Title

Title
Tally Ho!

Sunday, 19 February 2017

Ancients reinforcements

With our move into Armati inevitably some of my units are the wrong size, so a few reinforcements are required to make the units up to strength.

Firstly a further unit of light infantry skirmishers - they are pretty generic but I envisage them mostly as Roman or Greek. Figures are Victrix Greeks. Armati seems to need quite a few light units so I may have to paint a few more.
Light infantry skirmishers

Next a few Punic cavalry command to enable me to field a second unit. Figures are from 1st Corps with some recycled Warlord Greek shield transfers. 

Punic heavy cavalry
Finally some Roman cavalry, in this case Early Imperial auxiliary cavalry. Again these are 1st Corps with Warlord transfers from the auxiliary infantry set.  They are slightly larger that the Warlord ones I have but it should nt be noticeable with Armati unit basing 
Early Imperial Roman cavalry

Saturday, 11 February 2017

Key Points - a Napoleonic Campaign


Introduction


 
Some military campaigns involved grand sweeps across large tracks of open country, but much more typical was seeking to dominate several key strategic features connected by a barely usable road network. This campaign depicts the later and pits French vs Allies in 1815.

Maps and Movement


 
Both sides write orders for each turn and then play these through. Where both sides would meet on a connecting node then dice to see who falls back and defends (1D6, +1 for 50% more cavalry, +2 for 100% more). Units may move 1 connecting line per turn.  Each turn you receive 1 victory point (VP) per key point held. 

Battles and Key Points


 
In an encounter both sides deploy behind screens or from a map. If one side is defending then they deploy first but will have advantageous terrain

There are no draws unless it was an encounter. The defender wins unless driven off or the objective captured.

·         River Crossing: There is a village with two river crossings and a chance to find a ford (D6/turn per section finding on a 6). If you defend the far-bank then the river counts as held by you. If you defend your own bank then it counts as contested and a draw allows the attacker to remain. If it's an encounter then dice to see who arrived first as they have the choice (+2 if you have more cavalry)   

·         Strategic Crossroads: Hold the crossroads and rout the enemy to count as held.

·         Fortified Position (guarding a major port): Hold the fort to count as holding the square.

·         A strategically positioned farm complex. Hold the farm to count as the winner.

·         A town (acting as a supply depot): Hold the town to count as the winner.

·         A series of hills protecting the approach to a town: Hold the heights to count as the winner. Rout the enemy to count as the winner or hold the line with at least a brigade of fresh troops.  


Forces


Both sides have the following forces available:
·         3 x command-level generals
·         2 x Infantry Divisions
·         1 x Cavalry Brigade and 1 x Special Brigade (lights or guards)

You may deploy Infantry Division and a maximum of 2 supporting Brigades in a key point. You must have a command-level general to move troops, those without may only form a garrison.

Replacements are allocated each move. You receive a maximum of 25% of your starting force per turn, but capped at the original size of the force. This costs 2 VPs. The replacements are in proportion to the original structure of the force as noted in the army lists. 

Jagers / Rifles:  These can be broken-up before the campaign and a company allocated to an infantry brigade. They may not be later recombined though and whole battalions must be broken-up.

Light infantry: These may deploy half their number as skirmishers with the rest in reserve. The skirmishers deploy 12" in front of the reserves. Casualties are taken from the reserve.

Light Companies: These may deploy up to 12" in front of their unit. They don't trigger morale tests if lost but do count  towards overall casualties.

Heavy Cavalry: Cuirassiers and British dragoons count as "heavy" against other heavy cavalry.

British Cavalry: These must charge viable targets in range on 4-6 (D6). They will count as -1 melee as they are tired if they charge immediately following a melee, but have been made better as compensation.      

French            
1st Infantry Division            
  Class Note No/unit cost/stand Units cost
General +1 1 20 1 20
Line Infantry Veteran 6 32 3 576
Leger Regular Skirm 6 30 3 540
Line Infantry Regular 6 27 6 972
Dragoon Regular Shock 4 27 1 108
Hussar Regular Skirm 4 21 1 84
Heavy Battery Regular 1 78 1 78
Medium Battery Regular 1 78 2 156
          Total 2534
2nd Infantry Division            
  Class Note No/unit cost/stand Units cost
General +1 1 20 1 20
Line Infantry Veteran 6 32 3 576
Leger Regular Skirm 6 30 3 540
Line Infantry Regular 6 27 6 972
Dragoon Regular Shock 4 27 1 108
Hussar Regular Skirm 4 21 1 84
Heavy Battery Regular 1 78 1 78
Medium Battery Regular 1 78 2 156
          Total 2534
 
Guards Brigade      
 ClassNoteNo/unitcost/standUnitscost
General+1120120
Old GuardEliteShock6351210
Young GuardVeteran 6321192
LegerVeteranSkirm6351210
Medium BatteryVeteran11001100
     Total732
Cavalry Brigade      
 ClassNoteNo/unitcost/standUnitscost
General+1120120
DragoonRegularShock4271108
ChassuerVeteran 4261104
CuirassierVeteranShock4321128
Horse BatteryRegular178178
     Total438
Total6238

 
Allies      
Anglo-Dutch Infantry Division          
  Note No/unit cost/stand Units cost
General +1 1 20 1 20
British Line Infantry 6 32 3 576
British Line Infantry 6 27 3 486
Hannovarians 6 27 3 486
Dutch Line Infantry 6 27 3 486
Dutch Jagers Skirm 4 30 1 120
Dutch Carbiners Shock 4 27 1 108
Dutch Hussars   4 21 1 84
Medium Battery 1 78 2 156
        Total 2522
Prussian Infantry Division          
  Note No/unit cost/stand Units cost
General +1 1 20 1 20
"Old" Line Infantry 6 27 4 648
"Old" Fusiliers Skirm 6 30 2 360
Reserve Infantry 6 27 2 324
Reserve Infantry 6 21 2 252
Dutch Line Infantry 6 27 3 486
Dutch Jagers Skirm 4 30 1 120
Cuirassier Shock 4 27 1 108
Hussar   4 21 1 84
Medium Battery 1 78 2 156
        Total 2558

Light Brigade
           
  Class Note No/unit cost/stand Units cost
General +1 1 20 1 20
Jager Companies Regular Skirm 6 30 1 180
Light Infantry Veteran 6 35 1 210
Rifle Companies Veteran Rifles 6 39 1 234
Medium Battery Regular 1 78 1 78
          Total 722
British Cavalry Division          
  Class Note No/unit cost/stand Units cost
General 1 1 20 1 20
Dragoons Regular Shock 4 27 1 108
Hussars Veteran   4 26 2 208
Horse Battery Regular 1 78 1 78
          Total 414
Total 6216