15mm
Seven
Year's War
Austrian
(Elliot) v. French (John)
History,
they say is written by the victor. If
so then this battle report should be a joint effort since I hope that the
game, my first in Hong Kong was a success – for battlefield winner and
loser alike.
Elliot
Woodruff’s debut game in Hong Kong was set in the middle of the
eighteenth century – with a French force defending a line against a
numerically superior Austrian one. The
rules used were “Age of Absolutism” written by Birmingham wargamer,
Roger Underwood, complete with battle and terrain generation modules and
army lists for each side. Elliot
showed off his Austrians and John supplied the French.
The
Austrians gained the initiative, having a ‘good’ commander while the
French, with only a ‘poor’ one, struggled to find a suitable defensive
location and when at last they did – they did not have the time to build
any redoubts.
The scene was set – together with some very Italian looking
buildings and poplar trees. The
pre-game build-up and terrain laying complete the game commenced – egged
on by a rousing round of applause from the neighbouring DBM game to
signify the first turn.
The Austrians refused their left flank, while infantry advanced in
the centre and massed cavalry advanced on the right.
The French held high ground along the centre and left with their
cavalry on the left flank.
With
typical élan, the French cavalry (3 brigades: 2 cuirassier and 1 hussar)
advanced and charged the Austrians. Unfortunately
the hussars hit an Austrian cuirassier brigade and were routed in short
order. The first line of
French cuirassiers hit the leading brigade of Austrians only to be beaten
on the dice. This left the
French left wing “shaken” and obliged to retire.
The next turn the Austrians pursued and halted, only to be charged
by the French second line cuirassiers whose commander managed to muster
sufficient “PIP”s to delay the obligatory withdrawal.
The French gained the advantage and the Austrians routed – so
honour at least for the French cavalry.
Meanwhile
the Austrian centre moved forward steadily.
The Austrian gunners were a little rusty to say the least.
Their French counterparts were much more accurate and the lead
Austrian infantry brigade soon suffered casualties.
They made it to the French line and suffered dearly in the fire
fight which followed. Seeing
the Austrians on the verge of breaking, the French infantry tested to
charge. Successfully.
The Austrian line wavered but passed the response test subject to
shooting at long range not short. With
five d20s requiring a dice 4 or less, the charge was in the balance.
The Austrians fired; one “4” forced a charge-in test – and
the charge fell short. A
desultory fire fight followed, causing the battered Austrian line to
withdraw voluntarily. The
Austrian C-in-C got too close only to be wounded when the French line
turned their sights on his HQ.
But
this was all to no avail. The
Austrian left wing advanced to engage the French right and, before long
the French had suffered 50% casualties
in
terms of elements lost/shaken commands and were forced to quit the field
– albeit in good order.
And
so the battle ended – after 8+ turns and action on almost every turn.
Unsurprisingly the Austrian numerical superiority eventually told
against the French but it was not a totally one sided victory.
The Austrians lost a cuirassier brigade and a brigade and 1 ½
brigades of infantry (3¾ Army Points out of 24 – so over 12%) – and
this could be telling in a campaign situation (indeed, another lost
brigade and the Austrians might even have considered withdrawal).
French losses in terms of routed APs came to about 5-6 APs (nearly
33%) - so the decision to withdraw was a sensible one.
The casualties in percentage terms looked right for both winner and
loser alike.
Three
DBM Battles
The first game was the warm up, which started about
1:45
pm
and
ended about
4
o’clock
.
The
main purpose of this battle is let us study the rules of DBM again.
Four players participated
players in a warm up battle, there were Cheung Kar Fai , Lawrence Ho, Philippe
Buchle and Christopher CHU.
The second DBM game started around
4:20
pm
.
James Cheung joined us after
he finished his Warmaster battle and we invited
Chris Lam to join, so we were six players, each player with his own
command.
The battle was a Post-Mongol
Samurai
Clan fight with 450 points per side. We
divided
into Red Clan and White Clan. The
Red Clan was
commanded by Philippe Buchle on the left
wing, Lawrence Ho in the centre, Cheung
Kar Fai
on the right wing, whereas the White Clan was commanded by James Cheung on
the left wing, Christopher Chu in the centre and Chris Lam on the right
wing.
Both
sides deployed in the centre masses of infantry (Reg Bd. (O) &
Irr Ax. (I)), while mounted Samurai on both wings cooperated
with attacking with the Ronin (Irr Bd. (F)). White Clan’s plan
was not unusual: hang back in the middle, chew away at the support on the
flanks, then take the enemy from front & rear, just like the tactics
of the Carthaginians at
Cannae
.
Once battle began, Red Clan advanced into attack positions. White Clan
counter attacked with their mounted Samurai, however Philippe
refused James’ outflanking manoeuvre and tried to prevent the central
break from
Chu
.
Lawrence
refused
that attack
successfully.
The centre of White Clan also
suffered many casualties and was close to break point (becoming
demoralised after 2 more bases were lost).
The Red Clan looked to pick up an easy victory.
Finally, White Clan was routed after the wing commanded by
Chris Lam was demoralised by Cheung Kar Fai.
The battle ended before
7
o’clock
.
The
third DBM game was fought between Jeff's Romans and Tony's Palmyrans, the
former prevailing after a hard fought battle.
Warmaster
Two Warmaster battles were fought between James
Cheung's Undead army and Tom Tong's Lizardmen army.
The first battle saw James' Undead army being immobilised for 2 turns. The
whole army was swept away by the Cold One Knights of the Lizardmen army
and even the Sphinx could not survive one attack (roll 1 and 2 in the
armour save).
The second battle saw James' army gaining revenge against Tom's army. The
chariots of the Undead army successfully charged the Lizardmen infantry
while the Cold One Knights were shot away by the combined might of the
Chukka and the Skeleton bowmen (the Chukka scored 3 direct hits with no
armour save and one stand of Cold One was thus removed). The
remaining Lizardmen were immobilised by the Undead's spell and could not
counterattack. The Undead then
swept away the remaining Lizardmen infantry with ease.