the doorway, followed by yet another Assassin!

Above:  “Some help in here?!”  “Sorry Boss, but I’ve got my own f@$£ing problems!  Ooo, ya c@#£!  Have some of that!”

Above:  Lars has almost made it to the airlock, but behind him Jace is about to be overrun by the Purge!  Although he’s desperate to dive into that hatch, he instead dives into cover and uses his tech skills once again to jam the Devastator’s systems.  The red monster judders to a halt in the doorway, unable to fire and blocking the route for the following Assassin.  Jace at last has a chance of escape!

Above:  “Bugger…”  Lars had forgotten about the window that he himself had used to blast an Assassin just a few minutes previously…  Unable to get past the Devastator in the doorway, the Assassin spots Jace through the window, levels its weapon and fires.  Jace drops to the floor like a puppet with its strings cut.  Renton shrugs, “Sorry Boss, but we tried… See you on the flip-side… Again…”

Above:  Mission successful, Arianna and Roykirk successfully manage to extract Gak and get him safely back to the Saucy Sue, along with the refugee Treva who pays what he can, including a most welcome case of ship-parts.  They also manage to get away with a decent amount of loot, which enables them to upgrade the Saucy Sue with some airlock auto-defences.  They’ve got sufficient weaponry, so they put the rest of their credits aside for the time being to hire another crew-member for future missions.

Above:  Renton successfully manages to extract Lars back to the Black Maria by the skin of their teeth, but they had to leave their captain behind for the third time in a row!  Ooma was also most grateful for being rescued and rewarded them handsomely.  They’d also made it out with a decent haul of loot, enabling all the necessary repairs to be made to the Black Maria and some new airlock auto-defences to be fitted.  Jace should be pleased when he sees the new upgrades to the old girl… If he ever does… The emergency teleport didn’t bring him back to the Maria, so they hope he made it out ok…

.

.

.

Activating his emergency teleport for the third time in as many missions, Jace experiences a flash of blinding light and then finds himself lying on a hard ship’s deck.  The pain is unbearable and he rolls over to cough up blood, but he’s alive.  He still seems to have all his own body-parts and memories, so it actually seems to have worked as advertised!  Then he passes out…

Some unknown time later, Jace wakes up.  He’s no longer on a hard floor and can sense that he’s in a bed.  Despite the crushing headache, he opens his crusted eyes and once the stars clear he looks around…

“When did we get pink velour upholstery?  What’s Renton done with the Black Maria while I’ve been unconscious?  Why is the bedspread made of faux leopardskin and why do we have lacy curtains in a starship…?!  And why is he playing classical music?!  He knows I can’t stand it and “Mama Mia” is the absolute worst!”

Jace rolls over and suddenly realises that he is being watched by the most hideous creature he has ever seen, even in Purge Space…

“Hello Sweetie,” growls a stupendously over-made-up human… female…?  “Welcome aboard the Priscilla.  I’m Evangelista.  Gloriana is doing the driving and ‘The Madonna’ is presently in the rear-gunner’s position, but she’ll be along in a moment to say ‘Hi’; she’s very friendly.  You’re lucky that your emergency teleport managed to lock onto our signal and didn’t dump you into space.  Now don’t worry, we’ll be arriving at Eroticon VI for Pride Week in about a month and we’ll be able to drop you off there.  There will of course be a small charge for bed and passage…”  Evangelista’s ‘Mercury-style’ moustache twitches hopefully… “Or we could perhaps work out some other arrangement…?”

In Space, no-one can hear you scream.

Posted in 28mm Figures, Boardgames, Campaigns, Core Space (Game), Games, Science Fiction | 6 Comments

And Now For Something Completely Different: Core Space

In April my mate Gareth introduced me to a sci-fi game that I’d never heard of; Core Space.  I’ve always been a bit of a sci-fi fan and while not a huge sci-fi wargamer, one of my all-time favourite board-wargames was the Bug-Hunter version of the classic “Sniper!” WW2 game, while the superlative Stargrunt II by Ground Zero Games remains one of the best platoon-level wargame rules ever made, regardless of its sci-fi setting (and is free to download at this link).  In the 80s I also dabbled in the Dark Side with a bit of Warhammer 40K when it first came out (usually played using the old Games Workshop Spacefarers rules) and I still regret giving away my old army of Space Dwarves (they’re probably worth a fortune to a collector now).  There was also of course, my slight X-Wing addiction within the last decade…

I’m ashamed to admit that there are whole departments of my wargames collection that have never made it on to this blog and in fact haven’t even made it out of their boxes in decades, so I really must eventually get around to digging out my old 25/28mm sci-fi figures (mostly Denizen, Grenadier, GZG and Alternative Armies models).  As it happens, I’d already been looking around for some modular sci-fi corridor models in order to do some tabletop Bug-Hunter, so Core Space also scratches that itch.

So ‘Core Space’ piqued my interest and I was immediately impressed with the overall production-quality of the game; the excellent cardboard scenery, the figures and the simple and aesthetically-pleasing ‘character dashboards’ for keeping track of character and game information.  I was also impressed with the simple and elegant game-system, particularly the escalating level of threat and opposition the players face as they progress through a mission.

You get a lot of stuff in the box for your money: a 2 foot-square neoprene printed game-mat, enough cardstock scenery to create the layout above (the windows and doors have been popped out, but you can pop them back in again if you want to incorporate rules for opening/closing/locking/unlocking doors, smashing windows, etc), lots of additional plastic clips to enable a wide variety of different layouts, 20 plastic figures (two crews of four ‘Traders’, three civilians and nine ‘Purge’ baddies), heaps of loot/equipment tiles and a drawstring bag to hold them in and all the essential game-equipment (special dice, plastic character-dashboards, hostility-track, coloured pegs, range/move-ruler, ship-tiles, event cards and even some coloured plastic clip-collars to pop over the bases of figures to remind you of whose side they’re on).

Each player controls a small crew of ‘Traders’; the generic name given to small independent ships’ crews, scratching and scavenging a living from the remnants of civilisations, settlements, space-stations and ships that have been abandoned (or semi-abandoned) to the Purge.  Each crew consists of a Captain and up to six Crew and as with most RPGs, each character belongs to a certain ‘class’ (Soldier, Hunter, Tech, Support, Crewman, Augmented, Machine, etc.) and this will give them a certain selection of skills to develop.  Each character will also start with a certain level of innate skills and career-path (there’s also a points-system and an online tool to help you create complete characters from scratch and print off character-boards for them, which means that you can easily use your own figure-collection).  Each character and their skills are tracked on a ‘dashboard’, which can then be modified by using a dry-wipe pen and coloured pegs.

The common enemy to all players are The Purge; an evil cyborg horde, driven by mysterious and unidentified overlords, intent on overrunning all sapient life in the galaxy and adding their victims to a horrific living biomass.  The Purge are the game-driven threat that is managed by the game’s rather clever mechanisms.  The threat-level will increase with time, as well as with the firing of noisy firearms and random events (which can also decrease the threat).  So as each game progresses, your presence attracts ever-increasing numbers of the buggers that eventually become impossible to deal with (non-player characters managed by the game, also include civilians, gangers, Galactic Corps cops and others, who might become enemies, allies or simply a distraction for the Purge).  This leads to a very exciting and interesting game that invariably ends with an ‘Aliens’-style desperate fighting withdrawal to the ship and extraction (hopefully!) just as guns jam or run out of ammo!

On the right is the character dashboard of one of the two Captains from the starter-set, Arianna Sabrine.  She’s already a well-developed character even before we start adding to her skills.  Looking at the character-board at the top; the black circles within the white dots show her baseline stats and skills, while the empty white dots show her potential level, which could become available as her career continues.  So if we look at the top line, her baseline Health is 5 (five black circles), but could eventually increase to 7.  For the time being her Health of 5 means that she starts the mission with five green pegs.  Her baseline number of Actions that can be taken in a game-turn was 2, but as her career progressed, I was able to increase this to the maximum of 3 (the red pen splodge indicates the newly-added Action).  Her baseline number of Skill-points is 4, but she could potentially increase this to 6; four purple pegs are added to her dashboard at the start of the mission.  She has earned three Career-points above her baseline thus far (indicated by the three red pen-dots) and has reached the end of that row on the dashboard, which enabled me to add one to her baseline Actions.

Also on her character board is a pop-out tile with a footprint and the number 1.  This means that Arianna gains an additional 1 inch of movement with each Move action.  However, the pop-out tile is the Armour slot, so she will lose this ability if she equips herself with armour.  I must say that I find her ability to move fast, especially now that she’s able to take three actions (only two of which can be a move) VERY useful indeed, so I’m reluctant to give her armour.  The number ’57’ is her points value if you do such things and the eyeball symbol shows her innate Level 1 ‘Reflexes’ skill (more of which below).

In the middle of her dashboard is her Inventory Slot, which can only hold a small number of items; if you can’t fit it in the slot, you can’t carry it.  You’ll note that Arianna is presently fully-loaded, carrying a pair of pistols (her Level 2 Weapons Expert skill actually allows her to wield two pistols, but she was carrying the extra one to hand to her crewmate who was trapped in a bar during the last mission), a sword and a med-stim for when it goes wrong.  This limited carrying-capacity leads to some very careful decision-making.  Each character ideally needs to carry a ranged weapon and if like Arianna, they don’t have an innate mêlée ability, a mêlée weapon as well.  This then doesn’t leave much space to carry an objective item and all the other good stuff you might find along the way, as well as extra ammo, stims, med-packs, grenades…  Decisions, decisions…  I’ve only played a few games, but I’ve taken to carrying ammo and med-packs with me at the start and then dropping them off like breadcrumbs along my extraction route, on the assumption that I’ll need them on the way out!

Below the inventory is her Class board (‘Hunter’).  This shows symbols which relate to particular skills.  The colour indicates the group of skills (blue = Ranged Combat, green = Close Assault, red = Endurance, purple = Stealth, orange = Cunning & turquoise = Tech) and the number of empty dots around the symbol shows the potential skill-level, while the filled dots show the achieved skill-level.  As Arianna started the campaign with four Career-points, she initially had four Level 1 skills marked on her Class board: Marksman (blue crosshairs), Weapons Expert (blue pistol), Combat Expert (green fist) and Fade to Black (purple silhouette).  As she’s picked up three more Career-points along the way, I’ve added three more dots, increasing her Marksman, Weapons Expert and Combat Expert skills to Level 2.  She also has an innate Level 1 Reflexes skill (green eyeball), as shown on her character board; these innate character skills can be added to the same skill on their Class board (if they match) to increase the skill-level up to a maximum of 3.  If she uses a Level 1 skill, she must remove a purple peg, while Level 2 skills cost two pegs and Level 3 skills require three pegs.  There are also a precious few ‘Passive’ skills which can be used without spending a peg and can even be used if the character has used all their purple pegs.

As with video-game RPGs, the game revolves around looting anything and everything that isn’t nailed down and actual mission objectives can often be casually ignored for simply hoovering up as many credits as you can in order to keep your ship flying and your crew equipped and up to strength.  And who doesn’t love a bit of larceny?  To aid in that, the game also includes that essential ingredient to any video-game RPG; the Loot-Crate.  These can pre-loaded before each mission with a random selection of goodies (as can other furniture items, such as wall-lockers), including occasional special items that can’t be bought from one of the many arms-dealers between missions.

I should add that the logic-flowchart (or ‘AI’)-driven NPCs and Purge enemy mean that this makes a truly superb solo game for those of us with no friends.  It also means that you can play with another player cooperatively against the game, or do the dirty and fight them as well as the Purge, it’s up to you.  Four will normally be the maximum number of players, but there’s no real reason why even larger games shouldn’t be possible.  For more than two players, it’s recommended that you add a second helping of Purge models to the game for every two additional players.

Like all good ‘Plastic Crack’ games, there are plenty of expansions such as additional Crews, which include more lovely model figures, as well as their character boards, new rules, faction-specific event cards, lots of new kit/loot and additional scenarios.  I’ve just got the Shootout at Zed’s and Galactic Corps expansions, which add a criminal gang and law-enforcement/military element to the game, plus some new scenery in the form of Zed’s Bar and a particle-transmitter-teleport thingy, plus various bits and pieces to add to the standard selection of scenery.  There are also further expansions for more dangerous Purge types, Rogue Purge who have broken their programming, factory workers, scientists and MASSIVE scenery packs which add three-dimensional city-scapes, post-apocalyptic landscapes and alien ruins to the options.  There’s also a whole new side-shoot in the form of Core Space: First Born, which adds a whole new race of universal enemies, in the form of a race of ancient aliens who have slumbered for 3 million years and are now rather grumpy at having been woken up…

Being lonely and having no friends, I’ve just embarked on the introductory Perseus Arm Campaign from the starter-set rulebook as a solo game and will post the games here as I work my way through it, starting with Mission 3 (as I shamefully played the first two missions and a couple of games before it with… gulp… unpainted figures…).  There are also absolutely heaps of official and unofficial free scenarios, campaigns and mini-campaigns to download when I’ve finished this one.

In conclusion, Core Space is an absolute hoot and being a very ‘sandbox’ sort of game, it’s enormously adaptable and convertible to other things.  There are stacks of unofficial resources online for converting it to Aliens, Star Wars, Stargate and other sci-fi settings and I’ve already had some ideas for my own Aliens version.  The Escalating Threat mechanic is perfect for Aliens and I can also see it being ideal for a small group of Rebel Scum raiding an Imperial stronghold against ever-increasing number of Stormtroopers, or SG-1 raiding a Jaffa outpost and then trying to exfil back to the Gate.  It’s also perfect for a ‘Falling Skies’-type post-apocalypse/alien-invasion setting (hopefully without the irritating teenage characters), with badly-equipped Human resistance and alien allies fighting Earth’s alien invaders while scavenging Earth’s wreckage for supplies.  Gareth is even playing at 15mm, having built his own modular scenery and created his own characters, using a campaign taken from another system, in a more classically Cyperpunk setting.

So I highly recommend getting Core Space, but perhaps hang on for a few months, as now I’ve bought the game, they’ve just announced a 2nd Edition called Core Space: Evolution

To my surviving reader; Be Not Afraid.  I will still be a dyed-in-the-wool historical wargamer.  These sci-fi posts will be a bonus! 🙂

Posted in 28mm Figures, Boardgames, Core Space (Game), Games, Science Fiction | 9 Comments

‘Onore e Patria’: The Army of Napoleon’s Kingdom of Italy (Part 1: Cavalry of the Royal Guard)

As much as I enjoy writing the scenarios, they’ve been expanding just lately to the size of a George R. R. Martin fantasy epic and my recent article about the Artillerie de la Marine wasn’t much shorter.  So let’s see if I can reign myself in this time, with a little article about two regiments of the cavalry of the Royal Guard of Napoleon’s Kingdom of Italy; the Guard Dragoons and the Guards of Honour.

As usual, these are 15mm figures by AB Figures.  The Kewl Kidz would call them ’18mm’ nowadays, but as over 90% of my ABs were sold to me as ’15mm’, that’s what they remain in my world.  The flags are by Fighting 15s.

As my surviving reader will recall, my Napoleonics are always played at the ‘grand tactical’ level using Napoleon’s Battles, where the man-to-figure ratio is roughly 1:100 and the smallest unit is a brigade or large regiment.  However, like the Sailors of the Guard, and the Gendarmes d’Élite, the Italian Royal Guard cavalry ‘regiments’ were absolutely tiny, so are far too small to really be represented as separate units of any consequence.  The whole lot combined would perhaps amount to only 8 figures at the Battles of Raab, Wagram, Borodino and the Mincio River, so these are something of an indulgence and I’ve done them more for the fun of painting them than their necessity in gaming.  However, at the Mincio River in 1814 the Italian Guard Cavalry were were grouped with the Italian ‘Regina’ Dragoons as part of General Lecchi’s Royal Guard Division and the whole brigade would equate to 16 figures, so I’ll take that as my justification. 🙂

There was also a third, company-sized ‘regiment’, the Gendarmerie d’Élite, but they were only used as a headquarters and palace guard, so I haven’t done these.

Reggimento de Dragoni Della Guardia Reale (Dragoon Regiment of the Royal Guard)

The Guard Dragoons were initially formed in 1805 as a single squadron of four companies by merging two pre-existing units; the Horse Grenadiers and the Chasseurs à Cheval of the Presidential Guard.  Further recruits were then to be drawn from men of the line cavalry regiments with at least five years’ unblemished service.  Later that year a regimental staff was created and the unit was split into two squadrons, each of two companies.  Each company had 105 men at full strength (24 of whom served as a dismounted section) and the regimental staff numbered 19, for a regimental total of 439 all ranks (96 of whom were dismounted).

In 1811 the dismounted sections were mounted and the company strength was increased to 140.  A fifth (depot) company was also added, so the regiment now numbered around 719 men, with 579 being the full field strength.

The regiment’s uniform was very similar to that of the Empress’ Dragoons of the French Imperial Guard; namely a dark green coatee with white lapels, dark green collar and scarlet cuffs and tail-turnbacks, topped off with a brass helmet with leopard-skin turban (probably a printed faux version for the junior ranks, as in the Empress’ Dragoons) and scarlet plume.  Like the Empress’ Dragoons, the horse furniture was dark green and had the unusual triple holsters that were a feature of the French Guard heavy cavalry regiments.  Full dress breeches were white, though I’ve painted them in off-white campaign breeches (grey wool breeches were also worn on campaign).  Swords were slightly curved, like those of the French Guard and had white sword-knots and brass hilts and scabbards.

The close similarity means that we can happily just use the AB Empress’ Dragoon figures, as the only differences are in terms of colourings.

The main difference to the Empress’ Dragoons is that the button-colour was white metal, so all officers’ distinctions were silver.  The Italian Guard Dragoons also had white aiguillettes and lace edging to the horse furniture, whereas these items were coloured aurore in the Empress’ Dragoons.  The junior-ranks’ contre-epaulettes were brass, resting on a pad of red cloth.  Horses were ordered from August 1808 to be bays.

Trumpeters had a sky-blue coatee and horse-furniture.  The coatee had scarlet collar, cuffs, tail-turnbacks and lapels.  The lapels were heavily decorated with white lace edging and buttonholes; some sources also show lace edging to the collar.  The aiguillette was white (note that I made a mistake in painting the contre-epaulettes white – they should be brass with red cloth backing).  The helmet had a red mane and sky-blue full-dress plume and the houpette (i.e. the small tuft) was either red or black.  Horse furniture was edged in white lace and the sword-knot was red.  Trumpeters’ horses were greys.

In 1805 the regiment was presented with an Eagle of the usual French 1804 Pattern.  The 1805 Pattern regimental standard was superficially similar to the French 1804 Pattern, though with red and green corners instead of red and blue and Italian armorials and inscriptions.  Staves were black.  In 1813 the regiment adopted the standard shown here, which was very similar to the earlier pattern, except for details of inscriptions and armorials.  The Kingdom of Italy maintained the ‘lozenge’ style of flags after France went to the tricolour style in 1812. The regiment may well have adopted the 1808 Pattern Italian Eagle in 1813, but I don’t know for certain.  This pattern of Eagle had a crown and was facing the opposite direction, wings that were more spread (however, AB don’t do this pattern and the French style is close enough).

Corpo Delle Guardie d’Onore Reale (Corps of Guards of Honour of the Royal Guard)

In common with much of Europe, the towns and cities of Italy often had small mounted corps of ‘Guards of Honour’, consisting of the sons of local gentry and land-owning gentlemen, who would turn out in uniform on special civic occasions and to escort visiting dignitaries.  These corps were invariably of no military value whatsoever and simply existed as a uniformed social club for the local dandies and to add a little bit of ‘pomp and circumstance’ to local events.  As such, various guards of honour had turned out to escort Napoleon when he arrived to proclaim the formation of the Kingdom of Italy.

The first four companies of Guards of Honour

However, Napoleon thought that these corps could become militarily useful and could help to tie the Italian land-owning classes to his cause.  To that end, on 20th June 1805 he ordered the disbandment of the Italian city guards of honour.  They would immediately be re-formed as four companies of Guards of Honour of the Royal Guard of the Kingdom of Italy.  Each company would be named for a city and would be recruited from the following departments:

1st Company ‘Milano’ (departments of Olona, Agogna, Lario & Adda)
2nd Company ‘Bologna’ (departments of Reno, Crostolo, Panaro & Mincio)
3rd Company ‘Brescia’ (departments of Serio, Alto Po, Mella & Adige)
4th Company ‘Romagna’ (departments of Rubicone & Basso Po)

In 1806 a fifth company was added from the newly-acquired Venetian territories, titled ‘Venezia’.

Each company consisted of 107 men of all ranks, 40 of whom were a dismounted contingent.  All the junior ranks were classed as officer cadets and to be accepted had to have a private annual income of 1,200 Milan Lira, which was to be paid to the state.  They would then be commissioned as 2nd Lieutenants after two years’ service.  The Velites of the Foot Guards had the same arrangement.  All officers had a status that was one rank higher than their shown rank, so a 1st Lieutenant of the Guards of Honour was the equivalent of a Captain of the Line.

Each company was initially classed as an independent unit and each had its own regulations.  This arrangement led to chaos and extremely poor discipline, so on 7th August 1806 a unified set of regulations was issued and Captain Gaetano Battaglia of the 1st Company ‘Milano’ was appointed with the acting rank of Major, to take command of all five companies, thus creating a de facto ‘regiment’.

Being young gentlemen, the Guards of Honour couldn’t possibly be expected to look after their own horses, so on 30th March 1807 a company of grooms was created.  This company was formed of five troops of 25 grooms, each of which would be assigned to one of the above-named companies.

On 14th March 1808 an extra Lieutenant was added to the 1st Company, along with a small regimental staff, thus relieving Captain (Acting Major) Battaglia of his company leadership duties and allowing him to lead and administer the Guards of Honour as a true regiment.  The dismounted elements were also mounted at this time.

Despite all this organisation and re-organisation and a theoretical strength of some 664 men, in 1809 the Guards of Honour for some reason could only manage to put a single composite company in the field with Viceroy Eugène’s Army of Italy.  However, in 1812 the regiment went into a Russia at close to full strength.  In 1813 the regiment, which had been almost destroyed in Russia and Germany, was reconstituted as a single company of 153 men of all ranks.

The Guards of Honour went through two very different uniform periods during their existence.  From 1805-1811, all companies wore the same style of coat, though the colour of coat and facings was different for each company:

1st Company ‘Milano’ – Scarlet coat with Royal Blue facings.
2nd Company ‘Bologna’ – White coat with Dark Blue facings.
3rd Company ‘Brescia’ – Dark Blue coat with Scarlet facings.
4th Company ‘Romagna’ – Dark Green coat with Scarlet facings.
5th Company ‘Venezia’ – Dark Green coat with Light Orange facings.

All companies had silver buttons, white buttonhole lace on the collar, lapels and cuffs, a white aiguillette and white trefoil-shaped epaulettes.  The horse furniture at this time had only two holster-caps and seems to have been coloured according to the facing colour, edged with white lace.  Headgear was a bicorne hat, laced white, with a white plume in full dress.  Breeches and belts were white.

In 1811, all companies adopted the same style of dark green coat, with companies differentiated only by facing colour:

1st Company ‘Milano’ – Rose Pink.
2nd Company ‘Bologna’ – Lemon Yellow.
3rd Company ‘Brescia’ – Chamois or ‘Buff’.
4th Company ‘Romagna’ – Scarlet.
5th Company ‘Venezia’ – Light Orange.

There is some difference of opinion regarding collars; some sources show them coloured in the facing colour, while others show them as dark green, piped with the facing colour.  One sources says green without piping.  There is also some difference of opinion between sources regarding buttonhole-lace; some show it on collar, lapels and cuffs as before, but others show it only on the collar and cuffs.  Given the level of contradiction in sources, the ‘Rule of Cool’ applies: so full-coloured facings and buttonhole-lace it is! 🙂

All companies had silver buttons, a white aiguillette and brass contre-epaulettes on pads of red cloth, like the Guard Dragoons.  The horse furniture now had three holster-caps like the French Guard heavy cavalry and was now universally dark green for all companies, edged with white lace.  Breeches and belts were white, though grey wool breeches could also be worn on campaign; these are shown with facing-coloured stripes.

The headgear was now a unique brass helmet, with a steel ‘turban’ decorated with a crowned ‘N’ in brass, very much like the 1810 Pattern helmet of the French Carabiniers.  However, unlike the Carabiniers’ helmet, the Guards of Honour helmet had a ‘comb’ shaped like an eagle with its head stretched forward and wings tucked in at the side, as if diving.  A black fur crest then ran up the eagle’s back and in full dress a white plume was worn on the left side.  However, there is some difference of opinion; my old mate Steve Ede-Borrett in his book, says that the helmet appeared well before 1811 and that it was actually replaced in 1811 by a helmet more like the Carabiniers’ helmet, with a plainer comb replacing the eagle.

Just to add further confusion, each company also had its own distinctive surtout for everyday wear from 1807 onward.  These were single-breasted coats which lacked lapels, though retained the buttonhole lace on collar and cuffs, as well as the aiguillette and epaulettes.  The colourings of these from 1807-1811 were:

1st Company ‘Milano’ – Dark Blue with Scarlet facings.
2nd Company ‘Bologna’ – Dark Blue with Dark Blue facings.
3rd Company ‘Brescia’ – Dark Blue with Scarlet facings.
4th Company ‘Romagna’ – Dark Green with Scarlet facings.
5th Company ‘Venezia’ – Dark Green with Light Orange facings.

The colouring of the surtouts from 1811 were:

1st Company ‘Milano’ – Dark Blue with Dark Blue facings.
2nd Company ‘Bologna’ – Dark Blue with Scarlet facings.
3rd Company ‘Brescia’ – Dark Green with Scarlet facings.
4th Company ‘Romagna’ – Dark Green with Scarlet facings.
5th Company ‘Venezia’ – Dark Green with Light Orange facings.

There was yet ANOTHER uniform worn from 1807 to 1814.  This was a short-tailed stable-jacket that was probably made from old uniform coats.  These jackets were devoid of buttonhole lace and were not worn with epaulettes and aiguillettes.  The tail-turnbacks in all cases matched the jacket colour.  These colourings seem to have remained the same throughout the period:

1st Company ‘Milano’ – Dark Blue with Scarlet collar & Dark Blue cuffs.
2nd Company ‘Bologna’ – Dark Blue with Dark Blue collar & cuffs.
3rd Company ‘Brescia’ – Dark Blue with Scarlet collar & cuffs.
4th Company ‘Romagna’ – Dark Green with Scarlet collar & cuffs.
5th Company ‘Venezia’ – Dark Green with Light Orange collar & cuffs.

Horses were coloured by company, though all trumpeters rode greys:

1st Company ‘Milano’ – Black horses.
2nd Company ‘Bologna’ – Bay horses.
3rd Company ‘Brescia’ – Black horses.
4th Company ‘Romagna’ – Bay horses.
5th Company ‘Venezia’ – Chestnut horses (one source says with white socks).

Trumpeters seem to have initially worn uniforms of reversed colours, with the company coat-colour as the facing colour, though they eventually seem to have settled on reversed colours with sky-blue as the facing colour, all heavily laced and with white helmet-crests.  Horse-furniture by that stage seems to have been sky-blue, edged white.

The Guards of Honour did not have Eagles or standards until 1813, when the 1st Company was issued with an Eagle (presumably of the Italian Pattern) and a standard, which would have served as a standard for the regiment as a whole.  AB Figures don’t do a Guard of Honour standard-bearer, but the Rule of Cool most definitely applies, so I took an Empress’ Dragoons Eagle-bearer and did a head-swap.

As my surviving reader will know, I’m a lover not a fighter, so I don’t often go in for actual modelling, but I have VERY occasionally swapped an occasional head (the only examples I can think of were turning mounted RHA officers into mounted 95th Rifles and KGL Light Infantry colonels).  Even then, I didn’t bother drilling out and pinning the heads, but this time I went berserk and it worked! 🙂  I’ve now got stupid plans to make a whole regiment of head-swappees (Napoleon’s Portuguese Legion – Portuguese barretina-wearing heads on Duchy of Warsaw infantry bodies).

Any Other Business… Facebook

On a completely unrelated matter; If you’re wondering why I haven’t been seen on Facebook lately, that’s basically due to Facebook having become unusable for me.  It started with Facebook classing all external blog-links as ‘Spam’, requiring group admins to approve each and every post with a link to my blog.  One Napoleonic wargaming group even told me to stop posting there, as they were tired of having to approve links (I didn’t darken their doors again).

Then I encountered a bug which produced an error message every time I tried to access a group of which I was a member.  That’s now been resolved, but a whole new bug has now appeared, whereby I’m not allowed to post in any group of which I’m a member unless I confirm my identity by logging in with a mobile device.  As I’ve never used social media on a mobile device and am not going to start, that’s the end of Facebook for me.

But even if you don’t see me on Facebook, I’ll still be here.  If you’re desperate, you can follow me by commenting on a post and checking the ‘Notify me of new posts by email’ button.

Bye for now.  More painted stuff coming soon, including my first painted sci-fi figures in over 30 years and more Napoleonics…

 

Posted in 15mm Figures, Napoleon's Battles (Rules), Napoleonic French Army, Napoleonic Minor States, Napoleonic Wars, Painted Units | 14 Comments