1866 Austro-Prussian Battles at Salute 2011

Started by Bernie, 24 April 2011, 02:19:41 PM

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Bernie


Hi

See attached pictures from the 2 10mm Austro-Prussian War Battles we did at Salute last Saturday

First Battle was between a corps of Hanoverians & the Federal Corps  fighting of the Army of the Main with 2 Prussian Regular Divisions and a Landwehr Division. This was fought from show start at 10am and the Allies were defeated by 1pm though they themselves broke the Landwehr Division which had the task of pinning the Hanoverians

Second Battle from 1.30 till show end at 5pm was between a Saxon and Austrian Corps and 4 Prussian regular Divisions. Just before show end the Austrians corps morale failed and the Saxon were in a bad way as they were losing their LOC so again another Prussian victory after a very hard fight.

Both using the "Trapped Like a Fox" rules from Realistic Modelling which allows large actions to be fought in a few hours.



The following pics show some of the formations were have been created using Pendraken's excellent figures, block painting and army painter

Bernie

24 April 2011, 02:30:08 PM #1 Last Edit: 27 April 2011, 06:28:09 PM by nikharwood
Game 1:























Game 2:




















Bernie

cameronian

Nice work Bernie; if you have the time, could you outline the basic mechanisms of RT's Trapped Like a Fox?
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Hertsblue

Great series of pictures. I particularly liked the series on the various formations. Very useful. 8)
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Duke Speedy of Leighton

Very nice looking figures and terrain, good work fella!
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Bernie

Hi Cameronian

Battles use 10" squared terrain/cloth. This represents 1km so a wargame table of 6ft x 4ft can represent 7km x 5km thus can do corps level and larger battles

Units are 3-4 bases represent a battalion usually with a seperate officer figure. Cav same representing a regiment, artillery 1 base representing a battery thus for £60-£70 can field a corps

Combat depends upon number of bases in the unit against a die roll as it is NICE - Numbers Indicate Combat Effectiveness - thus no charts or labelling. In 1866 firing is in next square for long range fire or same square close assault. Key features are when to deploy into line as only they have any combat effectivness, but once deployed are far more sluggish.

Command and Control in the form of Brigade commanders are needed for a close assault or to move units once in line, but you lose a command base when lose 10-15 bases so it becomes more difficult to keep an attack going when suferred heavy losses.

As you can see from the Salute games a 2 corps a side battle can be resolved in 3 hours or so a battle can be fought in approx real-time or faster.

Added to this is a campaign system for the war, but there are mechanisms for designing one off games including a battlefield creation system

Hope this helps

Bernie

nikharwood

Thanks for that Bernie - sounds like an interesting system; tempted to have an in-depth look at their products [not that I need another system or anything but...]

mollinary

Nik, 
   The new rules are really the same as the ones in To the Last Gaiter Button for the FPW, with a few modifications to reflect the differences in  weapons and tactics.   We used the TTLGB for the big Gravelotte St Privat last August, and they worked brilliantly! 
Oh and the terrain for both comes from Keith Warren's Realistic Modelling, just like the rules.

Mollinary
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