Erik E

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  • #173058
    Erik E
    Participant

    Charge The Guns –

    Oh, I cannot believe I did that…I know better. The Cornishmen just experienced 19th century artillery fire (smacks forehead and hangs in shame). I got too excited to play my first game in over a year and did not read the main rule book again prior. Yeah, that would have made a big difference.

    One quick observation. This is quite good as a solo game the more I played it as the Parliamentarians do rather receive the Royalists with the exception if they chose to use their cavalry. I did not, but others might.

    Advice please: Do you think the Royalist flank Commanded Shotte I should have treated as skirmishes for this scenario only or handled the way I did?

    Thanks again…..I suspect I made a number of other rules errors! LOL!

    Erik

    #172947
    Erik E
    Participant

    Part 5: Observations:

    I have no doubt I committed more than a few mistakes, a tremendous number of tactical stupidities, and outright dense moments especially having to stop and read rules that I had long since forgotten. Having written that, it was a wonderful game and highlights how much fun Pike and Shotte is to play and how friendly it can be when playing solo especially if you have to stop and start for work or health reasons. I did have a number of scenario questions which may be answered elsewhere or are very obvious to those who know the history of Hopton and Waller’s battles.

    I do intend to try this one again after the New year after getting some more hedges, figuring out what should or should not do about the trees/woods, if Commanded Shotte matters in those woods, and is there anything one should do about the Shale Pits.

    But..big question is whether it would have mattered being in Column of PIke? I suspect it would have. I think this Royalist commander was too timid and intimidated by all those guns….
    Only way to know is to play it again!

    Thanks for the suggestions and happy gaming. Be safe for the holidays and be careful on the roads!

    #172946
    Erik E
    Participant

    Part 4:

    Then Hopton’s and Grenville had their chance and charged. Both hit Parlimentary foote units and I had NOT placed them Column of Pike. Grenville’s pike inflicted more casualties and by goodness if Cooke’s foote rolled an “11” and Held their ground though “Shaken”. Then, Hopton’s Foote did the exact same thing with Cooke’s other foote (though, in retrospect, I may well have forgotten to reroll a Tough Fighter die) and the Parlimentarian rolled a “10”, but he too was shaken.

    So, neither Cornish Pike unit had broken through, but both of Cooke’s foote were crippled and they could not disengage (the rule in Pike and Shotte says they have to fight to a conclusion) especially as one unit was in between the improvised works (note: I did wonder if the unit behind the other works could have pulled back, but could not find that in a rule).

    Desultory fire from the commanded shotte on the Royalist flank finally sent off the Parliamentarian Dragoons but it was so late in the day that it was rather an after thought. A second Shotte finally broke another of Cooke’s shotte but, again, it was an isolated unit so nearly did not matter.

    Waller’s Parlimentarian turn was more setting up for what would be the moment after his center units broke. His commands rolls and those of his other troops was largely to move artillery into position to fire on the Cornish pike once they finished off Cooke’s foote, Haselrig’s Horse closed up and moved into position to charge and Cooke’s pike lined up either side of the dirt road ready to engage in case of an advance by Hopton’s men.

    With the Royalist turn, it was totally expected. The Cornish pike annihilated the wrecked foote, but both were able to put one unsaved (even with stubborn) hit on the pikemen which caused both to be shaken. Neither advanced….and were unable to pull back.

    The Parliament turn was what you would expect. Grenville’s pike block was destroyed by artillery and foote fire. Hopton’s was horrendously hit but somehow managed to retire two moves disordered but still not be destroyed (rolled an “11” even with all the negatives…..and with stubborn).

    Needless to say, the game was over with both Royalist Battalia’s wrecked.

    Part 5: Observations

    #172945
    Erik E
    Participant

    Part 3:

    The Hill bristled with fire as five units (all with first fire bonus), 2 light guns and 2 medium guns) unleashed on the two Cornish Foote. Stubborn rule did help with the one save, but it was a forgone conclusion. Each was disordered, had six hits (odd both had the same) and suffered artillery casualties. That was a lot of negatives when rolling break tests. Both were removed from the table….

    The next turn witnessed a Royalist moment when both commanded shotte flanks cleared the woods and advanced to the improvised works, but the middle pike blocks were unable to make sufficient rolls to close for the charge. With no doubt that all the artillery and five units with “first fire” still available, the Maurice moved his cavalry as far as possible which just managed to cover the front of the Cornish pike.

    But….that was 11″ away from the line of works…

    The Royalist Commanded Shotte and two light guns did manage to cause some damage to various Parliamentarian shotte units but more the 1 or 2 hit variety rather than disordered, especially on any of the artillery.

    The next turn was devastating by Waller’s men was devastating. The guns cut down two of Maurice’s cavalry units and another was equally shaken by very lucky combined shotte. The commanded shotte attacking the flanks were only somewhat repulsed, with the only consolation that Royalist could claim was the last “first fire” had finally been spent.

    By the end of the turn, Maurice had two horse units break, one retreat into disorder and his battalia was broken for the game.

    Next Part 4:

    #172944
    Erik E
    Participant

    Part 2:

    The Parliamentarians had those Dragoons on both flanks and they would get a few lucky shots which would cause additional disorders, again, slowing down the commanded shotte on the Royalist flanks. But, perhaps it was an accident with the way I had placed the table, but the hedges where the Cornish Foote were placed now were within range of the medium guns of the on the platforms (rules for the scenario) and even long range fire against light cover, a hit was still -2 morale. Stubborn rule still meant needed that natural “6” which was elusive and it become painfully clear that having now allowed the shotte to be separated from the pike was a disaster. They needed to move up now before was fire was available was destroyed.

    (By the way, it was a reminder of just how much fun Pike and Shotte is – even though I have been out of gaming for some time and clearly had made a horrendous mistake, rusty with the rules, etc., the game was turning into a mess, but was there any way to retrieve it?).

    The Royalists finally succeeded with some command roles with their wing commanded shottes moving forward to engage the first hastily arranged works, but those Parliamentarians have two “first fire” instead of one where the Royalist had none! In the center, still too nervous of the amount of fire the hill presented, I decided to use the “Follow Me” order on one pike block with Grenville and did the same with the army commander Hopton (probably a poor option, but it was what came to me at the time). Issuing commands to move forward as far as possible (it was not possible to charge), both commands managed two moves but lost the 3″ crossing the hedges (using the option rule in Pike and Shotte). Both Cornish Shotte had moved slightly forward more which ensured that they would be targeted priority (1/2 range rule – I had forgotten this until I read during the shooting phase). The Royalist horse only managed one move…..

    Post as part 2.

    #172943
    Erik E
    Participant

    Got lost trying to find access here for posting – sorry for this being so late.

    Replayed the battle which was my first game in a year and this was a solo effort. First thing I did discover is I could use more hedges (LOL!). I also am a bit confused on what to do with the Royalist Commanded Shotte on the right and left flank infantry battalia that start in the woods. Are the woods significant enough to be only for skirmish order troops or are they more for show? Hmm…I was really not certain how to handle so I went for a bit of a compromise and attempted to extricate the royalist commanded shotte from the woods as fast as possible, gave them a -1 command roll for being there, and a natural “6” on a D6 would be a disorder. Not certain if that was too much or too little….

    The 12’x6′ table was a great choice and I thank you both for the suggestion. Great look and started the forces 30″ apart which added quite a bit to imposing view of the Cornish forces trying to climb the hill.

    How did it play? I allowed the Royalist to go first and that was when the hard decision began. Do you put those two large pikes in the column of pike blocks to get the extra command but then have that +1 risk of being hit by fire? Yep…I caved. I did NOT put them into two stands wide by three stands deep….

    And for three turns straight…I rolled 10s or 11s (LOL!). Yep…those fantastic pike blocks stayed right where they were and looked great doing it (LOL!).

    Meanwhile, the Cornish Shotte on either side moved up tentatively to the hedges and waited….

    Those Royalist Commanded Shotte on the flanks were largely slow (well, I rolled badly) or had a disorder and failed to get much movement. They did inch forward, but lagged behind as well.

    But, someone forgot to inform the Royalist cavalry of Maurice that they were not needed in an aggressive fashion. I flippantly said (well, solo gaming out loud speaking!) “just move up as far as you can”…..and to my shock I rolled “2” for the command roll. Yep….all “36” of five units of horse come half way forward across the table and right up behind the Cornish Pike!

    Post this as part 1.

    #172262
    Erik E
    Participant

    Thank you very much Charge the Guns and I have started the terrain set up this morning. I plan to game and provide and update by the end of the week. Appreciate the help. Oh, I assume that the Royalist horse would be using the 1643 “Local Horse” rating based on performance (referring to two websites – not overly familiar with more detailed books)?

    Erik

    #161703
    Erik E
    Participant

    Good Morning –

    Thought I would add something else today just for additional observation. The Last Argument of Kings has that deceptively crafty rules on battalion guns being attached and movement. In solo games, I have found that rule to be a real challenge in the fun way! If you get that command role of 2 moves, when is it worth surging forward the full moves recognizing you cannot take the battalion gun with you (it can only move one). That is a simple by real moment of decision. Oh, quick thought. I’ve read some other folks who have had some of the battalion guns as 1/1/1 if the historical army was particular weak so giving that a try might be of interest too. Also, for mounting purposes, I was able to get a gun and two crew men on the same size base as four musketeers so it is an easy means of keeping the battalion guns separate from the main artillery.

    That is another fascinating area: In most of the games I have had the pleasure to play, there is that 1st or 2nd turn when attacking forces will block the main heavy or medium artillery. In many games, I never did move them forward (lack of command rolls or guns were too heavy) rendering them rather useless. That again made the decision on when or if to keep the battalion guns with the main units a vital decision.

    And those Prussian Grenadiers having a battalion gun every 2 or 3 units are a daunting prospect especially if your force has poor command dice!

    Best of luck gaming!

    ERik

    #161525
    Erik E
    Participant

    Mark and Invisible Officer – shall I start another subject on solo gaming and the various items I found when gaming the Last Argument of Kings with the scale I’m using to keep the original post mostly on the Grenadiers? If so, let me know and I’ll get on that.

    On using the Prussian Grenadiers as Small units, having them as 3 stamina, elite units was a significant moment for the game. While losing a bit with the fire power and hand-to-hand, having a decent chance of recovering from disorder worked well with the Stubborn rule. If a regular Foot unit has 3 stamina and so does a small Grenadier unit, then there is a real incentive for the Prussians to WANT to use the units to attack and keep attacking (in my case, I kept wanting to get that feel of the first line attacking at Zorndorf and could not quite get it right – but the small Prussian Grenadier units made it work). My initial thought of “well, this won’t work, they don’t shoot as well and don’t attack as hard” was soon shown to be wrong in the solo game as playing the Russian side I knew it was vital to stop that specific attack. THAT felt right to me.

    Again, please see what you think. I’m playing solo and get a lot of different looks and options to try (well, playing both sides does that!) but not having an opponent I could be missing the obvious.

    Hope this helps and happy gaming!

    Erik

    #161485
    Erik E
    Participant

    Prior to the great sprinkler flood of the game room this winter, I had been playing a lot of the Final Argument of King solo games and had altered the scale slightly which happened to make the Prussian Grenadiers work well for the games I was doing (Zorndorf, Kolin, Mollwitz twice each).

    For each two actual battalions at the real battle, I was using a standard sized unit of infantry. That seemed to work well enough and allowed for some fun with some of the Large unit 3 battalion units of Austrians at Kolin and Observation Corps Russians at Zorndorf.

    For the Prussian Grenadiers, I tested a couple of different methods on the table and decided to make each (say the 1/13 and 4/16) as a small unit. Gave them Elite and Stubborn. In some cases Valiant – you get the idea. Take away or add whatever you desire. While the fire power was less (and the platoon firing I was mixed on as I really rather liked it during the SYW even though not necessary from what I recall in the supplement) and the hand-to-hand rating being lower, the Prussian Grenadiers being these small, tough, packets scattered as assault formations do actually….work. I was shocked.

    Where the loss of a large unit in a line can be devastating as a huge hole is hard to fill, the presence of small units of elites is more difficult to deal with than I would have thought and if combined with battalion guns at 1 for every 3 units, there are a lot of decisions to make.

    Lots of fun. Hope this helps.

    Erik

    #159659
    Erik E
    Participant

    Charge the Guns –

    I cannot, honestly, cannot thank you enough for those links. Please accept my sincere appreciation for taking the time to post the documents and I will be making it my mission to play that spectacular game as the first kickoff of the repaired game room..well…whenever this place ever gets finished!

    Thanks you from the bottom of my wargaming epic desires!

    Erik

    #137856
    Erik E
    Participant

    Hi Mr. Mathews –

    I do indeed have the hardback rule boo. I had been looking at the two supplement books Xilos and Chryseis Shard. Do you recommend those as I’m going with your recommendation of the Kar’A Nines set. Please let me know on the supplements and I’ll order.

    Thanks again for the help!

    Erik

    #137849
    Erik E
    Participant

    As a solo gamer, sometimes these battles do take some time to complete, but wanted to update the action (thank you for the very helpful ideas which I incorporated).

    The game started off with a die roll to determine the opening side. For the first time, the Swedes/Saxons had the first turn.

    The king advanced the entire force of the right wing (Baner’s) including the three units of commanded shot and was able to get the Finnish cavalry along with the two Swedish cav behind the shot. Shooting was pretty ineffective, but both of Pappenheim’s Cuirassiers were disorderd.

    In the center, the right hand Swedish unit (I used the Blue Regiment) advanced with its attached guns and proceeded to pound Tilly’s commanded shot with multiple casualties and disorders. The left hand Swedish unit did not move.

    Horn’s force on the far left moved around a bit to get the commanded shot into the front line of the hill, but moving the two cavalry units was beyond his ability.

    And…George’s Saxons only had one move of his foot before a command roll of 11 put an end to that.

    The Imperials turn next.

    #137848
    Erik E
    Participant

    As a solo gamer, projects can be large efforts as doing “both sides” can take some time! I have a host of items to get, but actual armies I would like to do next area as follows:

    Landskenecht range for the Pike and Shotte scenario in the rules book. Wars of Religion I may well do too.

    Napoleonic Russians to go with the other armies.

    Bolt Action French and early war Germans.

    and for non-historicals, the Gates of Antarres has appeal with the new dronescourge range though I don’t know which other side(s) to get.

    I have a lot of other periods to add too!

    Erik

Viewing 14 posts - 1 through 14 (of 14 total)