Battle of Austerlitz

6mm Blucher

A few members of the Swindon and District Wargames club have played Blucher over the last couple of years and there are now a wide selection of armies available.

In March 2017 Peter David and I had a go at refighting Austerlitz using the rules. There is an extensive library of scenarios available produced by fans of the rules, some of them produced in a really professional manner. I found one which suited what we had in table size and units. Peter chose to be the Russians and Austrians given he had recently received a beautifully painted Austrian army, whilst I took the French.

We had a great game and we had to call the game to a close due to time, more due to us faffing around and wasting time rather than the scenario being too long for a single day play.

For the Kingdom

A variant for Richard Borg’s Battle Cry covering the English Civil War, which will also be familiar to player of the Commands and Colors games and their variants.

The Swindon and District Wargames club was invited to run a game at the annual Devizes ‘Attack’ Wargames show. Given that Phil and I have fairly extensive English Civil Wars armies in 28mm we thought it would be a great opportunity to dust off the figures for a game.

I suggested that we keep the game simple, with the view to being able to run multiple games to conclusion on each day whilst being able to talk to anyone interested and perhaps getting them involved. There are a substantial number of rules readily available, but few really seemed suitable for these key criteria. I proposed to use a the Richard Borg mechanisms from Battle Cry and develop an informal variant for our English Civil War project.

To keep up the interest across the two days Phil suggested running the games as a series of linked battles in an ongoing campaign, and duly set to work creating a nice simple campaign system to generate the battles. Using the game’s banner board Phil created maps where forces were shown moving as battles were fought. The campaign system was elegant in its simplicity and allowed us to play over 12 games on the two days.

Colonial Diplomacy – SAD Campaign Turn 2

the delayed 1872 turn results are now available.  I believe that I’ve captured the turn orders correctly, but if you spot any serious mistakes place let me know before Saturday.

I believe that everyone captured at least one additional supply area, though some acquired somewhat more.  Would you all please sen me the unit type (army or navy) and the location where the new units will start from by the end of Saturday if possible.

 

Russia +1 (Seoul)

France +2 (Canton & Bangkok)

Ottoman +1 (Persia)

Dutch +2 (New Guinea & Sarawak)

Japan +1 (Formosa)

China +1 (Mongolia & Assam, but lost Canton)

Britain +5(Sudan & Karachi & Bengal & Kashmir & Malaya)

Blucher

Recently I’ve been trying out the Blucher rules from Sam Mustafa’s Honour set of rules.  It has been a welcome change to dust off my old 6mm armies and retake them to playing Napoleonic at a higher level of game than they were previously employed at.

 

Blucher is a strategic war game where the smallest unit is effectively a brigade.

Colonial Diplomacy – SAD Campaign Turn 3

There were a smattering of conflicts as the empires met in South East Asia.  China, France, and Britain all testing the others resolve along the Chinese borders.  Elsewhere Britain continued to paint the map pink (or dark blue in this game).

Elsewhere we saw France move into the Philippines and Russia managed to secure Fusan and mobilised in Central Asia.  The Ottomans moved back in to secure Shiraz and advanced into Romania.

If you see any errors please let me know and I’ll endeavour to correct them Friday.  I hope to have the map updated Friday as well.

Turn due;

17th December (turn 4 1876) – Supply turn

28th December (turn 5 1878)

Remember that next turn will have a ‘Military Adjustment Phase’ (supply point) at the end of the turn.  Please remember that you only gain control of new areas for 1874/1876 if you hold them with units at the end of 1876. (see 8.2 Control of Colonies)

Results update edit to reflect Japan fleet bounce back from Yellow Sea

Colonial Diplomacy – SAD Campaign Turn 1

1870 saw the opening moves of the war in the Orient.  Most players have sought to capture the many neutral supply points around the map, though France has decided that going on the offensive from the outset is the way to go with the capture of Canton from the Chinese.

Most player orders were successful with the exception of the British and Dutch fleets bouncing from the Java Sea.

If you see any mistakes on my behalf please let me know so that I can make the appropriate corrections before the next turn.

Many thanks to everyone getting your turns back to me ready for Monday.  I appreciate that there were many teething problems, but that is only to be expected.  I intend to provide ‘interpretive’ support for your orders for the next turn, so hopefully I’ll catch the funny moves again.

The next turn is 1872, and is a supply turn.  This means that any new supply points which you have captured AND HOLD at the end of this turn will enable you to build new units.  Please read section 8.0 the Military Unit Adjustment Phase for the rules but the main points to be aware of are that for each point you hold on the map you can support one military unit.  If you hold more points than you have units on the board then you may build additional units (conversely if you hold less then you will have to remove units).  New units can only be built on your original starting points, and remember that any region can only ever hold one piece, so even if you are allowed to build units, you won’t be able to if all of your starting points are occupied.

Hopefully I’ll have a map ready soon, but in the meantime here are the player orders and results.

Colonial Diplomacy – SAD Campaign

The date is 1870 and an ominous thunder is heard in the East.
 
To all Colonial Empires. The game will kick off tomorrow, with the first turn order submissions being due by Monday (3rd October) evening. Hopefully this will give Dan enough time to settle in…
 
As this is the first time of playing for many of you I am happy to accept both long hand orders as well as the normal game short hand. Please try and avoid any ambiguities, and always be specific about who and where you are providing support to. I will endeavour to be helpful.
 
The special rules for the Trans Siberian Railway and the Suez Canal are in play for this game.
 
If you have any questions please let me know. 
 
Cheers
 
Warren

For Queen and Company – short status update

A couple more trial games were held at the club which has resulted in more tweaking and a couple of revisits to basic mechanisms.

The D10 is staying and most of the combat and shooting seems to be stable.  Movement may be adjusted slightly as well as some unit special rules.

I’ve received confirmation for the licensing of the images as well as sourced a few more so will hopefully be able to add them into the new draft.

I still need to get some decent maps done, along with appropriate images for the illustrations and examples, so still a fair bit to do.

SAD Dredd League kicked off and going strong

The SAD Dredd League kicked off with 7 players managing between 2 and 3 games each.

The second meet took place last week but turned into a large multiplayer game of judges against the undesirables.  John Alpha and his cutie mob joined forced with Ma Balls and her Ape posse.  Against them were ranged the Judicial might of Simon and Allan.

Allans forces were soon put out of action with my Apes following after the demise of Ma Balls.  Simons Judges looked to be in the winning position until the true nature of Johny Alpha was determined and he slowly whittled Simons forces down with the assistance of the few remaining apes.

Eventually it was a close thing but Alpha eventually killed Dredd and the remnants fled the field.

It was a great game and I am looking forward to having a few more large multi-player Dredd games in the future.