Mars la Tour in 28mm

Started by Leman, 29 May 2015, 10:18:47 AM

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Leman

Fourth game and third set of rules in eight days. This time it was Neil Thomas' Wargaming the C19th. Another of my regular opponents had a hankering to put on some FPW games in 28mm, and Neil Thomas' rules make this possible on a 6'x4' in 28mm. Mars la Tour is a scenario from the rulebook and comes with a lot of additional rules which slow the French considerably and turn von Bredow into a one shot wonder weapon (in the right circumstances). This is a very tough scenario to play. If things go well for the French early on the Prussians are in trouble. However, if the French are slowed up at the start, the Prussians can get into and loophole the villages and then become very difficult to shift.
The table at the start:



Although Bazaine did not function as a particularly effective general he does have the ability to turn up on the front line with a 5 or 6 on a D6 at the start of a Prussian move. This negates the first morale check the French have to take that turn.



As the Prussian right began to take losses the French Guard were sent to the flank in an attempt to outflank and drive off the Prussians. Although initially successful it meant they took too long to get across the field towards Mars la Tour, which turned out to be a crucial objective. Here Victrix Napoleonic Guard are doing double duty. They will be even better in 1859 scenarios.



On move 7 the French began to get reinforcements from the north, but this came with its own set of problems. For one thing the rules stated that all troops in that sector of the field were permanently out of command with the effect of half speed and half dice for firing. Furthermore the troops entered en masse through a BUA; yet another log jam for me to deal with, ultimately unsuccessfully.



As snarl up junction unfolded the Prussians launched von Bredow's death ray.......sorry, death ride. the cavalry took a unit of intrepid chasseurs in skirmish order and rode them down. Now came the special rule: all troops within 24 cm had to take a morale test, and no sign of Bazaine. Owing to the log jam there were a fair number of units crushed together, most of whom failed their morale. The French lost a surprising number of bases to the effect of one cavalry unit.

Meanwhile on the opposite flank the guard and line units attempted to get within charge reach of another crucial BUA held by the Prussians. At last the needle gun had their range, and two withdrawn Krupp batteries had been repositioned and they also let fly. The French no longer had the strength to charge, as, in the rules, infantry cannot charge infantry unless they outnumber them. The same situation had occurred around Mars la Tour. Everything had been left too late by the French to make good their escape to Verdun and the game was concluded at the end of turn 14 of this 15 turn scenario.



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Leman

Oh dear left out the general view looking west from Rezonville to Mars la Tour.



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Subedai

Nice to see that you let the big chaps out to play.
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Leman

Well, they weren't mine, but at least I got to get a go with them.
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Duke Speedy of Leighton

Very nice indeed. My favourite battlefield.
Are those gaurd Zouaves on that road?
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Leman

29 May 2015, 03:23:04 PM #5 Last Edit: 29 May 2015, 03:24:47 PM by Leman
Sadly no. My opponent had to get out what he had available for the battle, consequently von Bredow's death ride was conducted by dragoons. However the von Zieten hussars did put in an historical appearance, and got shot to pieces by the zouaves' chassepots. You may also notice some jagers looking suspiciously like dismounted dragoons. They did sterling service and didn't suffer a single casualty.
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Techno


KTravlos

Great looking game. Neil Thomas rules are my go to fast play rules for the 19th century (Black Powder my more sophisticated game up to the division level, and BBB my game for large battles).

Norm

Very nice. I did read somewhere that someone thought his 19th century rules were his best. I have the napoleonic rule book.

I take it that game is using units of 4 bases an that bases are removed as casualties and if so, then I take it that the single bases wandering about were once 4 base units.

Anyway - nice visuals, thanks.

Leman

All 4 base units apart from artillery (single base unit) and skirmishers (2 base unit, always in line, only troops who can move and fire). Bases are lost through attrition and through morale failure.
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