Showing posts with label Luteland Campaign. Show all posts
Showing posts with label Luteland Campaign. Show all posts

Thursday, October 7, 2010

Soldiers of Neukirch


As promised a painting that I thought a few of you might get a chuckle from…

(Remember: click on the pictures below to see a slightly larger version)


Soldiers of Neukirch Uniform Plate, 2010, Acrylic on MDF, 32x40cm

(hmmmm... the colour seems a bit off.. and faded...? I need to figure out how to take better pictures of paintings...)

This is a housewarming present for my friend, John, who has just finished building himself a new house – complete with new, spacious game room! Long time followers might remember John as the guy who’s run some fun 18th century games set in “Luteland” and “Neukirch” – what I have created here for him is a uniform plate for some of the Regiments of Neukirch that participated in the Battle of Gassen au Damlau.

Monday, March 24, 2008

Highland Laddies

Finally finished up a few Highlanders… They’re always a paint in the butt… they do, however, look really nice when they’re done!

(Remember: click on the pictures for a bigger version)


A batch of Highlanders for skirmishing in North America circa late 1750’s. These are from Old Glory


This fellow is a Foundry figure – from the ECW line actually – but I htought he’d make a fine “Bonnie” Prince Timmy…

Next I'll have to get cracking on mteh Rafm Highlanders I have for my big battle battalion! (and maybe get some work done on those masters!!)

Thursday, March 6, 2008

Escape From Damlau

Regular Thursday night gaming has returned to the War Room (Brigadier Brown’s Basement Bunker?). Gary, John and Christian all showed up for some Age of Sail Naval action and help try out my latest tweaks to my Age of Sail House Rules for Savage Worlds .

Gassen au Damlau

SITUATION

During the Action of the Coast of Luteland, the treacherous Red Snapper was critically damaged and left behind, crippled, as the battle raged on towards Luteland. As night fell the remarkable crew of the Red Snapper affected some miraculous repairs and were able to avoid any pursuers by slinking away under cover of darkness.

The ship made for the fortified Neukirch town of Gassen au Damlau, at the mouth of the Damlau River to repair and refit and hopefully obtain a Letter of Marque from the Neukirchers – as it was no secret that the Neukirchers were readying for war.

Shortly after their arrival, however, war actually broke out between Neukirch and Luteland after a force of Neukirchers and assorted mercenaries crossed the Damlau and invaded Luteland. Gassen would not be a safe place for long as the Lutes would undoubtedly be arriving shortly to blockade and bombard the fortress at Gassen au Damlau from the sea.

The crew made further hasty repairs, but alas it was too late; as they sailed out of the Damlau river, waiting for them were the repaired and refitted Lute ships the Johann Karl and the North Star – just out of range of the fortresses shore batteries.

SCENARIO

The Red Snapper must escape to sea (off the far side of the table)!

FORCES

Pirating Wenches
The Red Snapper (a treacherous “privateering” frigate crewed by lose women)

Royal Luteland Navy
Johann Karl (Man-o-War – first rate ship-of-the-line)
North Star (third rate ship-of-the-line)

THE GAME

Admiral Jon Bertolinsen returned as his commander of the Royal Luteland Navy’s flagship the Johann Karl, and Captain Knudsen returned to his role as much celebrated (and not to mention decorated – with “the Flannels”) captain of the North Star. Gary took the challenge of trying to run the Red Snapper out of the Damlau to the open seas where they would be able to outrun any of the blockading ships…

(Remember: click on the pictures for a bigger version)


The Red Snapper exits the mouth of the Damlau River.


What’s Gary doing?! Is he thinking he’s going to just sail right between them? Giving broadsides to each as he passes through the gauntlet?!


Nope, he turned south and tried to make a run around the North Star and get as far away from the Johann Karl as possible!

This is about turn four or five. Actually just as he turned the Snapper he gave the North Star a volley, which caused a wound and fouled his rudder sending the ship out of control!


The two ships line up and start exchanging broadsides – but because the Snapper got that first shot in the North Star is constantly making mandatory out of control moves and is thus -2 to shooting. The North Star gives the Snapper a full broadside and does nothing!


The Snapper hits the North Star again, causing another wound and smashing guns! Miraculously Captain Knudsen MAKES his boating roll (at -3!?) and returns the broadside this time causing three hits! Two cause wounds (and some crew hits) leaving the Red Snapper crippled and dead in the water….

Well that took less than an hour…

So we decided to have a couple Neukirch Ships of the Line sally out to try and drive off the blockading ship while the Johann Karl’s escort is damaged!


The Gassemshloss (commanded by Captain Chappell) followed by the Neukirchstadt (commanded by Captain Braun) sally out of the Damlau


Heading out into open waters.

The first half dozen turns or so were maneuvering and jockeying for position in the wind. On Turn Six the Johann Karl and the Gassemshloss had exchanged shots from their bow-chasers.


Here, the Gassemshloss turned directly into the wind bringing it to a complete stop – trying to get and angle to give the Johann Karl a full broadside. Six hits, two with raises… nuthin… That Johann Karl is one TOUGH nut!?


The Johann Karl then turned and gave the Gassemshloss a broadside – the first hit caused a magazine critical and the ship disappeared in a cloud of smoke fire and flying bits of debris!


The Neukirchstadt decided discretion was the better part of valour and began to turn around to flee back into the Damlau River – giving the Johann Karl a broadside along the way.

For one turn the Neukirchstadt was saved by a joker which rolled “close Call” on the Naval Fortune and Calamity table (effectively giving the Johann Karl -2 to all rolls for the turn!?


The next turn the Neukirchstadt wasn’t so lucky… The Johann Karl unleashed a thunderous broadside that caused the Neukirchstadt four wounds, three crew criticals and left it crippled and dead in the water.

The Royal Luteland Navy captured the Red Snapper and the Neukirchstadt and towed them back to Luteland as prizes. Most of the crew of the Neukirchstadt were interred as prisoners of war while a few of the officers were ransomed back to their families. The crew of the Red Snapper was taken back to face the gallows – every last one of them – but the crew orchestrated a stunning mass escape from the prison and managed to steal a NEWER Royal Luteland Navy ship right out of the harbour – which they promptly painted red and renamed the Red Snapper! Huzzah!!

CONCLUSIONS

Once again, a great deal of fun was had by all. The changes made things run a bit smother or gave the game a better feel – certainly nothing unduly slowed the game down – we were done by 9:30!? I even had time to do a bit of work on my masters and pound out this report!

John is now talking of a naval campaign! Huzzah! I think that could be a lot of fun and add a whole new dimension to the game – there would be a much bigger advantage to capturing ships than sinking them!

We shall see.

Coming soon on Tim’s Miniature Wargaming Blog:

More Modeling of Masters!

Wednesday, February 27, 2008

Wargames Weekend 08 Part 3: Saturday Afternoon

Saturday afternoon I broke out my wee ships for a bit of high seas action in the age of sail. We used a modified version of the ship combat rules from Savage Worlds: Pirates of the Spanish Main . Some of my house rules can be found on another post (Tim’s Age of Sail House Rules for Savage Worlds). I ran a little play-test of this game two weeks before the event and found some more problems with the rules so I tweaked them further. Because I was sick most of the intervening two weeks I didn’t get to test them again with said tweaks before the big event – but they turned out just fine and, I think, made the game much better. I will finish typing them up and post them here shortly. I’ve also changed some of the ship designations.

I think for most this was the highlight of the weekend! In attendance were: Cory, John Burt, John Bertolini, Jay, Darrin, Christian, Gary and, of course, myself.

Action off the Coast of Luteland!

SITUATION

“Bonnie” Prince Timmy, who has a tenuous (at best!) claim to the throne of Luteland, has lived his entire life in exile. As did his father. And his father’s father. And maybe even his father’s, father’s father… Really, I’m not sure when any member of his family sat on the throne of Luteland, but he claims it’s rightfully his so there it is.

Whatever the case “Bonnie” Prince Timmy will not let another generation go by with those savage foreigners sitting on the thrown with their new religions and fancy pants! With the aide of the Duke of Lapindy he sails for the highlands and islands of Northern Luteland - where the staunchly conservative folk have never thought much of these “new” kings – to raise his standard for all supporters of the rightful king to rally to!

With him sails five transports carrying five battalions of troops – a couple raised from other Luteland exiles and a couple of Lapindy regulars.

Though much was done to keep the expedition secret on the morning before their they were to arrive at their destination, as they crossed into Luteland waters a squadron of the Royal Luteland Navy was there waiting for them. Were they informed of the prince’s immanent arrival or was it pure chance they happen to be sailing these waters? It matters not – they were there and there was nothing for it but to try and run for the islands!

SCENARIO

The convoy of “Bonnie” Prince Timmy must sail off the Northern edge of the table for his side to win.

To determine the extent of each sides victory or failure I came up with a set of victory points for each side:

Lapindy/”Bonnie” Prince Timmy Victory Points
+5 for each Transport ship sailed off the opposite end of the table
-10 for each Transport ship SUNK
-5 for each Transport ship captured
-5 for each Escort ship sunk
-2 for each ship crippled (dead in water)
-1 for each ship damaged but not sunk or captured

Luteland
+5 for each Transport ship prevented from landing in Luteland (sunk, captured, or turned back)
-5 for each Lute ship sunk (other than sloops)
-2 for each ship crippled (dead in water) – or sloops sunk
-1 for each ship damaged – or sloops crippled.

Both sides then consult the following chart
25+ Decisive/Stunning victory – the Admirals name will go down in history as one of the greatest naval Commanders! Titles will be bestowed!
16 to 24 Major Victory
6 to 15 Minor Victory
-5 to +5 draw
-5 to -10 Defeat
-11 to -19 Major Defeat
-20 or less DISASTER!! Your commander will be making a quick trip to the gallows and his family exiled, shamed for the rest of time. The action will in later years become synonymous with blundering idiocy!

Looking back I should have given bonus points for ships captured to discourage bloodthirstiness so prevalent in gamers that have no real stake in the survival of the wee forces they command…

FORCES

Luteland

Johann Karl – Man-O-War (5-mast)
Nordlo – 2nd Rate Ship of the Line (4-mast)
Ostholm – 3rd Rate Ship of the Line (3-mast)
North Star – 3rd Rate Ship of the Line (3-mast)
Red Snapper – Privateering Frigate (2-mast)
Wolf – Sloop (1-mast)
Snow – Sloop (1mast)


“Bonnie” Prince Timmy/Lapindy

Vengeur - 2nd Rate Ship of the Line (4-mast)
Vauban - 2nd Rate Ship of the Line (4-mast)
Bonhomme - Frigate (2-mast)
Rapier - Frigate (2-mast)

Marseille – Troop Transport (4-mast)
Toulon – Troop Transport (4-mast)
Bayonne – Troop Transport (4-mast)
Harfleur – Troop Transport (4-mast)
Duchess of Lorraine – Troop Transport (4-mast)


THE GAME

John Burt and Cory captained the escorts for “Bonnie” Prince Timmy’s convoy. I moved the transports. John Bertonlini played the admiral commanding the Luteland squadron and captained the Johann Karl. Jay, Gary, Christian, and Darrin all captained ships of the squadron.

(Remember: click on the pictures for a bigger version)

Initial dispositions of “Bonnie” Prince Timmy’s convoy and escorts. Not sure why the escorts were so damn far away. Both sides tried to be upwind of each other and so mostly deployed all along the western edge of the table (where the wind was coming from). This had disastrous consequences for us in very short order!


The squadron of the Royal Luteland Navy again all deployed along the western edge of the table among the clutter of dice and ship cards… I should have said “No sailing within 6” of the table edge – and not dice, cards or clutter beyond 6” of the table edge!”


On the left is the lead ships of the convoy. The smaller faster ships of the Luteland squadron can be seen swooping towards the convoy to menace them!


Bonnie Prince Timmy’s convoy again and their escorts too damn far away… Luckily around the time this picture was taken Captain Corticus pulled the first of six (count ‘em SIX) jokers he’s draw throughout the game (with all that “luck” who’d have thought he should whine so….). So we got to try out my fancy new Naval Fortune and Calamity and Naval Freak events tables… a roll on the freak event table brought us a rain storm! -2 to all shooting for the rest of the game or another freak event changes the weather… It was the only thing that kept us from being sunk in the next two turns….

Unfortunately others were getting jokers as well – one of the Lutelanders rolled “out of ammo” – this is in the original fortune and calamity table and on the spot I decided to change it – as having one of our ships of the line being completely out of ammo for the rest of the game seemed unusually harsh! Instead I called it “low ammo/wet powder” and thus the Vauban, commanded by Captain Corticus would only ever be able to fire half the guns he would normally be able to fire under any given circumstances….


The Vauban takes the first shot – a long range pot shot at the North Star with one of it’s bow-chasers.


The North Star crossed in front of the convoy and raked the Duchess of Lorraine causing one “wound”.


Here the North Star, commanded by Captain Knudsen – a wily and cunning sailor (perhaps he missed his calling joining the Militia and would have done better in the Naval Reserve….) – has swung around the convoy and, shielded from the escorts by the convoy itself!


The North Star then proceeded to unleash broadsides along the whole line of transports. The first broadside into the Duchess of Lorraine (aided by a “teamwork” result on Darrin’s Joker allowing Christian to act on the card and receive the +2 bonus to all rolls for the turn) caused three more “wounds” leaving it crippled and on fire!


On it’s action card The Duchess of Lorraine (seen here burning) was consumed by the fire and sank! Perhaps an additional effect of a rain storm should be a -1 to rolls on the Fire Table, as The Duchess would not be the last of the transports to burn and sink in the middle of a rainstorm…!?


Lest the rest of the ships of the Luteland squadron get around the convoy (not to mention to avoid the sinking ruin of the Duchess of Lorraine) the nest ship in line turned the convoy south to block others from following the North Star!


At this point the Red Snapper, a privateering vessel in the service of Luteland, was close enough to invoke their special rule…. Any time an enemy ship with bennies (we all started with a few) sailed within 12” of the Snapper they could try and buy their services. To do this one gave the Snapper a benny and then diced of with them – high roll from the Snapper’s captain meant they remained loyal to the side they were currently fighting for, high roll for the potential buyers captain meant the Snapper switched sides!

The snapper switched sides at least four times this turn, ending up on our side which had dire results for the Luteland squadron within whom the Red Snapper was conveniently positioned!

Broadsides to the Ostholm and Nordlo on either side resulted in two wounds to the Ostholm damaging cannon, fouling their rudder and starting a fire! The Nordlo escaped without any serious damage.


The burning ship in the bottom right is the Ostholm, commanded by Captain Chappell.


What a MESS! All these ships at incredibly close range, all firing broadsides at each other… if it hadn’t been for the rainstorm there would have been much more carnage. MUCH more. As it was ships of the line would fire entire broadsides and cause no hits… it was madness.


The Ostholm burned and sank. As Captain Knudsen had to leave to attend some family gathering Captain Chappell swam over to the North Star to take over just as it was coming about.

I think this is where the Johann Karl unleashed a broadside on the Vauban (the two ships of the line at the top of the picutre) – which should have been devastating – but the Vauban sailed on unscathed!?


I think it was the Nordlo, commanded by Captain Mudie, which fired on the treacherous Red Snapper and set it afire!


The North Star coming about, preparing to give chase!


The fire went out on the Red Snapper, then it changed sides again… a couple mre times. I can’t remember whose side it was on in the end…. But some one fired on it crippling the frigate and it sat in this position for the rest of the game. It took a couple more shots from other ships that happen to be passing by as they came about – which was rather unsporting – but managed to survive the day.

The Snow has fired on the Harfleur – the last transport in the line and set her ablaze.


The Vauban rakes the Nordlo from behind and “tore [it’s] stern up navy-style” as Captain Mudie put it… This caused three “wounds” and damaged cargo, guns and started a fire. The fire went out on the Nordlos action card but on the following turn The Vauban Broadsided the Nordlo again, crippling it and leaving it dead in the water. Jay then took over the Wolf from Darrin. Christian had returned, having skipped out early on his family function, and took command of the Snow (Darrin had been playing the two Lute Sloops AND the Red Snapper from the beginning of the game)


The North Star has caught up with the line of transports and was lazily sailing along side them broadsiding at will… I should have given the transport a couple of 4-pounders each…

A number of crippled ships have been left behind to be salvaged by the victors after the game.

Fire rages on aboard the Harfleur.

At some point here we took a break and went for supper at Amigos. I think Darrin took over the Johann Karl as John didn’t return with us after supper.


The Vengeur, commanded by Captain Burt “crossed the T” on the North Star here… but I don’t recall it doing any damage in the rain…


At some point – just to get the game moving – I declared that the rain storm had ended and winds had picked up – increasing everyone’s top speed by one and drying out the powder aboard the Vauban and Vengeur (as the Vengeur had also gotten it’s powder wet by one of the Lutelanders rolls on the Naval Fortune table…)

Here the Harfleur has been further damaged by the fire and is dead in the water and continues to burn. I suggested that the strong winds should also blow out the fires on the Harfleur… nobody seemed willing to go for that though… I can’t see why…?!


Ah I think this is where the North Star did a pile of damage to the Vengeur – 1 wound but a PILE of criticals including rudder, weapons, and crew it also caused the ship to turn away – which was a big problem since it’s rudder was damaged it wouldn’t be able to turn back! The North Star also did considerable damage to the Toulon an started a fire


Here the Harfleur has burned and sank, the Toulon continues to burn – flames being fanned by the strong winds. The Vengeur has turned away – so I turned the convoy to sail along with it hoping it may be able to continue to offer at least SOME protection.


I think the Toulon is about to burn and sink here. The Vengeur has hit the Northstar Damaging it’s rudder and causing it to turn away. The Johann Karl did some more damage to the Bayonne leaving it crippled and dead in the water (it had taken some damage early in the game from the North Star’s first pass at the convoy). As a parting shot the North Star fired an unsporting broadside on the crippled Bayonne, sinking it…. that Captain Chappell is a ruthless commander…


Here the Marseille is about to sail off the table – still being harassed by one of the Lute’s sloops.

CONCLUSIONS

As I said everyone had a great time playing this one. Even the whining from Captain Corticus was at a minimum (perhaps even he was sick of listening himself at this point, or perhaps getting to “tear up [Jay’s] stern, navy-style” so filled him with glee he just plain forgot to… or perhaps it was all drowned out by the rain and the roar of the cannons).

The action would have been much quicker had it not been for the rain. Nobody seemed to mind, though. We started at 2pm and (after taking a break for supper) finished around 8:30-9PM(!?), but everyone was having a great time right up to the very end! In total we played out about 28 turns. I think the long drawn out battle actually helped give everyone time to really learn the rules (as there were many playing the system for the very first time).

I felt the changes to the rules all worked exceptionally well – as I mentioned I will post these soon.

John Bertolini’s actually gone and started making some new wee ships of his own since Saturday. Both Christian and Gary have said they’d like to play again. So we shall probably see this showing up at regular game nights in the near future.

Here is the butcher’s bill for the encounter:

Luteland

Johann Karl – damaged
Nordlo – crippled
Ostholm – sank
North Star – damaged
Red Snapper – crippled
Wolf – Sloop (1-mast)
Snow – crippled

“Bonnie” Prince Timmy/Lapindy

Vengeur - damaged
Vauban - damaged
Bonhomme - damaged
Rapier - sunk

Marseille – damaged
Toulon – sunk
Bayonne – sunk
Harfleur – sunk
Duchess of Lorraine – sunk

The Lutelanders scored a total of +7 victory points, a minor victory, having successfully prevented four of the five transports from getting through, but suffered much damage themselves.

The Lapins and “Bonnie” Prince Timmy suffered a disastrous defeat! -43 victory points!? He would have to land in Luteland with only one battalion of troops. Hopefully many disaffected Lutelanders will rally to his cause and fill the ranks of his army!

Realistically I probably should have turned the convoy around after the North Star made it’s first sail past damaging the transports (and sinking one!) but that would have made for such an intensely short game. We then made it over half the table befor the transports were again damaged and at that point it would have been too long to get them back across the table so I pressed on. I guess I could have surrendered them or turned them about and if the Lutelanders said they wouldn’t

Coming soon on Tim’s Miniature Wargaming Blog:

Wargames Weekend 08 Part 4: Saturday Evening

Monday, February 25, 2008

Wargames Weekend 08 Part 1: Friday Night

This was the start of my first (hopefully annual) Wargames Weekend. Over the last couple years I’ve had a Wargaming Birthday Bash around my birthday. Pizza, cake, good friends and little toy soldiers – what more could a guy ask for!? This year I extended the festivities into an entire weekend of gaming – a sort of invitational “mini-con”. As per tradition we started off Friday night with Tim’s Amazing Homemade Pizza! Yum!

After eating and setting up we kicked off the game playing with a little 18th century-ish scenario run by John Bertolini. John had put together some very clever rules of his own, borrowing ideas from about four other sets we’ve tried out and they turned out not half bad! Simple and quick playing…

The Battle of Gasen au Damlau

SITUATION

Word has reached Duke Johann Karl of Lutelande of activity on his southern border. Thei coupled with news of “Bonnie” Prince Timmy’s return from exile spurs the duke to action.

Leaving his capitol of Nordlo with the 1st Regiment of Lutelande Horse, he rendezvoused with four regiments of French Foot conveniently posted at his disposal by Louis XIVat Ostholm. Hurrying southeast, Johann Karl gathered what forces he could to observe and perhaps contend with the forces of Neukirch massing near the fortified town of Gasen am Damlau.

Meanwhile the Supreme Council of Neukirch (the most powerful member of the Baltic League) has sensed that with the return of “Bonnie” Prince Timmy the time was fast approaching to challenge Lutelande, and perhaps make a grad for Lutelande’s southern province of Amalhall.

A combined force of Neukirchers and mercenaries under the Swiss General Louis Christian von Knellwolf have moved to the fortified town of Gasem au Damlau with instructions to establish a presence on the Lutelande side of the Damlau River, provoking a conflict that would galvanize the Baltic League.

FORCES

Forces at the disposal of Johann Karl of Luteland

Combined Grenadiers
1st Regt. Luteland Provincial Foot
2nd Regt. Luteland Provincial Foot
Amalhall Regt. of Foot
2nd Bn, Regt. de Royal Rousillon
2nd Bn, Regt. de La Rienne
2nd Bn, Regt. de Bearn
2nd Bn, Regt. de Langeudoc

1st Lutelande Horse
2nd Lutelande Horse

1st Battery Lutelande Artillery


Forces under General von Knellwolf

Neukirch Livgarde til Fot
2 Battalions Neukirch Grenadier Korps
2 Battalions Swiss Regt. Apenzel
1st Regt. Neukirch Foot
British 35th Regt. of Foot
British 48th Regt. of Foot

1st Regt. Neukirch Cuirassier
1st Regt. Neukirch Horse

1st Battery Neukirch Artillery

THE GAME

John Burt and I took the forces of Neukirch. I played the foreigners (the British and Swiss) While John took the Neukirch Livgarde, Grenadier Korps and 1st Regt. of Foot. We each took a gun and a regiment of cavalry (I got the Cuirassiers! HUZZAH!). We set up as much of our force as we could on the Luteland side of the river. I was on the left wing, and John on the right. Our cavalry were on the extreme flanks.

We were surprised to find the Damlau River wasn’t fordable…!?

Cory and Gary played the forces of Luteland and their allies. Gary had the four French battalions and set them up more or less opposite my own. As Cory showed up a bit late John Bertolini had set up his forces opposite John Burt’s.

As the forces were more or less evenly matched and there were no clear objectives for us defined by the scenario – other than “provoke a conflict” I figured “let then come to us! We are on their soil, let them try and shift us!” So come they did!

(Remember: click on the pictures for a bigger version)

Gary, left, discusses the rules with John Bertolini, center. Cory, behind them with his back turned is just taking off his jacket, having just arrived from Calgary….


Gary, John, and Cory standing behind the forces of Luteland. Opposite them are the forces of Neukirch which John Burt and I would command!


View from the ramparts of the fortified city of Gasen au Damlau. On the Neukirch side of the river are the Neukirch Livgarde til Fot


The Lutelanders!


Their French supporters!


The Swiss, in the foreground, and the British, beyond.


The Forces of Luteland advance into the mouth of our cannons!


It was at about this time that we began to pour musketry on them and the whining from Cory began.


John Burt and Gary checking distances as the exchanges of musketry began in earnest!


At the very bottom of this pic you can see Johann Karl galloping about with a couple of his aides reassuring his subordinates and troops who were now whining in earnest!


The ferocious cavalry battle on the left flank – My Neukirch Cuirassiers destroying the Lutelande horse (well… at least during THIS turn it looked like I might destroy them)


The French start to give ground as the casualties mount from the relentless and accurate musketry of the British and Swiss.


The forces of Luteland being decimated on the right by the withering fire from the Neukirch Grenadiers and Foot. I think it was at this point that Cory said there was no contest here and we should pick all the toys up and start over again with a better scenario… We decided to ignore his pleas for mercy and fight it out!


The Neukirch Livgarde til Fot cross into Luteland to administer the coup do grace to the forces of Luteland – as clearly all was lost, the whining of the opposing commander could be heard from across the field above the roar of the muskets and cannon! It would have almost been funny if it weren’t so annoying…


The steady French reform at their starting positions.


The Lutes roll up the decimated Neukirch flank after wiping out a battalion of the Neukirch Grenadier Korps, a battalion of regular foot, and throwing back the remains of the second battalion of Grenadiers – threatening the escape route of the Swiss and British should things have “gone south”…. Yes, you read that right… At least at this point the whining was reduced to a dull whimper intermixed with mutterings about the scenario and rules….

Luckily the Neukirch Grenadiers rallied and the Guns were turned on these lutes rolling up the flank and their offensive was halted. The Neukirch Lifegarde retired back across the bridge to take up positions in the fort just incase the Lutes tried to make their way across the river.

On my flank the Swiss and the British were unable to pursue the retreating French as their own flank was threatened by the Luteland Horse galloping around the very edge of the table after somehow driving off the Neukirch Cuirassiers. The survivors claimed their defeat was on account of faulty armour and an inquiry will be held into the procurement of said faulty armour to punish those responsible!

CONCLUSION

While the Neukirchers and their foreign mercenaries were able to hold on to their position there weren’t really in any position to exploit it and retired back across the border after nightfall.

Good times were had by all (well... MOST)! Huge thanks to John Bertolini for orchestrating the game and bringing over his pretty toys for us all to play with. Nearly all the figures pictures here were modeled and cast by John the exception being one of my French regiments (which are from Rafm) and my British and French commanders (which are from Old Glory). The British and French Regiments were painted by myself, the rest by John.

Hopefully I will have further actions of this campaign in Luteland to report in the near future!

Coming soon on Tim’s Miniature Wargaming Blog:

Wargames Weekend 08 Part 2: Saturday Morning