Sunday 23 January 2022

Aughrim 1691

Another game of this famous Irish battle, which we first played over four years ago with Field of Battle. Same rules this time - though with 3rd edition, and a few historical tweaks.

 Again. FoB gives a fantastic game and result. As army morale melts down, you are challenged to make command rolls, and manage resources, in order to hold things together. 

As things started to go awry in this game, two army morale rolls in succession were very tense moments. Both sides were very close to collapse - just as in the real battle.

 

It's also worth repeating some of the accounts which detail events in battle, which I used in the last post - which are nicely replicated in the rules:

These quotes are from Hates-McCoy's superlative account.

'The boggy ground...proved a serious obstacle ...and forced him to confine operations to the two wings'.
(Any troops in the bog were 'out of command' - down dice for firing, down movement etc - a real pain in the allied centre - but they could still launch desperate melees when they reached the Jacobite lines.)

'They had not been under unified control; indeed, some of their commanders had exceeded orders.'
We saw this in detail when some commanders rolled better on move cards, and surged forward, leaving flanks open, rather than conserving linear mass.

 'Sheldon and Luttrell, should have intervened to the full extent of their ability to hold Mackay back.'
In the previous game they held back - inactive for the most part, though here they were fully engaged when there were supply problems at Aughrim Castle. Sheldon would be killed in this version - so he wasn't holding back.

'(General) St Ruth was decapitated by a cannonball.'

Any brigade commanders whose troops are in contact, or who rally, are subject to risk under the Army Morale card. a 1 in 12 in rules as written. Sheldon was shot from the saddle today on the Jacobite left - and it had a disastrous effect.



Early moves across the ford on the Allied left

A huge bog to cross in the centre. This will grant all the disadvantages of units being 'out of command', with ledership rolls required upon exiting, though with the ability to melee out into solid ground (at a disadvantage - really tough).

slow movement in the centre

Ginkel watches his troops cross, committing most of his reserves early.


There seems to be an ammunition supply problem on the Jacobite left - 'right...who's been paid off by Billy's boys?'

Crossing the ford - the 'bloody hollow' to the left of pic.

Patrick Sarsfield moves the Jacobite reserve in early - clearly less than concerned this time, about the path of retreat (that was the excuse anyway).

The causeway glutted by Allied cavalry - though there is only sporadic fire from the ruined castle - have they run out of ammo I wonder???

Slow movement in the centre



Cavalry battles on the Jacobite right would last all day

View from the Jacobite infantry positions in the centre

Sheldon is shot by a stray ball - this would actually cause horrendous command problems on the Jacobite left, and is largely responsible (combined with some fine Allied cavalry tactics *ahem*) for an Allied incursion on the flank.


Danish troops are first to engage along the fence-line and enclosures - defended by Jacobite skirmishers and guards.

The Jacobite left is now under extreme pressure, with Allied dragoons dismounting to take on Jacobite skirmishers.


On the Allied left - a massive cavalry action, slow movement in centre, and pressure on the Allied right against a failing Jacobite defensive position.

Savage fighting at the wall.

'Pikes front!'








'Here they come!'

Dragoon action at the ruined castle

Dorrington takes personal responsibility in trying to hold the line - moving troops off the hill.

Enniskilleners assault the guns

Enniskillen Horse engages Galmoy's horse ...these boys have previous with each other... a long story.


Red on Red - as English and Irish troops engage in ferocious hand to hand combat at the wall


Danish charges get into the enclosures - casualties are horrific

Dutch & Danes are slowly forcing the Jacobite right - there are none of Pat's cavalry left.






The Jacobite right will cave - just too many fresh troops on the way in.

Even the centre is begining to falter now.

The Jacobite left is failing - under severe pressure now.

One Army Morale test is passed..a second, not so much. Having said that, the Allies were also only a few cards from testing. So close...so very close.

 A great game. I still think these rules give the finest battle, an eminently sensible result, and fantastic gameplay. It plays like a historical account. What else is required?



32 comments:

  1. Great looking game with indeed the best all round horse and musket big battle rules

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    1. The problem is, it makes me not bothered to look at anything else :)
      Very much looking forward to the new ww2 sets.

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  2. I thoroughly enjoyed that, thank you. FoB delivers once again.

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    1. Many thanks.
      I'm slowly coming around again to seeing it as a 'world-beater' HA!
      Honestly, I end up seeing older rules in the same light now - with too many mods and random elements that don't make sense.
      I haven't even mentioned Black Powder yet ;)

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  3. Thanks Darren for the ton of work that went in getting this post together, enjoyed your table and pics, I know Gary is a huge fan. I am going to have a mooch on YouTube to see if there are any demo games with the rules.

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    1. Thanks Norm. I think Gary has actually done a demo video of the 2nd edition rules.

      For me - the card driven mechanism does not allow you to do everything you want - when you want to do it, but it's the best mechanism I have seen, for the interplay between sides - almost acting like that interupting factor which stops you deploying, or halts your movement, or interrupts your plan with an unexpected fusilade from a unit you didn't expect to do so well etc.

      It seems to 'play' as battle accounts 'read', if that makes sense. I know other rules have this theme(Maurice for example) but FoB seems very seamless in how it does things.

      A single roll of a d8/d6/d10 - odd/even - can dictate: hits, potential and extent of pushback or rout, the effect on overall army morale etc. Leaders are modelled very well in terms of what they can do and how well they can rally - and use the card mechanisms.

      Detractors say that there is no mechanism for brigade (or division depending on level) cohesiveness/exhaustion - but I have never noticed that to be an issue in a game. Volley & Bayonet does handle that aspect very well - but it is, of necessity, an accounting mechanism. FoB is very much more narrative gamepley, with little 'accounts', bar the army morale mechanism.

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    2. I found Gary’s video (thanks Gary) and instantly liked the mix of dice strengths, a superb simple mechanic and yes I can see exactly what you mean about narrative.

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  4. Looks like an entertaining battle, Darren. Excellent game photos and commentary.

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    1. Thanks Jonathan. I do like the rules as written - and even for period hacks, they lend themselves to subtle changes without breaking anything.

      If anything, I probably put up too many pics :)

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  5. A brilliant looking game. It looked a lot of fun.

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    1. Cheers Ray.
      The pressure to win, bouncing from foot to foot whilst praying that your opponent hasn't spotted your mistake, the lower back pain, the needless yearning to launch sharp dice at your opponent or drop a d4 hoping he will stand on it.

      All great fun :) We're not competitive at all :O

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  6. Another beautiful looking game ( I seem to start every comment on here the same way!). I gather the rules work ok then?

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    1. HeeHee ...I do love 'em - does it show?
      I reckon we should have a slot on the podcast on rule design, simply design Field of Battle (we'll call it 'Battle of the Fields'), then realise that it already exists - but purely by coincidence.

      I like the idea of the turnip game by the way...

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    2. We could simply 'turnipify' field of battle and walk away with our hands in our pockets whistling.

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    3. Ye Gads Sir.
      'Field of Turnips' it is then!

      (It works on so many levels...)

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  7. nice batrep, Darren. I Love the versatility of these rules. we have played numerous AWI battles with them way back during my Germantown "experiment" and they were alot of fun.

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    1. Thanks Steve.
      I had a bit of a distraction from FoB when LFoD came along - but trying to do Germantown with LFoD is just too big for me in 28mm - so I've been turning back to FoB with a view to doing Germantown.

      Also - Brent is bringing out 3 new WW2 sets based on the system (well 3xlevels of play) - this echoes both FoBww2 and the earlier Piquet-Blitzkrieg sets (don't mention Piquet - I know, I know).

      I think Ken commented on it on the facebook site.

      Divisional, Regimental and company scales.

      I have another Vietnam game in mind with FoB WW2 as a basis - and there is a hack for ww3 somewhere on my hard drive - keep an eye on your email ;)

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  8. Looks like a great game and the unit sizes I particularly like the look of...twelve figures per foot unit??

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    1. Thanks Ross.
      I'm a cheap bastard, and so find myself getting away with nine figures a unit in some cases- but yes, the 12 fig units are better.
      These guys were once based on 1.5x1.5", then six to a base on 2x2s, then I rebased back to 1.5x1.5 with less figures...I hate re-basing...never again.

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    2. Totally agree about rebasing - basically, I have never done it - if I neede to do so, I think I would rather buy new figures and start again - and I am as tight as a ducks arse at 50 fathoms!

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    3. yeah - it's a pain.
      The original basing for these guys was 4 figures to a 1.5"x1.5" base.
      then I took them off and put 5 or 6 on a 2"x2" base - with change on single bases, with the expectation of playing Donnybrook - which never happened.
      Then FoB took precedence, and I re-based back to original 1.5x1.5s with a view to using 3 figs on some bases to expand the army, with 4 figs on others.

      It's a sad story of PVA glue, MDF squares and sliced fingers...

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  9. An excellent report and lovely troops. A very interesting battle.

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    1. Thanks George. One of the few battles where legends of payoffs (and repercussions) take on a life of their own.

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  10. Another awesome looking game Sir Duc!

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    1. Thank you sir. It's all style over content I assure you :)
      I like taking pics - commentary, not so much.

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  11. Fantastic write up and a visual feats that even the little creep at the end couldn’t spoil. Obviously, I’m no friend of Elvis 😁. Even though my LoA project has stalled, I’m not giving up on it. The lure of a magnificent wig is too great…

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    1. AHA!
      You noticed EC's newly 'quasi-banned' ditty.
      Oliver is dead by this stage, but the dramtic irony of it all is not lost on me. I'm still not sure if he knew what he was saying, or if, like many youngsters, he was trying to be controversial.

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    2. And yes - you must continue the 'ULTIMATE WIG PROJECT'. I need another blogger who is as mad as me!

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    3. I suppose it’s what happens when your dad is a secret lemonade drinker… Not saying there is anything wrong with the Lancer figures, but I wish I’d gone with Dixon’s figures now. Never really liked their stuff but the LoA are superb and probably a better investment!

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    4. Dixon's Grand Alliance stuff is superb - I still don't really know why, but the character each figure exudes just seems to sit well with the whole period.
      I suppose a 'bunch of amateurs who don't really know what they're doing, but hide it really well' would sum up the period (and my career actually).

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