Having spent a week setting the thing up, finally got to play it...
This was a test of the new Field of Battle 3 rules, more than anything else, which are certainly streamlined ( a few subtle changes - which speed up game-play - designer notes in rules refer to changes, with reasoning, which is great), but not so much that any revision detracts from the intent, the narrative and the game.
I had mentioned to Steve in last post, that were a wargamer without experience to play FoB, before trying any other rules for horse & musket, I'd say they'd be hard pressed to wonder why more staid and 'modifer heavy' systems aren't more like FoB. The system works, a great game is generated, and the rules are relatively straightforward, with each result making sense rather than becoming 'gamey' like other sets (BP...I'm lookin' at you).
At scale, Ramillies is a pretty big undertaking with 30+ units a side (roughly brigades in the game presented here - but battalions are easily handled too) - though that is the kind of thing which FoB does well, no matter how many players are involved.
There were some historical 'liberties' taken (as usual). I also reduced units to 2 cavalry stands or 3 infantry stands, due to table width being 7 feet - though it still worked well - as period rules in FoB have 'linear units' for this setting, and units were roughly equivalent widths.
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Looking from Taviers, toward Ramillies. A heavy cavalry presence on this flank.
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The French centre, which will see considerable action during the day.
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Allied cavalry moving up on French left.
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Early allied cavalry attacks are easily seen off by French musketry, though movement behind the main attack takes advantage of the French first fire having been used.
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The Allied right, which sees forces develop for a later attack, holding the French in check through their expectation of having to secure the flank.
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The centre - Allied attacks go in, with Danish troops facing the brunt of French musketry.
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Villeroi co-ordinates movements in the centre - French defence in depth here.
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Rapid attacks on the French left. Marlborough is d12+1 with Villeroi at d8 - which means that initiative invariably goes to the allies, but it does not all go their way.
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The Allied centre is, at times, left dangerously open as they focus on flank actions.
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British assault on the French guns in the centre, which, incredibly...actually works, despite horrific casualties.
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'I'm outta here mate!!!'
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'Huzzah!!!' |
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There are still plenty of French units in the centre however. It is clear that the Allies will find it a tough nut to crack. Have the French put too much emphasis on defending here however?
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French cavalry start to make moves on the Allied right.
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...as a foil to a massive (3 move) assault across the river and onto the far French left - attacking the guns and guard units there.
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...accompanied by a massive cavalry attack on the Allied left.
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Most of the battlefield - showing cavalry duels on Allied left, held centre, and dynamic right.
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French cavalry pour toward the perceived threat at left.
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...though a greater issue is developing on their right flank.
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'Hello Padre...you look a bit Protestant to be on this side of the line??? ...could I show you a map perhaps?'
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...fierce fighting in the centre.
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On the French left, two commanders, Caramon and Bedmar, are shot from the saddle, placing their units 'out of command' and the French left into disarray.
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...as if it could not get any worse - it never goes well, when the attacker rolls a 12 and the defender a 1 during melee - despite the advantages that line has against attacking cavalry...
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...a gap on the French right - now exploited by waves of Allied infantry.
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As morale is worn down, and a potential break point is reached...the first French roll against the Army Morale card results in failure. Villeroi withdraws from the field, and the day is Marlborough's.
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Another great game with these superb rules. Must get another game in soon, as I was rusty with a few things, and some fine tuning on the new rules required.