Sunday, 19 October 2025

Aughrim 1691 - with Field of Battle 3

 Field of Battle, as with Volley & Bayonet, delivers a very efficient, enjoyable and exciting game. Both are very different however; where V&B offers elegance, FoB offers just the right degree of chaos; where V&B makes book-keeping seem like part of the command experience, FoB rewards taking chances. ...Depending on what I want from a game, both sets are very relevant to the periods I indulge in.

 I have not played enough Field of Battle 3, nor enough 1670-1720 recently, so dusted off, and out it came. We have tried Aughrim twice before, and for some reason, we keep playing the Jacobites historically, which is not the way to win the battle... 

A view of the Jacobite position on Kilcommadan Hill, from Urraghry hill today, across the bog, which in 1691, was even more wet than it is now...and not in a good way.
 

"This flank seems totally secure...what can possibly go wrong??? What's that? ...an ammunition wagon paid for though nefarious means and we let it get through...certainly, certainly, go on ahead there..." 

 More advisable is moving the centre forward to the enclosure line with reinforced shot elements, and blasting the allies as they come out of the bog, before the flanks are overwhelmed...I am sure we will try that next time...

The view from the 'virtual' Urraghry Hill


Red vs Blue ...or something

Jacobite skirmishers in their historic positions in the enclosures...in game, reinforcing these positions just as the allied/ Willliamite troops come out of the bog, would change the game...

One the move


Historically, Burke took delivery of the wrong calibre of ammunition at a critical juncture in the battle, and found that he could not shoot...critically, in our game, this happened very early. I'm sure there were no shenanigans (historically I mean...)

The cavalry action on the Jacobite right, all seemed very one-sided at first, the Jacobites getting the better of the match. This would not last...


Slow moving through the Irish bog...and no wellies

Despite the ammunition problem at the ruined castle, matters would not go easy for the Williamites.

...and the opposite flank becomes a battle in itself



The Jacobite ridgeline..."move down there lads, give them a volley or two..no?"

The attack proceeds at half speed (I place troops in the bog 'out of command' in terms of the rules - it really works).

Danish mercs attack the Bloody Hollow

Englsih and Northern Irish put sever pressure on the centre as they start, slowly, to clear the bog...

The guns fall quickly at the bloody hollow, very un-historically

...so much so that Jacobite infantry has to engage to hold the flank

...yet in the centre, they stay, very, very , still

A view of the village, and the Jacobite left and centre - the pressure of allied cavalry is starting to tell...

The centre could have been so very different, but the flanks become bloodbaths - two separate battles as the centre gains momentum

Assaults of the Jacobite guns on both flanks


Clearing the bog, at last

Allied troops start to clear the enclosures of skirmishers - will they dare to assault the hill...or simply await the flank collapse...

Taking the guns

The Williamite right

The attack on the Jacobite right and centre - Danes and English

Firefight on the Jacobite right - the Danes are not likely to lose this...



Inniskilling cavalry takes the causeway and the flank starts to fall on the Jacobite left


Firefights in the centre, as the allies take the enclosures


In the end, a cavalry breakthrough on the Jacobite right...and horse starts to flow behind the Jacobite lines on the hill..

On the left, a similar story- once the Jacobite cavalry is defeated at the causeway, the horse pour across, and the flank will not hold.

 Great rules once more - and always very evocative of the period. A very large game with around 35 units per side, and an entire historical battle. There aren't many rules that can handle that...

 

12 comments:

  1. Replies
    1. Cheers Neil. I have the new Marlburian supplement for V&B, so will be trying the scenarios with both rulesets - V&B and Field of Battle. Should prove an interesting contrast.

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  2. Perfect example of what I was talking about the other day - you don’t need many figures in a unit to look good. Absolutely splendid. Is the mat what they call tie-diarrhoea?

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    1. Thank you sir. The smaller units definitely prove more manageable in a large battle, and to be honest, en masse still looks good. The tie-dye terrain is from the same manufacturer as the previous 'desert puke', and is not photogenic at all. It looks great when not being photographed...allegedly.

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  3. Great looking game and as ever full of narrative with FOB

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    1. FoB is still proving to be the best rules. Must try more battle command though.

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  4. I find these early Jacobite battles fascinating, it is a period I know very little about. Sounds like I need to set this one up in Dominion of Pike and Shot, not quite as grandiose as your FOB effort!

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    1. Thanks Martin. The period is transitory between pike and shot - and an absolute quagmire in terms of efficiency and information. I'd recommend 'Anatomy of Victory' by Nosworthy and anything by John Childs (my history mentor) as references.
      Pike transitions from 16 feet(ish) to around 11, and is used defensively only; shot moves from match to flintlock, cavalry adopts differing tactics, and platoon firing becomes innovative vs firing by ranks. The whole period is a bot of a mess, and all these changes happen across a 10 year 'fluster' with an English succession in doubt, and hence the time period is very compelling.
      Wargaming it needs rules with some open ended narrative, and less fixed 'rules' (rulings not rules), so I find FoB is perfect for it. Otherwise, the rules have to reflect multiple doctrines and the QRS becomes 8 pages long.
      But yes, 'Dominion of P&S' sounds interesting to try.

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  5. Fantastic looking game Sir! Don't know the rules but they obviously do what you want 👍

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    1. Thanks Jack. Yes FoB is compelling and narrative, without leaving my head hurting. For this period especially, it is too easy to get carried away I think. Keeping it relatively simple, yet with enough depth to reflect the mess of the late seventeen century works well . :)

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  6. That's a brilliant looking game, with fab looking troops!

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    1. Thanks Ray. The smaller units really work when combined for big battles, and the rules are free flowing and very hackable (shhh don't mention Piquet being their basis, it puts people off shhh LOL)

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