Showing posts with label Maurice. Show all posts
Showing posts with label Maurice. Show all posts

Thursday, May 26, 2022

Muskets for Vicky

 Hi all,

Last year, Queen Vicky's day saw a solo game of Pikeman's Lament.  This year, we have a (slightly belated) game of Maurice against an actual opponent!  Having a rare sunny, but not too windy, day here in the wilds of Atlantica, I lured the Juras up to Casa Monkey for a trial game, using my old 6mm stuff.  I took the glorious French, he took perfidious Albion, and the fife and drum played while the dogs chased each other around the back yard.

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Photos generally taken from Albion's perspective - thanks, Jura!

As this was a learning game (he'd played some of Sam M's games before, but not Maurice), I kept it simple.  We skipped the set-up phase, I put his Brits in a defensive position with the French attacking, all units were Trained, and we limited ourselves to one National Advantage and one Notable apiece.  


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British and Hanoverian lines


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The glory of France arrayed


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B&H horse.  I think these were the impetuous ones.


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Highlanders, garrisoning a random town.

With a selection of notables from which to choose, Jura opted for Cameron von Muller, whom he promptly attached to his artillery, and familiarized himself with his NA, which gave him an advantage on defense.  Handy, as he was defending ;)

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I took my old stand-by Augustus von Thiesling

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And for the French, a la Baiyonette!


Opening moves of the game, after an indecisive bombardment by both sides, was a lumbering advance by the French infantry towards the nearer of the two villages, countered by what should have been an entirely predictable event.


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As long-time readers of the blog may recall, it's become something of an institution that whenever I play Maurice, I inevitably have the "That's not on the Map!" card played against me.  The tradition was upheld this game, in that Jura used an Intelligence card to pluck it from my hand, and promptly played it against me, dropping a rather inconvenent bog right in front of the advancing French infantry.


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That card.  That damned card.

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Now we have to do it the hard way.  And under fire.

This rather suddenly stalled what would, no doubt, have been a epic to be sung for the ages, as my infantry now had to negotiate the bog on their way in.  Activations in Maurice are by "forces", which are composed of the same class of unit (eg., infantry), in the same kind of terrain.  Dropping the bog meant that every time a unit advanced through it, not only did that unit become disrupted (which would require activations to rally), but also that the said unit would now comprise a different force.  This slows things down quite a bit ;)

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Cavalry move to threaten the flank


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But are repulsed

I got a bit of revenge when Jura advanced his cavalry to threaten my infantry milling about in the centre.  I played a "Heat of Battle" card on them, prompting a rather rash charge through rough ground (a ploughed field)  into the front of my infantry.  Bear in mind, Maurice is an 18th game; these are NOT Napoelonic cavalry, and disrupted horse (because of the bad going) attacking a prepared infantry line (pew-pew), don't tend to fare well.  His didn't, anyways ;)

I then made the cardinal error of NOT removing that card from the deck (which is an option), and on the reshuffle, Jura drew it, and played it to make one of my infantry attack his garrisoned unit.  Not quite as disastrous a result, but it still threw me off ;)

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Sauce for the goose


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Trying to bring more fire to bear on the garrison.  Didn't help

After the attack on the garrison degenerated into a musket duel (with the advantage to the dug-in troops), I finally managed to negotiate the bog with a few infantry regimaents.  With the day coming to a close, I pushed forward a poorly coordinated attack in the centre (mainly because I wanted Jura to see what an infantry clash would look like).

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I believe the officer in command of this attack was a certain "LeRoi Jaunquins"

Battered and disrupted on the way in, raked by musket fire, my poor lads were no match for a counter-charge by the English, who dispersed the two leading regiments.  While we still had some time in the game, and both armies were some ways away from breaking, real-world time constraints, and the lack of tactical options (it would take a while for me to coordinate a cavalry attack) led me to ask for terms, which were offered in a most gentlemenly manner by my opponent.

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Jura seemed to enjoy himself, and has been searching out a copy of the rules, which has me hopeful of more games.  If so, I'm delighted, as the SYW / 18th c. is one of my favorite periods (possibly my favorite), and I love Maurice.  We'll start layering in some of the additional elements - more varied units, the set up phase, and ideally, a campaign, but for now, I'll settle for a potential regular opponent.  Many thanks to Jura for the game, and fingers crossed there will be more in the future.

I've got a bit of a backlog of painting stuff to post - nothing major, but small updates to a number of projects.  I also lucked into a large lot of on-sprue Pike and Shot infantry from Warlord, and am cudgelling my brain over what to do with them.  The logical thing would be to use them to add to an existing project (most obviously, the small Royalist force I did for Pikemans' Lament), but I've visions of a 30YW force dancing in my head.  From what I gather, the Warlord figs are really designed for ECW (they lack the flamboyance of the French or Spanish of the period), but maybe some Swedes or Dutch?  My sympathies in the 30YW tend to lie with the Catholic powers, however, so I'm not sure.  any advice or suggestions will be considered.

FMB

Tuesday, November 13, 2018

The Battle of Noght-Dehdjecht

Hi all,

Somewhere on the border of France and the Low Countries . . . .

As it's been a shocking amount of time since my last post here, I thought I'd make up for it with a doozy.  Relative silence on the inter-tubes notwithstanding, I have been puttering a bit here and there with hobby stuff.  Mostly GW (given the local gaming context), but also some terrain, both 28mm and 6mm.  Having put together some of the latter, and having (mirabile dictu) a free day, I put together a solo game of Maurice, taking my beloved French up against my Anglo-Hanoverians on the latter's first outing.

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Anglo-Hanoverians, under the command of the Honorable Sir John de Bueffe


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The French, under the Sieur du Scarberri


As it's been something like 5 years since I played the game, I kept it fairly simple.  Armies had the same number of units, everything was "trained", with the French having the cavalry edge, and the A-Hs the infantry.  I fudged terrain a little, choosing "Plains" as the most flexible (and suitable to my terrain collection), and set up a board that got to use my recently completed buildings, roads, stream, and woods.  And hills.  French won the scouting roll, and chose to defend.  The town on the French side of the table was the objective.

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Lines from the French side.


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Lines from the AH side.  Generally like how the terrain turned out, but will need to tone down the fields - the yellow seems more pronounced in these pictures.

The opening stages of the battle saw a race for the small village at the crossroads, Bijou St. Croix.  Although both sides of the table were passable (the stream had 2 fords, and there was room to manoeuver a battalion in line), the town and field in the centre would be key, and a prime defensible anchor for a line.  The AHs, who'd deployed a small contingent in line, raced it forward in an effort the seize the village.  In response, the French advanced their entire line.  This challenged the AH for control of Bijou St. Croix, (I couldn't find the rules, so decided that no one could garrison the town as long as the opposing player also had a unit in it), but it also meant the ability of the French to coordinate was compromised; with different units in different kinds of terrain, they wouldn't be able to activate as a single force.

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The AH brought up the rest of their infantry line to support the fight for Bijou St. Croix, as both sides struggle in fierce, close range firefights across the village.  The French cavalry on the left, led by the cunning Russian renegade Boris Kutusov, begin a long march around the flank of the Anglo-Hanoverian army in a bid to catch them unguarded.

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After several rounds of volleys, the Hanoverian regiment Ledebour Sporken broke under fire, and left the French holding the town.  The victorious unit (the name of which I failed to note - obviously not led by one of the peerage) quickly moved to garrison the town.

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At the same time, the Anglo-Hanoverians' refuse their right, and redeploy their guns, in a bit to counter the French flank march under Kutusov.

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With their flank stabilized for now, General de Beuffe swung his left in an oblique march, attempting to bypass Bijou St. Croix, and seize the village behind it, Ville de Charles (the objective of the game).

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The British line advances.


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View from Bijou St Croix.  The Sieur du Scarberrit notes the perfidious English trying to turn his flank.


A savage firefight broke out as the lines engaged on the outskirts of Bijou St. Croix.  The Artois regiment, raked by fire, held off an initial ferocious charge by the 87th and 88th Highlanders, but collapsed under the sheer weight of claymores and kilts.  The way combat works in Maurice is that regardless of whether you win or lose, combat causes some damage ("disruption").  Artois actually won the fight, but because they started at 4 Disruption, it was a pyrrhic victory, in that they took 1 for being in combat, and broke.

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The French, seeing an opportunity, crashed their cavalry into the weakened Highlanders, and a melee broke out across the Anglo-Hanoverian left.  The highlanders, flush with victory over Artois, went down under the hooves and sabres of the Archiac regiment.

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This, however, left the French cavalry sitting out in the open in front of an Anglo-Hanoverian firing line, who were happy to take advantage of the situation.

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Some of the rhythms of  Maurice began to make themselves felt at this point.  The game is card-driven, and there's usually a point in the game where both sides run out of enough cards to mount a coordinated attack, and the lines stall for a bit, with musket duels ongoing, and both players trying to build up their hands.  In this game, that moment came when the French had one cavalry wing out in the open, and the other stranded across the table.  Although the French flanking force had an attached Notable (Kutusov), he only offered advantages when activating to March.  There were several turns where the French could have gotten off a beautiful flank charge on the British (sweeping past defenders, taking out guns, and catching the AH line from behind), but lacked enough cards  (and command range) to order it!!  Meanwhile, the British kept hammering the French cavalry on the other wing, until they were forced to withdraw out of musket range and regroup.

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The French inability to coordinate allowed the AH to redeploy their guns, and begin pounding the stranded cavalry on the AH right.  They were now in a position to being their assault on the French centre, splitting the garrisons at Bijou St. Croix and Ville de Chareles apart.

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At this point, the soldiers of the Wagenheim-Stolzenburg regiment lost their heads, and went charging willy-nilly across the wheatfield int he centre of the table (the French played the event card "In the Heat of Battle", forcing a charge).  Disrupted by fire, the muddy field, and the combat, the Hanoverians broke and fled.  On the other side of the field, however, the British guns flayed the French cavalry, shattering the unit led by Kutusoz (though the wily Russian lived to fight another day).  The blow to French morale was significant (3 morale points lost!), and cursing could be heard from French headquarters.


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Kutusov rides hard for the French lines.
The final stage of the battle was beginning.  The French, pulled back to a line cutting from Bijou St. Croix along the outskirts of Ville de Charles, prepared to receive the British attack.  The British deployed their lines, and brought up their guns.  Fire poured from both lines, but the Anglo-Hanoverian force had the advantage in numbers and guns.

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It was at this point, that the British notable, Augustus von Theisling, established his value.  He provides a +1 to rally, which meant not only that the AH line had more muskets firing, they were also better at rallying off the resulting disruptions.  After a few grinding rounds, the French centre was disrupted enough that two Hanoverian regiments charged in.

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Combat disruption mounted to the point that the regiments at the center of the French line, Jenner and Foix, crumpled, blowing a hole through the middle of the French position.  Morale was rolled for both, and I got box cars!  With only 5 morale left (the french had also lost their guns in the firefight), the resulting loss of 6 morale was enough to break the French army.  The day was won for King George.

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To be honest, I was kind of shocked by how much fun this was.  I love Maurice, and despite having to play against myself, there's just enough unpredictability in the game mechanics that I was still surprised by game events.  The mechanics came back fairly quickly; despite not having played in 5 years, and not having done the obvious, and read the rules again before play, the whole game took about 3 hours from set-up to break-down.  The Beloved asked me if I thought it was "worth it" to have painted all the toys up (i.e., a second army), and the answer was an unequivocal yes.

I think that while the AH side had an advantage at the end, the game could have swung.  The French still held both towns, and winkling out a garrison is tough, even with artillery support.  While the AH horse spent the game un-engaged, so did a chunk of the French, and it's possible they could have stabilized their position.  If the AH side took enough casualties assaulting either town, the French could still have pulled out a win.  The moment when the AH broke through the French centre felt like a shock, as did the sudden collapse of the army in response.  Good game all round.

I'm largely happy with the terrain I put together, though the fields need some work.  The roads and streams are just sponge-painted felt, but seem to work, and I'm chuffed with the forests.  Terrain played a role in this game, in that it kind of "pushed" the action towards the more open ground on the one side of the table.  I'll have to try and set up another game when I get a chance, and maybe paint up some more buildings along the way.  All I need is an afternoon free of obligations, and with limited distractions about . . .

FMB