It’s been a while since I posted on the blog. In fact it’s been a while since I’ve written a full after action report. During lockdowns it seemed extra special to share more. Now there’s a hint of normality, I’m more inclined to take an occasional photo while concentrating on enjoying the game.
Last night at the club down here in Leeds, chum Rick had requested a Sharp Practice game. Great set of “large skirmish” rules. Rick is just getting into SP and printing and painting Napoleonic French infantry. So I presented him with a taste of Napoleonic gaming, me style - Ireland 1798!
Too late and too little (and possibly not in the best place!), the French landed at Killala in County Mayo on 22 August 1798. The next day General Humbert sent his second-in-command General Sarrazin on a reconnaissance in force to the neighbouring town of Ballina. With 160 infantry and 40 cavalry, Sarrazin found Crown troops waiting for him in a strong position about a mile north outside Ballina; 600 Yeomanry foot, 200 Yeomanry and regular cavalry and artillery! He sensibly returned to Killala! (Unless you read Gribayedoff’s 1890 account of the French invasion; he describes a battle! I suppose it was pre-Wiki!)
Rick was to take the role of Jean Sarrazin and was denied “discretion being the better part of valour…”, he must attack! The forces for the battle reflected what I know, but I balanced the points. Still a tall order to attack an equal enemy force in a defensive position.
The French have 2 companies of regular infantry, a group of skirmishers and a group of the 3rd Chasseurs à Cheval.
The Crown forces under Colonel Sir Thomas Chapman comprise 3 companies of Yeomanry infantry, a troop each of Yeomanry cavalry and regular Carabineers, supported by a light artillery piece. I’ve deployed them in a strong, but not perfect position. How will Rick go about reducing this force?!
It doesn’t start well! The French become strung out. The skirmishers are ordered forward.
The skirmishers have the audacity to cause a casualty and wound an officer!
Seeing the French in a state of confusion, the regular cavalry advance.
That attracts the attention of the second company of French. Here comes that slice of action, boys…!
The French column crashes into the Yeomanry, destroying half and the other half show a clean pair of heels. Left flank gone!
Maybe the heavy cavalry will see off this French rabble?
Meanwhile the artillery top right punishes the closely packed Frenchmen.
And after taking some musketry, in go the regular cavalry!
“Fisticuffs” in SP is very bloody; 5s are a kill and 6s are a kill and a Shock (morale effect).
My dice were more of a shocker…
The lovely French 3rd Chasseurs à Cheval are my newest unit for the 1798 collection. There are unwritten rules for new units’ first time out.
The French (light) horsemen sense it’s their moment and charge the reduced and unsteady enemy (heavy) horsemen. Huzzah!
Mutual destruction is the outcome!
Well that’s made some space. Above you see the situation after the artillery and an advance from the right flank Yeomanry infantry have devastated the first company of French and the skirmishers. The tattered remains of the second French company have formed line. And what’s this?! The foolish Yeomanry horse have chosen to advance! There’s a game changer for all the wrong reasons.
In SP you track your Force Morale. It gets reduced by bad things happening. As things are bound to do in battle. When your Force Morale reaches zero, you’ve lost whatever the situation is on the table. Both our Force Morales are rapidly running out.
The Yeomanry are driven off! Silly Yeomanry. We didn’t have enough Shock tokens left to put on them. They were broken and my Force Morale was down to 1. Rick was down to 2 or 3…
And we’d run out of time darn it!
We called it a draw. The French were beaten up yes, but another reverse anywhere would have seen my Force Morale reduced to zero. Great stuff. Down to the wire, but we didn’t quite have time to get across the wire. Could have still gone either way.
Thanks for reading.
All the best!
Chris
Great report Chris
ReplyDeletePesky French.. I notice your dice still needs some working on
Unlike the figures. Tremendous
Well done,Chris-what are the red "thingeys" for??
Deletejohnc
Hey John, the red thingies are Shock tokens. They're a morale effect rather than casualties (which you also take)
Delete