Sunday, 20 October 2013

Game 13 - Battle of the Boyne 1690

It has taken a little time to get things together here, though the game proved to be worth it. I had been increasingly worried that Maurice would be unable to handle the number of units, the comparative size of the game, or that it would become bogged down with minutiae. In the end, the rules flowed smoothly. In fact, some of the 'mad' (and increasingly lucky in terms of dice rolls ;)) Jacobite cavalry charges, devastated much of the allied lines, although these opportunistic actions were made all the easier through the allies sticking their neck out a little with absolutely no cavalry support. (Did I hear someone say 'practically begging to be flanked'?).



There was also agreement beforehand that two C in Cs would be used on each side, mainly due to the number of units and the prospect of the game bogging down. This meant that a number of slight rule changes were in effect.

(1) The 'Death of a Hero' card could be used to remove a General if he were within 4BWs of battle. This would remove him from the game and permit only the other C in C to command. The card could only be used once per side. (This would have dire consequences and be eerily accurate).

(2) Although there were two C in Cs, the number of card draws remained the same. In essence, the only change here was the addition of a second command 'centre of gravity'. This consideration was mainly focused on the number of reinforcements that would be available and to avoid any sense of bogging down the game due to the number of units.

(3) Troops could wheel and assemble as they reached the other side of the river (otherwise, there was no room for them to wheel in terms of the scale).


And so to battle:

The Jacobite starting positions in front of Donore hill. Elite cavalry and dragoons bolstered by...raw infantry for the most part.





The Dutch elite Gardes de Voet cross the Boyne heading for Oldbridge, and Clanricarde's raw troops. Luckily, James's own guard units are close by.



The Jacobites in Oldbridge bend...




...then break as platoon firing and a handy 'Confusion' card push them from their covered position in Oldbridge, and accurate fire finishes them off.




Allied reinforcements in the shape of French Hugenot and Northern Irish troops are delayed through rough going, while Jacobite cavalry moves menacingly close to the river.


It is only a delay to the inevitable however, as the first reinforcements cross the river, joined by Schomberg.



 ...straight into the jaws of elite cavalry charges. Gaps in the line mean that a Guards regiment is flanked early on in the confusion and broken. Cries of desperation along the allied line (well, from the player anyway).




Canny card play and the effect of massed muskets however will force the cavalry back.

As yet more Dutch and English reinforcements make ready to cross. The Jacobite infantry have remained relatively unengaged as the allied infantry deflects the blows of the cavalry.






 As English and Dutch troops successfully cross the river and the Allies push deeper, Schomberg, apparently in the thick of the action, is killed by a stray musketball.

Leaving William to coordinate the army.


The allies have some success on their right against the trained guard units, though one remains.

As Danish reinforcements start to ford the river, Dutch and allied cavalry waits their turn. Things look bleak for the Jacobites, unless they do something rash of course. 


  The Jacobite infantry holds on, despite withering fire.


 ...as the cavalry moves to the flank. Are they hoping to quell the Danes and Dutch at the river?




Despite what it looks like, the allies move their left flank, just in time for the massed cavalry charge.


By this time, Richard Hamilton is starting to run out of infantry to inspire, and moves to support the cavalry.




 ...who dramatically disrupt the Dutch and Northern Irish units as the flank melts away, and the charge goes on.





Not without cost, as the allies start to consolidate, Hamilton leads the cavalry on.

But the Jacobite morale is on the verge of collapse.


Hamilton's string of impetuous charges strikes the next Northern Irish and English regiments after he uses his 'notable' bonus to rally the almost shattered cavalry...


...and the charges destroy the integrity of unit after unit, though his cavalry become further weakened.


Despite the use of multiple advantageous cards, Jacobite morale is almost shattered, with only two points left. Having said that, with thousands of men running to the rear, allied morale was even taking a battering.

Final accurate platoon firing from the rallied Gardes de Voet puts and end to Hamilton's almost decisive action however, as the Jacobites roll poorly for morale due to losses, and flee the field.

 At game end, there are few units left on the field, and the Danish will be moving to reinforce, with massed cavalry just behind them.


We could probably call this a draw in terms of comparison against actual events. This was mainly caused by Hamilton's last minute success, the fact that the allies had to deal with it rather than focus on getting reinforcements across the river and the length of time that the Jacobites were able to hang on without being forced to Donore Hill.

The turning point was the death of Schomberg. Had the allies been able to retain two command radii, they would, as the Jacobites were able to, command a wide range of troop movement and thus bring troops across the river with more fluidity. As it was, one remaining C in C proved decisive in terms of where the allies could centre their attention.

One could argue that this is a flaw with the rules. I don't think so. Let's look at what happened historically. Schomberg was killed, there was utter confusion in the allied attack at times, the Jacobite charges were successful in terms of delaying the advance and significant numbers of allied troops were mauled and the pursuit was flawed (although historians have argued the real reasons for that). Granted, the flanking actions did not really happen, though we can see the price paid here was due to allied inattention to their position.

In other words, I still love the rules.

Next up? More Maurice or ...Modern Spearhead is beginning to call...or more Snappy Nappy...*sigh*...need more hours in the day dammit!

Sunday, 29 September 2013

The Boyne - Order of Battle ...and yet more Table Prep

Most modern works have more accurately attempted to pin down the order of battle at the Boyne and certainly more than when I had attempted a previous refight a decade ago. I've used both Padraig Lenihan's and Michael McNally's more modern works, amongst others,  in this regard.

I've opted to use two commanders and two notables and experiment with multiple card draws, since this battle will have in excess of 30 units on the table at one stage. Maurice is not exactly designed for this, but let's see how we go with the experiment.





Ignoring those portions of the army staring each other out at Roughgrange, at Oldbridge and the Donore area we have:

Jacobite Forces

Commanders - Tyrconnel & Berwick
Notables - Hamilton & Sheldon

Infantry

1st Battalion James's Foot Guards (south of Oldbridge)
2nd Battalion James's Foot Guards (south of Oldbridge)
Clanricarde's Regt of Foot (at Oldbridge)
Antrim's Regt of Foot (south-west of Oldbridge)
Boisseleau's Regt of Foot (probably two battalions - south west of Oldbridge)

Cavalry (from west to east around Donore hill)
James's Life Guards
Tyrconnel's Horse
Sutherland's Horse
Parker's Horse

Clare's Dragoons
Dongan's Dragoons


Williamite Forces

Commanders - William and Schomberg
Notables - Wurttemburg

Dutch Gardes te Voet (2-3 Battalions) (cross at 10am toward Oldbridge)
Hugenot Regts (De la Melioniere, Caillemotte, Cambon)
Hanmer's Regt of Foot
Nassau etc. Regt of Foot (one Dutch Battalion)
Brandenburg Regt of Foot  (one Dutch Battalion)
Mitchelbourne's Londonderry Regt of Foot (Possible second with St.John)
Hamilton's Enniskillen Regt of Foot
Tiffin's Enniskillen Regt of Foot

The Danish Brigade (was eight battalions - four will be on table)
The Dutch Brigade (represented by a further six horse units on table - Ginkel's etc.)

Note: This discounts much of the available Dutch infantry that would otherwise be available in the latter stages. These would sit outside both the scope of the game and the army morale levels and their introduction late in the battle would not have an immediate effect i.e. the card deck refresh will already have been played, and the scale of the Jacobite retreat will be evident - in other words, the role of the Jacobite player is to seek to improve upon the historical result of the infantry delaying action and the elite Jacobite cavalry charges by the time the retreat to Donore Hill is played out.

In order to replicate much of the differences in morale between units, the following ratings will be used:

Jacobites
Guard units - regular
Infantry - conscript (reflects lack of training and matchlock over flintlock availability)
Cavalry - all elite on the day


Williamites
Guard Units - elite
Infantry - regular, Hugenot units lack pikes but do not get the improved firing dice
Cavalry - regular
Danish units - will most likely make these elite to reflect increasing numbers and pressure on eastern side of river in absence of additional regiments. This might also reflect their resilience to cavalry (be it with bayonet or the ubiquitous chevaux de frise).

Some shots of the setup to date. PVA is still drying on the river (simpler than getting yacht varnish), most of the units are on the field of battle (so that I can dust off and catalogue) and Oldbridge has made an appearance at last - sparse of buildings I know, but I need to get units inside so that helps. Another report (or perhaps even the battle) soon.



















Saturday, 14 September 2013

The Boyne - Table Prep

Despite pressure to break from playing Maurice, we have resisted!!! And so, to a somewhat larger battle.

I have fought the Battle of the Boyne in 28mm before, back in 2001 using the Wargames Holiday Centre rules (then printed in a far less glossy Wargames Illustrated). The thought of using Maurice, with the various card management mechanics is quite exciting for a battle on this scale, though that could present a problem when we consider the size and relative flow of the previous battles. To that end, we'll be using some of the regimental options and indeed, notables (Schomberg, Wurtenburg and Berwick, Hamilton etc. who will of course have a foot and cavalry figure to symbolise his daring (or should that be darting) on the day).

This should help spread the load a little in terms of available troops and prevent the local attack and rally 'bottlenecks' halting the rest of the battle. It is critical for instance, that the momentum of the Williamite attack be kept up with ford crossings etc. while the charges of the Jacobite cavalry again and again, be wholly represented in some manner.


As we can see though, there will be some work to do first. My terrain boards have suffered a house move, storage, movement, re-storage and the weight of a world war II book collection in the last twelve years, and so need a bit of work - especially to the river sections. I also seem to have lost the hills and ridges that I had at the time. There is also a large body of newer work which I'll be looking at again prior to the game (Padraig Lenihan's 2003 book for instance - which needs a close re-read).

At the time of the original game, my map was based on Beresford Ellis's The Boyne Water (1976). Although it does suffer a little from its age and absence of certain sources, it still remains a great read and that damned map is forever etched on my brain as I tried to work out scales. My battlefield is the 2x1 mile rectangle marked out on it as I tried to interpret just what I was going to fight. I love this map.




With 4' to 1 mile, or 5280 yards, an infantry battalion at 7.5 inches (5 x 1.5" squares) wide works out at 825 yards wide to scale, which is a little much depending on whether you like 2 paces or 3 between files in a late seventeenth century infantry battalion (see Nosworthy and Graham's work on this) and would mean dropping my 5 base units to 3 or 4 base units. That said, the difference is marginal on a large table and there's plenty of space to get the larger units fighting so it shouldn't affect the rules too much.

I would be keen to go with 3 base units when I do Aughrim (but only because I don't have enough figures HA).

Of course, as with any Boyne refight, we're ignoring James's massive flanking debacle to the west which made things a little easier for William on the day.

So, some scenery touch-up, figures to dust off, hills to find...oh yes, and I have to build Oldbridge again, damn.