Austerlitz 0800 HR Poll

After a bruising turn the Allies are in potential danger.

Opening up the turn for the Allies lets review quickly where we are. The Battle of Austerlitz was predicated upon a ridiculously complex  set of orders for the Russo-Austrian alliance, further hampered by ego.

YOU as General have no such issues but your Generals capabilities to react to change are stretched. Plus under the Napoleon Battles System from The Gamers you have some special rules for Buxhowden etc.

Think of all of them as limits to flexibility, so simple is best.

Now, The French appear to be massed in the center of the field, upwards of 3 Corps. The Russian Imperial Guard, cannot take them alone, I dont think, happy for me to be proven wrong.

Most of Kollowraths forces are likely to be eliminated or routed within an hour. Without sharing the planof the French, it is likely that they will pursue the routed units off board if possible. Thier Left is an unknown at the moment , a series of  hidden marker counters.

Your reinforcements come next turn (Right Wing Units).  Buxhowden and his forces are clearing Telnitz area well. But have too many forces likely.

However the French III Corp ( I need to check that) are arriving this turn to support that side of the battle field.

So some choices are here for you armchair generals.

Can Buxhowden drop a formation off (i.e. the units moving to attack the Pheasant Garden) area to support Kollowrath?

Or if they drop should they screen the Cavalry preparing to thunder down Pratzen Hill?

Should the Imperial Guard now activate and at least move into position to fight? Last Poll all of you said no….

Kollowrath is surrounded, he dropped orders, can he attack out? What do you want to try and do? Comments please.

Over with the drunk Buxhowden….what is the plan?

Voting closes Saturday AM. Please vote asap, I really want to keep the Play by Poll series moving.

Next up C.V.

!!!!!!

Seven Pines The Gamers by ER Bickford

The Battle of Seven Pines May 31, 1862

This is the battle of Seven Pines, running from May 31st through June 1st of 1862. The Union has two corps that are deployed just to the north of the White Oak Swamp. The Federal 4th Corps commanded by General Erasmus Keyes is defending Seven Pines and has General Silas Casey’s 2nd Division deployed in the redoubt along Williamsburg Road. Fair Oaks Station is just the north of General Casey’s position. Meanwhile General Joseph Hooker and Brigadier General Philip Kearney are stationed east along the Williamsburg Road. General Samuel Heintzelman is in charge of the action.

The Confederates are led by General Joseph Johnston, who sees an opportunity to catch the Union forces in a weakened position, south of the Chickahominy.Johnston’s headquarters is set up at the Old Tavern on the Nine Mile Road. General D.H. Hill is deployed amongst the woods along the Williamsburg Road with orders to attack the Union position to the east and capture Seven Pines and then press onward to the next crossroads.

General Huger’s Division has orders to defend Charles City Road.

General Anderson’s Division has divisional goals. Pickett and Kemper have orders to move to the railroad along Gillies Creek near the Long’s place. Prior, Colson, and Wilcox have orders to join Huger in defending the Charles City Road.

Hampering all of the potential for the Confederate attack, is the fact that it has rained all night. Streams are going to cost a lot more in time to cross, plus 5 movement points. Additionally, the bridge over Gillies Creek has been washed out.

Meanwhile the Left Wing, led by General G.W. Smith, has orders to attack the Union position at Fair Oaks Station and then to move on to capture Orchard Station. These orders are in delay because of the waiting for Huger’s Division to trigger the action.

OCS Training with : Korea The Forgotten War

Two seasoned players of OCS held a training session a few nights ago that was attended by nearly 20 people.
Yes, monster gaming is alive and well. So to is the desire to learn a system that creates the logistical feel and decision cycles on a grand scale.

Part 1 of 4 in HD quality.

Part 2 of 4

Part 3 of 4

Part 4 of 4

Full video below in 480p:

Enjoy the learning. Part 2 coming.

Side by Side – Bastogne [SCS] Game 2

Recap:

The second in an occasional series of games played by 4 guys who share a common interest in historical conflict simulations.

This weekend we played Bastogne. Another SCS title. Our games are chosen around a number of factors, firstly era of interest, then play ability, opportunity to complete in one day or one and a half days, and familiarity with the game system or experiences with the game itself.

Having recently played Yom Kippur, it seemed a natural fit to try some Western Theatre world war II at the company level. This SCS title is a departure from others in scale in the sense of unit sizes and time scale.

I am happy to report however that it works! Tweaks to turn sequence allow for a historical flavor that shows the power of Allied Artillery and C&C. That and the fluidity of movement via road movement rule additions and some clever arty supply rules make this a unique experience each time. Part of the challenge of course historically for both sides was the maze of roads, intertwining through dense forest.  This did not mean however that one could not maneuver! If a road was open then by golly you bet the Germans would use it!

Game 2  Turn 1 opening moves. That is Bastogne in the center, note the web of roads into and around!

Continue reading

Side by Side – Bastogne [SCS] Game 1 of 2

The second in an occasional series of games played by 4 guys who share a common interest in historical conflict simulations.

This weekend we played Bastogne. Another SCS title. Our games are chosen around a number of factors, firstly era of interest, then play ability, opportunity to complete in one day or one and a half days, and familiarity with the game system or experiences with the game itself.

Having recently played Yom Kippur, it seemed a natural fit to try some Western Theatre world war II at the company level. This SCS title is a departure from others in scale in the sense of unit sizes and time scale.

I am happy to report however that it works! Tweaks to turn sequence allow for a historical flavor that shows the power of Allied Artillery and C&C. That and the fluidity of movement via road movement rule additions and some clever arty supply rules make this a unique experience each time. Part of the challenge of course historically for both sides was the maze of roads, intertwining through dense forest.  This did not mean however that one could not maneuver! If a road was open then by golly you bet the Germans would use it!

The second game is readable tomorrow and has a video attached to it also. Make sure you subscribe to receive notification of its availability.

Continue reading