27 kwietnia 2025

Muskets and Tomahawks: There are too many to kill them all...

Muskets and Tomahawks used to be a very popular game system in our club. Over time, other rules captured our attention, and we gradually forgot about it. I must admit that I missed the announcement of the second version of the rules. However, that changed this Sunday when Mike proposed a game using his impressive collection of 60mm miniatures from JJ Design. This time, he nearly used his entire collection, which was truly remarkable!








SCENARIO: Mike Evans
UMPIRING
Mike Evans
SCENERYMike Evans
FIGURES & MODELSMike Evans


1. Forces.





FRENCH
(Bartek)

1 x Regular Officer
1 x Regular Infantry (10 figures)

1 x Irregular Officer
2 x Irregular Infantry (6 figures)

2 x Native Warchief
2 x Natives (6 figures)







BRITISH
(Michael)

1 x Regular Officer
1 x Regular Infantry (Elite, 6 figures)
1 x Regular Infantry (11 figures)
2 x Regular Infantry (8 figures)

1 x Irregular Infantry (9 figures)

1 x Provincional Officer
1 x Provincional Infantry (6 figures)

1 x Militia Officer
1 x Militia Infantry (11 figures)










2. The Game.

Our forces were not evenly matched. Mike aimed to have as many figures on the table as possible, rather than creating a balanced force. As a result, we had fewer French troops, which was both a disadvantage and an advantage. We played a basic scenario to capture objectives. There were a total of five objectives, which Mike placed on the table fairly evenly.







The rules have evolved significantly compared to the previous version. This time, there is no single deck of cards from which specific types of units are drawn sequentially. Instead, you start with three cards (or more in certain situations) in your hand, which you can activate in any order. Additionally, you may also have the opponent's unit cards in your hand, which you can activate as well. Doing so allows you to earn extra points that can be spent on additional actions. These actions usually cost between one and four points. The remaining rules have stayed the same, or I may not recall any additional changes.






The French initially had a few successes. The Indians captured one of the objectives, and my irregular troops managed to drive the Provincial Infantry off the battlefield. Michael had an unfortunate series of morale rolls that day, and I believe he only rolled high enough during the entire game to avoid suffering any consequences.






Subsequently, the British achieved a series of successes, primarily due to their numerical superiority. However, they managed to secure four additional objectives. I needed to adjust my tactics and adopt a more aggressive approach, which turned out to be a very effective solution.






The solution was hand-to-hand combat. First, my Indian forces attacked a unit of Scottish infantry and successfully destroyed it. Next, my irregulars targeted another unit of British infantry, forcing them to retreat. Finally, my Indians eliminated a unit of militia. As a result, I had more objective markers for a short period. However, that advantage didn’t last long...








There were simply too many British troops, and as soon as one unit was eliminated, another immediately took its place. The intensity of their fire created considerable confusion within my ranks. While I managed to maintain control on my left flank, where I achieved a decisive victory, the situation in the centre and especially on the right side of the field began to grow critical. The British launched a strong attack.







The first attack was successfully repelled, resulting in the elimination of a British infantry unit. However, an irregular infantry attack on my Indian forces led to their defeat. My chief decided to go on the offensive alone and was also killed, but not before taking down another British soldier. Ultimately, this was the only unit loss I experienced in the game, as an officer is considered a separate unit.








By eliminating the Indians and their chief, the British regained the upper hand in controlling the objectives, maintaining this advantage until the end of the game. As the game progressed, I achieved another success on the battlefield. One of the British soldiers was promoted to officer, but he and his entire unit were eliminated shortly thereafter. Despite successfully eliminating a significant number of enemy units, I ultimately lost the game by a score of 2:3, as I was unable to control enough objectives.







I enjoyed the new version of the rules. This time, players have more influence over the activation of their units. You no longer have to wait to select the right card from the deck; instead, you can use additional points to activate your units. I don’t clearly remember how the rules for shooting and melee combat changed, but they were quite straightforward. The same applies to morale and related issues. Overall, the game was very engaging, and seeing the entire collection of Mike's figures on the table further enhanced the enjoyment. We will return to these rules.


3. Links.

SESWC:

To be updated soon...

MICHAEL:

To be updated soon...

FLICKR:

https://www.flickr.com/photos/asienieboje/albums/72177720325618554

25 kwietnia 2025

Black Powder: Estrellitz 1813.

It is another game using the Black Powder rules and the Clash of the Eagles supplement. The setting is Czechia in 1813, near the fictional village of Estrellitz. A Polish army division has encountered an Austrian force occupying two fairly large hills. The game's objective is to capture these hills and potentially seize the town before reinforcements, alerted by the battle, arrive. I have prepared a game scenario loosely based on one of Charles Grant's scenarios. 





SCENARIO: Bartek Żynda, Charles Grant
UMPIRING
Bartek Żynda
SCENERYMichael Schneider, Bartek Żynda, SESWC
FIGURES & MODELSMichael Schneider, Bartek Żynda


1. Forces.




DUCHY OF WARSAW
(Bartek)

CinC (9)

1 x Heavy Gun (Veteran)
1 x Field Gun (Veteran)
1 x Horse Gun (Veteran)

1st Infantry Brigade

General de Brigade (9)

6 x Infantry Battalion
2 x Regimental Gun Battery

2nd Infantry Brigade

General de Brigade (9)

6 x Infantry Battalion
2 x Regimental Gun Battery




AUSTRIA & PRUSSIA
(Alasdair, Michael)

CinC (8)

1st Austrian Infantry Brigade (Hungarian)

Brigade General (8)

1 x Infantry Battalion (Large, Veteran)
1 x Infantry Battalion (Large)
1 x Jägers Battalion
1 x Field Gun

2nd Austrian Infantry Brigade (German)

Brigade General (8)

1 x Infantry Battalion (Large, Veteran)
1 x Grenadier Battalion (Large)
1 x Infantry Battalion (Large)
1 x Jäger Battalion
1 x Field Gun

REINFORCEMENTS:

Prussian Infantry Brigade

Brigade General (8)
Adjutant

2 x Infantry Battalion
1 x Fusilier Battalion
1 x Field gun

Austrian Cavalry Brigade

Brigade General (8)

1 x Cuirasier Regiment (Large)
1 x Dragoon Regiment (Large)








2. The Game.

Before the game, Michael and I agreed to an 800-point game. In designing my army, I decided to focus on artillery and infantry, completely ignoring cavalry. So far, my cavalry had been a mere shadow of the Austrian cavalry. I used Charles's scenario as a basis for the game, making some slight modifications. Before starting, we rolled a die, and the winner could choose to be the attacker or defender. I won and chose to attack. The defender then had to place half of their army on the hills, while the other half would enter the table from the second turn through the town. Scoring was as follows: a player would earn 10 points for controlling a hill, along with the usual points for destroyed units. However, if the Poles managed to capture the town, they would win the game regardless of the scoring. I didn't really count on capturing the town, so I primarily focused on securing the hills.





I pushed forward with momentum. Movement in the attack columns is rapid, but it exposes us to deadly fire, particularly from large Austrian units. Their cartridges have an additional die at point-blank range for the first shot, which means they can roll up to 5 dice instead of the usual 3. Fortunately, I was supported by the Mixed Formation, and my Voltigeurs effectively covered my columns.





In my first attack, I targeted the hill occupied by the Hungarians (commanded by Alasdair). Their Jägers managed to retreat, but this left the rest of their units exposed. My infantry launched a decisive attack on them. After a rather bloody melee, I successfully eliminated their veteran unit first, followed by their cannon, and ultimately destroyed their last unit. As a result, the entire Hungarian brigade was defeated. I did, however, pay a price for this victory, losing one battalion and several shaken units in the process. Nevertheless, the hill was now mine. The Austrian cavalry attempted to mount an attack, but I was able to strategically arrange my units into squares, successfully averting the threat.











The hill occupied by the Germans turned out to be much more difficult to conquer, as they had one additional unit compared to the Hungarians. Michael was in command at this location. Initially, he positioned his Jägers on the flank to defend their positions. This left my attacking units vulnerable to flanking fire during the assault on the hill, which I could not allow. Therefore, I directed my first attack against them. The Austrian light infantry was not equipped for hand-to-hand combat and quickly fell to the Polish infantry. Following this, the melee on the hill began. My artillery provided support, and gradually, we pushed the Austrians off the hill bit by bit, but I was unable to dislodge them completely. Throughout the remainder of the engagement, the Austrians resisted my soldiers valiantly, and I could not push them off their positions entirely. Nevertheless, both sides suffered the consequences of the fierce fighting, with several units left in a shaken state.










After capturing the "Hungarian" hill, another challenge emerged as a fresh Prussian infantry brigade approached. My units, already battered from the previous fight, engaged the Prussians and successfully forced them to retreat. However, this manoeuvre created a gap that allowed Austrian dragoons to seize the hill, which meant I would not earn points for capturing it. The game had to be decided based on points for destroyed units.








The Polish forces suffered the loss of one infantry battalion, while four others were left in a shaken state. This resulted in the Austrians receiving 2 points for the destroyed unit and 1 point for each shaken unit, totalling 6 points. Meanwhile, the Poles also accumulated points. They scored 8 points for two destroyed large units, 4 points for two destroyed Jäger units, and 2 points for two destroyed cannons. Additionally, they destroyed an entire brigade, earning another 5 points. The Poles also caused two large Austrian units to become shaken, which awarded them 4 points, and one Prussian unit to become shaken, which added another point. In total, the Poles amassed an impressive 24 points, while the final score of the battle was 24:8!





3. Links.

MICHAEL:

To be updated soon...

SESWC (Campbell):

FLICKR:

https://www.flickr.com/photos/asienieboje/albums/72177720325485612