River Lippe
Westphalia autumn 1758 – the 3rd year of the Third Silesian War.
Most of the games at my home recently have been fighting thru Charles Grant's Raid on St Michel Campaign book. However as there were 5 of us present I decided this time to do a larger fictional game set in the SYW. The players were Colin Jack, Tim Watson. Dave O'Brien and Mr Ray Neal while I umpired. As always we used Black Powder 2 with our amended sequence of initiative moves, shooting, commanded moves and hand to hand combat.
Below are the briefings and OB for both sides and later the troop ratings. The forces were almost numerically equal but the Prussians have a serious qualitative advantage with their Superbly Drilled infantry including 3 units of elite grenadiers and more effective Cuirassiers.
In the end the game turned into an unexpectedly impressive Franco/Imperial victory. For a full account of the action see Tim Watson's blog report here:
https://moth107.blogspot.com/2021/11/one-never-learns.html?m=1
Allied Centre |
Prussian Centre Right |
ANGLO-PRUSSIAN BRIEFING
The allied French and Reichsarmee forces have gained ground on the right bank of the Rhine. They have advanced along the River Lippe cutting a major supply route between the allied Army and Prussian controlled Saxony. To counter this threat Frederick II of Prussia has despatched a force from Saxony under his brother Prince Henry to join the newly organised British subsidy detachment under Charles Spencer 3rd Duke of Marlborough.
Following a consultation the Anglo-Prussian commanders decided to capture the vital river crossing at Lunen and the nearby important road junction at Ober Beedeburg. Spies report that he French have completed a blockhouse to defend the river crossing at Lunen.
The Prussians and their allies have 3 infantry brigades including an entire elite grenadier brigade plus numerous cavalry and artillery.
Their opponents are reported to also have 3
infantry brigades with supporting cavalry, artillery, and numbers of
Croats.
British
1st Brigade
Hanoverian battalion
2 Hesse-Kassel battalions
Jaeger detachment
Artillery Battery
Prussian
1st Brigade
3 Grenadier battalions
Artillery Battery
2nd Brigade
3 line battalions
Jaeger detachment
Artillery Battery
3rd Brigade
2 Cuirassier Regts
4th Brigade
2 Dragoon Regts
5th Brigade
2 Hussar Regts
Prussian Cuirassiers sweep forward |
Great cavalry melee on Allied right |
FRANCO-REICHSARMEE BRIEFING
The allied French and Reichsarmee forces have
gained ground on the right bank of the Rhine.
They have advanced along the River Lippe cutting a major supply route
between the allied Army and Prussian controlled Saxony. To counter this threat Frederick II of
Prussia has despatched a force from Saxony under his brother Prince Henry to
join the newly arrived British subsidy detachment under Charles Spencer 3rd
Duke of Marlborough.
On receiving the news of their enemies approach the Franco-Empire commanders decided to defend a position at the vital river crossing at Lunen and the nearby important road junction at Ober Beedeburg. To strengthen their line the Allies have built a blockhouse to control the river crossing at Lunen. They have deployed an infantry unit in the blockhouse, another at Ober-Beedeburg and a light unit at the crumbling ruins of Schloss Cappenberg. The remainder of their troops are encamped to the south of that line.
The allies have 3 infantry brigades with supporting cavalry, artillery, and numbers of Croats. Spies report that the Prussians and British each have 2 infantry brigades plus cavalry and artillery.
1st Brigade
2 Irish line battalions
2 Recruit battalions
Soubise Volunteers
Artillery Battery
2nd Brigade
2 Dragoon regiments
Reichsarmee
1st Brigade
3 Line battalions
Artillery Battery
2nd Brigade
3 Line battalions
Grenz Detachment
Artillery Battery
3rd Brigade
2 Cuirassier Regts
4th Brigade
2 Hussar Regts
BELOW ARE THE TROOP RATINGS FOR BOTH SIDES
REICHSARMEE/FRENCH |
Weapon |
Type |
H_H |
Shooting |
Morale |
Stamina |
Useful
Rules |
Line
Infantry |
Musket |
Reg
Infantry |
6 |
3 |
4 |
3 |
|
Line
Infantry Recruits |
Musket |
Reg
Infantry |
5 |
3 |
5 |
3 |
Freshly Raised or Levy 4+ |
Grenzers
(small) |
Musket |
Reg
Infantry |
4 |
2 |
4 |
2 |
Marauders, Skirmish |
Irish
Infantry |
Musket |
Reg
Infantry |
6 |
3 |
4 |
3 |
Tough
Fighters |
|
|
|
|
|
|
|
|
Cuirassiers |
Sword |
Cavalry |
8 |
— |
4 |
3 |
Hvy
Cav +1 |
Dragoons |
Sword |
Cavalry |
7 |
-- |
4 |
3 |
|
Hussars |
Sword |
Cavalry |
6 |
-- |
4 |
3 |
Marauders |
|
|
|
|
|
|
|
|
Artillery |
Artillery |
Smoothbore |
1 |
3-2-1 |
4 |
2 |
|
Battalion
Guns |
Light
Artillery |
Smoothbore |
1 |
2-1-1 |
4 |
2 |
|
Other small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by 1.
Skirmish Can adopt skirmish formation
Reliable Add1 to Command Level
Levy
X+ Need to roll off disorder at
end of their turn by rolling X+
Freshly
Raised Test when first in action see
page 102
Marauders Ignore command radius
Tough
Fighters Reroll 1 miss in HtoH
PERIOD SPECIFIC HOUSE RULES – mainly from Last Argument of Kings
Cavalry which become Disordered by closing fire retire disordered one move.
Infantry
in combat with cavalry get a +1 combat resolution if they have a flank which is
secure against cavalry even if the flank is not supported by a friendly unit,
The flank is secure i.e. by a building or terrain impenetrable to cavalry.
Artillery,
other than battalion guns, once deployed cannot be manhandled or relimbered but
can turn in place as move.
Infantry
in line cannot use more than 2 moves.
Prussian |
Weapon |
Type |
H_H |
Shooting |
Morale |
Stamina |
Useful
Rules |
Guards/Grenadiers |
Musket |
Reg
Infantry |
7 |
3 |
4 |
4 |
Elite 4+, Superbly Drilled |
Line
Infantry |
Musket |
Reg
Infantry |
6 |
3 |
4 |
3 |
Superbly
Drilled |
Allied
Infantry |
Musket |
Reg
Infantry |
6 |
3 |
4 |
3 |
|
Freikorps |
Musket |
Reg
Infantry |
5 |
3 |
5 |
3 |
Freshly
Raised or Levy 4+ |
Jaegers
(small) |
Musket |
Reg
Infantry |
4 |
2 |
4 |
2 |
Skirmish, Marauders |
|
|
|
|
|
|
|
|
Cuirassiers |
Sword |
Cavalry |
8 |
— |
4 |
3 |
Reliable,
Hvy Cav +D3 |
Dragoons |
Sword |
Cavalry |
7 |
-- |
4 |
3 |
Hvy
Cav +1 |
Hussars |
Sword |
Cavalry |
6 |
-- |
4 |
3 |
Marauders |
|
|
|
|
|
|
|
|
Foot
Artillery |
Medium
Artillery |
Smoothbore
|
1 |
3-2-1 |
4 |
2 |
|
Battalion
Guns |
Light
Artillery |
Smoothbore |
1 |
2-1-1 |
4 |
2 |
|
Other
small units reduce Hand to Hand by 2, Shooting by 1 and Stamina by 1.
Elite
X+ Rally of disorder at start
of their turn by rolling X+
Freshly
Raised Test when first in action see
page 102
Levy
X+ Need to roll off disorder at
end of their turn by rolling X+
Hvy
Cav +D1/3 Add1/3 to combat result
resolution
Marauders Ignore command radius
Reliable Add1 to Command Level
Skirmish Can adopt skirmish formation
Superbly
Drilled Get a free move if they fail command like march columns
Prussian line attack the village but are held |
Wild Geese tough fighters hold and eventually push back the grenadiers |
Great looking game. How does BP work for these games, including your mods (which are similar to ones I’ve been considering)?
ReplyDeleteI have used BP since they came out. A long time ago my group adopted the amended turn sequence i.e. initiative moves, firing, commanded moves, hand to hand which we think greatly improves the game. You can actually see the effect of your firing before you order charges. Please have a look at my Black Powder House Rules in my blog pages. Any questions email me at bill26048@hotmail.com
DeleteGreat looking game!
ReplyDeleteChristopher
Thanks - glad to be back posting some updates
DeleteI thoroughly enjoyed your post! Great game.
ReplyDelete