Well, we are all back safe and sound from our weekend at Derby World Wargames 2016. Yet again the boys from Derby put on an excellent and well attended show. We chatted to lots of people over the weekend, some old friends and some new faces, and it was good to put a face to people previously only 'met' over the ether of the internet. Thanks for stopping by to say hello.
Here are a few shots of the game. I've only picked out one or two of the best of a lot of blurred (no tripod) photos, but it will give you an idea of how the game looked on the day.
Victory on this occasion went to the Austrians. The Prussians didn't manage to push the Grenzers off the Lobosch and the Prussian cavalry was all but destroyed in fruitless charges against the sunken road - though Pennavaire did come mighty close to breaking through at one point, and the Garde du Corps were simply heroic.
During the battle there were several events of note, including Frederick legging it after failing Major Morale when the Prussians had lost seven units; Radicatti failed to get out of the way of a charge by the Garde du Corps and got squashed; a Prussian cavalry unit, in disorder with casualties, was taken in the flank by a unit of elite squadrons - the Prussians beat them off by rolling better twice, first with D6 Vs D12+3, and then D6 Vs D12+1 - and overall I don't ever remember the Prussian cavalry fighting with such valour throughout an entire battle.
Anyway, as I've said, a good weekend was had by all. The game came in, by popular vote, joint 1st with The Boondocks Sayntes' fabulous Zulu War game and we split the prize money between us (though given the amount of red they drank on the Sunday they might need to be reminded of it).
Thanks to Jeff Berry of Obscure Battles for allowing us to use his description of the action as our table side brochure. His work, and attention to detail, was much admired.
Thanks also to the guys from Barely Legal Wargames Club, who had the table (Battle of Carabobo 1821) next door to ours, for the Black Powder tutorial. As usual, though I intended to take photos of other games, I forgot, or those I took are too blurred to publish but, thankfully, at least this one came out OK. See you next year boys.
For once I even came back with a goody bag. I bought a copy of Pike and Shotte to try for the Italian Wars, a second hand copy of Atlas of the Crusades that was going too cheaply to pass up, and a very nice engineers wagon (with load) model from War Bases. A client also kindly bought me a present of Wellington Invades France (thank you J. W.) which I look forward to reading.
Speaking of War Bases, I had a chat about the possibility of a generic pontoon wagon and Martin said he was already thinking about doing one. I've always wanted a couple for a pontoon train so I'm very much looking forward to buying what he comes up with.
Showing posts with label Lobositz 1756 for Derby 2016. Show all posts
Showing posts with label Lobositz 1756 for Derby 2016. Show all posts
Monday, 3 October 2016
Saturday, 17 September 2016
Lobositz 1756 - Scenario rules for Derby (edited 25:9:2016)
The Ilkley Lads no longer do hand out leaflets for the shows where we put on games. This is for two reasons. It is impossible to get enough information about a game onto a piece of A4 paper; I've never got the number of copies to take right, either I've taken too few and run out, or I've come back with enough scrap paper to last me for the next six months and cried over ill spent ink cartridges. Consequently, I now do full information packs that can be read at table side. There will be two packs for this game.
The first pack contains the information here. It is the scenario design notes. Anyone who wants the information to keep can take a web address (to this blog) slip - it's easy enough to cut and paste the scenario information into MS Word for personal use, and I give permission for that.
The second information pack gives the historical background and narrative of the battle as it was fought on 1st October 1756. I'm pleased to say that I've obtained permission to reproduce the best, and fullest, description of the battle that I have found for people to read at table side. It was written by Jeff Berry and can be found at his Obscure Battles web site. Thank you Jeff, you're a gent.
(I have just finished doing the information packs for the demonstration at Derby World Wargames show next Saturday and Sunday. Having amended one or two of the scenario notes I have edited this post and added the order of battle with unit quality notation and terrain and weather notes.)
The Lobosch Berg is a volcanic mound covered, on its lower slopes with vinyards and woods enclosed by walls of volcanic stone. We will treat the lower slopes (first two contours), on which the fighting takes place, as very rough terrain and heavy cover - in Piquet terms, type III. The upper slopes are so steep that they will be classified as almost impassible - in Piquet terms, type IV. Because this terrain was so ideally suited to operations by light troops, Grenzers will count as shooting from a Superior Position (Up 1).
The Homolka Berg is a big hill and its upper slopes are quite steep. The lower slopes (first contour) have no effect on movement. Movement will count as impeded from the second contour up - in Piquet terms type II. Its forward slopes (the slopes featured on the table) do not provide cover.
The Morellenbach stream and associated marshy surrounds (now drained) was a a serious obstacle, especially to cavalry - in Piquet terms, type III. It does not provide cover except to artillery firing round shot which is penalised (in Piquet terms, Down 1) for firing at targets in it and within 12" beyond it. Note: For reasons of space and aesthetics, only the boggy ground has been featured on the table.
The Graben stream was a serious impediment to movement - in Piquet terms it is type III.
The sunken road is a serious impediment to movement and provides cover vs firepower to troops on the road. It will cause any troops in melee to count a terrain disadvantage - In Piquet terms type III for movement when crossing the road and for cover, Down 1 for ANY troops in melee.
The Elbe, featured on the table as one bank of a meandering elbow bend that runs close to Lobositz, is impassible.
Built up areas are all standard 'village sections'.
Starting the battle
Pennavaire
From the start of turn 2 the cavalry under Pennavaire's command must move to carry out a probing attack against the cavalry below the Homolka Berg, including any cavalry behind the sunken road. This attack is essential as it largely defined the future course of the battle.
Kolowrat:
Kolowrat's infantry may not activate until Prince von Preussen activates and then only following a successful check (D12 Vs D8) on Brilliant Leader used as a ‘Kolowrat Activation’ card. Kolowrat’s artillery becomes active on turn 2.
After Pennavaire suffered a reverse (in game terms, this would be a unit destroyed, routed or shaken) Gessler made the fateful decision to rashly reinforce him and attack the sunken road. This was a terrible blunder on Gessler's part.
The blunder is easily explained. It was a standing order, issued by Frederick himself, that cavalry reverses were to be stemmed by reinforcement. Also, prior to the battle, Frederick had criticised Gessler for his timidity in combat. So with Pennavaire struggling, and Frederick looking on, what else could Gessler do? Gessler felt obliged to reinforce Pennavaire. When Frederick exclaimed "My God, what is my cavalry doing?" his audience must have rolled their eyes.
This is a clear case of 'military possibility' as described by Mr. Featherstone. What if Gessler hadn't attacked?
In the game, the Prussians have three Cavalry Move cards; two of these cards will be special (green topped scenario) cards. If one of these cards is turned, and Pennavaire's command has suffered a reverse, Gessler rolls D12 Vs D8, if Gessler fails to beat the D8 result he must attack with his whole command, moving at least half rate on each appropriate move card, to clear the sunken road in support of Pennavaire, until 50% of his command is destroyed, routed or shaken when he can withdraw. If Gessler passes the check he is not required to attack and may act as required from turn 4.
Frederick quits the field:
Quite early on in the battle, when things were not going well, Frederick was advised to leave the field; he took the advice and did so.
To allow for this military possibility a special green topped Major Morale card has been added to the Prussian sequence deck. When it is turned a normal major morale check is taken. If the test is failed Frederick flees the field. All subsequent major morale checks following this occurrence will be failed and will automatically go down to command group level.
However, as happened at Mollwitz fourteen years earlier, the day was saved by the steadfastness and ability of the Prussian infantry - to boost their efficiency, if Frederick departs, a Crushing Volley card will be shuffled into the Prussian deck immediately following the failed major morale check.
Army Characterisation Deck cards
Unit Quality Ratings
The first pack contains the information here. It is the scenario design notes. Anyone who wants the information to keep can take a web address (to this blog) slip - it's easy enough to cut and paste the scenario information into MS Word for personal use, and I give permission for that.
The second information pack gives the historical background and narrative of the battle as it was fought on 1st October 1756. I'm pleased to say that I've obtained permission to reproduce the best, and fullest, description of the battle that I have found for people to read at table side. It was written by Jeff Berry and can be found at his Obscure Battles web site. Thank you Jeff, you're a gent.
(I have just finished doing the information packs for the demonstration at Derby World Wargames show next Saturday and Sunday. Having amended one or two of the scenario notes I have edited this post and added the order of battle with unit quality notation and terrain and weather notes.)
Terrain and Weather Notes
The
battlefield is set up on a 12' x 6' table. The basic layout will be a cloth
thrown over hill shapes made from insulation board. All of the other terrain is
a mixture of commercial and home made pieces.
The Lobosch Berg is a volcanic mound covered, on its lower slopes with vinyards and woods enclosed by walls of volcanic stone. We will treat the lower slopes (first two contours), on which the fighting takes place, as very rough terrain and heavy cover - in Piquet terms, type III. The upper slopes are so steep that they will be classified as almost impassible - in Piquet terms, type IV. Because this terrain was so ideally suited to operations by light troops, Grenzers will count as shooting from a Superior Position (Up 1).
The Homolka Berg is a big hill and its upper slopes are quite steep. The lower slopes (first contour) have no effect on movement. Movement will count as impeded from the second contour up - in Piquet terms type II. Its forward slopes (the slopes featured on the table) do not provide cover.
The Morellenbach stream and associated marshy surrounds (now drained) was a a serious obstacle, especially to cavalry - in Piquet terms, type III. It does not provide cover except to artillery firing round shot which is penalised (in Piquet terms, Down 1) for firing at targets in it and within 12" beyond it. Note: For reasons of space and aesthetics, only the boggy ground has been featured on the table.
The Graben stream was a serious impediment to movement - in Piquet terms it is type III.
The sunken road is a serious impediment to movement and provides cover vs firepower to troops on the road. It will cause any troops in melee to count a terrain disadvantage - In Piquet terms type III for movement when crossing the road and for cover, Down 1 for ANY troops in melee.
The Elbe, featured on the table as one bank of a meandering elbow bend that runs close to Lobositz, is impassible.
Built up areas are all standard 'village sections'.
A heavy mist shrouded valley of the Elbe. The mist didn’t completely lift
until late morning. In Piquet terms, all fire will be modified Down 2 at more
than musketry range until the heavy mist begins to clear; then Down 1 until the
mist finally lifts. If firing to high ground, the modifier is one grade less
severe.
· At the
end of each turn roll D12 Vs D8, if the D12 roll is higher the mist lessens.
- Heavy mist (Down 2) to: Mist (Down 1) to: Clear (No effect)
Special Scenario Notes & Military Possibilities
Setting
the parameters for the historical re-fight of a battle is always tricky. There
are several views on how it should be done and none will be absolutely right
for everyone. I've been gaming for 40 plus years and I grew up with 'old
school' rules by Featherstone, Grant, Quarrie, etc. I've moved on with the
times since then but a section of my first wargames book, bought for me as a
Christmas present in 1974, has always remained with me whenever I've set up a
historical battle on a wargame's table. That book was "Battle Notes for
Wargamers" by D. Featherstone.
Mr. Featherstone says, in that book, that a historical re-fight should use the terrain, order of battle, deployments and tactics of the original combatants. Furthermore, he says that, where possible, the actual tactical plan of each side should be used except that there should be a chance of what he calls 'military possibilities'. Military possibilities, he explains, is the chance that certain courses of action, carried out in the historical battle, might be ignored - history can be changed.
Lobositz is strewn with 'military possibilities', especially for the Prussians.
Piquet is a rule system that is ideally suited to scenario building so the historical 'military possibilities' can be built in without needing too many bolts, indeed this kind of thing is the food and drink of the Piquet system.
To run this scenario I think that the following extra notes and rulings are required.
Mr. Featherstone says, in that book, that a historical re-fight should use the terrain, order of battle, deployments and tactics of the original combatants. Furthermore, he says that, where possible, the actual tactical plan of each side should be used except that there should be a chance of what he calls 'military possibilities'. Military possibilities, he explains, is the chance that certain courses of action, carried out in the historical battle, might be ignored - history can be changed.
Lobositz is strewn with 'military possibilities', especially for the Prussians.
Piquet is a rule system that is ideally suited to scenario building so the historical 'military possibilities' can be built in without needing too many bolts, indeed this kind of thing is the food and drink of the Piquet system.
To run this scenario I think that the following extra notes and rulings are required.
Starting the battle
To make
the battle of Lobositz look and feel like its historical counterpart it is
probably best to start it in a historical manner without the military
possibility of change. To that end, the battle will start with the two actions
ordered by Frederick before he became fully aware of the situation before him.
The first is Bevern’s attacks to clear the Lobosch Berg, and the second is the
probing attack by Pennavaire against the Austrian cavalry and the sunken road
below the Homolka Berg.
After
that, the military possibility of history changing will come into play.
Artillery
To allow for the preliminary bombardments at the
start of the battle all artillery, except for the Austrian battery behind the
Morellenbach, is activated on turn 1.
Bevern
Bevern is activated on turn one. His orders are to clear the Lobosch Berg of the enemy as quickly as possible. Until his mission is accomplished Bevern cannot retreat or take troops off of the Lobosch until the hill is completely cleared of the enemy.
Bevern is activated on turn one. His orders are to clear the Lobosch Berg of the enemy as quickly as possible. Until his mission is accomplished Bevern cannot retreat or take troops off of the Lobosch until the hill is completely cleared of the enemy.
When
Bevern became aware of the strength of resistance on the Lobosch Berg he called
for reinforcements from Prince von Preussen’s command in the valley. To allow
this to happen Bevern may attempt to supersede Prince von Preussen's command of
units. He need not be within command distance, but must make the appropriate
test on Officer Check and suffer the Dress the lines
card penalty, to do so. Units activated in this way must make for the
Lobosch Berg and operate on it until it is cleared of all enemy units.
Pennavaire
From the start of turn 2 the cavalry under Pennavaire's command must move to carry out a probing attack against the cavalry below the Homolka Berg, including any cavalry behind the sunken road. This attack is essential as it largely defined the future course of the battle.
On each
appropriate move card, Pennavaire’s cavalry must move at best practical rate towards
the Austrian cavalry below the Homolka Berg and attempt to clear it from the
field. The command may not withdraw before losing over half of its unit
strength, destroyed or routed.
Other command activations by turn
Whilst
the battle raged at the sunken road and on the Lobosch much of the armies of
both sides stood idle. Activation for the commands of both sides is therefore
by turn or due to circumstances.
Draskowitz
Draskowitz’s
command on the Lobosch Berg is activated on turn 1.
Radicatti
Radicatti’s
cavalry is not activated before turn 2 unless it is engaged by Prussian
artillery on turn 1, in which case Radicatti may activate his hussars to screen
his other units.
Lacy
Lacy reinforced the Grenzers on the Lobosch Berg and occupied the town with troops stationed in and to the west of Lobostiz. To this end Lacy's infantry may activate from the start of turn 2. Otherwise, Lacy's command can only defend until Prince von Preussen is activated.
Lacy reinforced the Grenzers on the Lobosch Berg and occupied the town with troops stationed in and to the west of Lobostiz. To this end Lacy's infantry may activate from the start of turn 2. Otherwise, Lacy's command can only defend until Prince von Preussen is activated.
Lucchesi:
Lucchesi's cavalry may activate from the start of turn 3. Before that it is assumed that it is making its way, from the far left of the Austrian position, to the place it occupies at the start of the game.
Lucchesi's cavalry may activate from the start of turn 3. Before that it is assumed that it is making its way, from the far left of the Austrian position, to the place it occupies at the start of the game.
Gessler:
In the unlikely event that Gessler is not required to take a blunder test (see below), he becomes active on turn 6.
In the unlikely event that Gessler is not required to take a blunder test (see below), he becomes active on turn 6.
Prince
von Preussen:
If Gessler attacks due to a failed check (see Gessler's blunder) Prince von Preussen may not activate until turn 6. If Gessler passes his check Prince von Preussen is activated on turn 4.
If Gessler attacks due to a failed check (see Gessler's blunder) Prince von Preussen may not activate until turn 6. If Gessler passes his check Prince von Preussen is activated on turn 4.
Kolowrat:
Kolowrat's infantry may not activate until Prince von Preussen activates and then only following a successful check (D12 Vs D8) on Brilliant Leader used as a ‘Kolowrat Activation’ card. Kolowrat’s artillery becomes active on turn 2.
Gessler's blunder
After Pennavaire suffered a reverse (in game terms, this would be a unit destroyed, routed or shaken) Gessler made the fateful decision to rashly reinforce him and attack the sunken road. This was a terrible blunder on Gessler's part.
The blunder is easily explained. It was a standing order, issued by Frederick himself, that cavalry reverses were to be stemmed by reinforcement. Also, prior to the battle, Frederick had criticised Gessler for his timidity in combat. So with Pennavaire struggling, and Frederick looking on, what else could Gessler do? Gessler felt obliged to reinforce Pennavaire. When Frederick exclaimed "My God, what is my cavalry doing?" his audience must have rolled their eyes.
This is a clear case of 'military possibility' as described by Mr. Featherstone. What if Gessler hadn't attacked?
In the game, the Prussians have three Cavalry Move cards; two of these cards will be special (green topped scenario) cards. If one of these cards is turned, and Pennavaire's command has suffered a reverse, Gessler rolls D12 Vs D8, if Gessler fails to beat the D8 result he must attack with his whole command, moving at least half rate on each appropriate move card, to clear the sunken road in support of Pennavaire, until 50% of his command is destroyed, routed or shaken when he can withdraw. If Gessler passes the check he is not required to attack and may act as required from turn 4.
Frederick quits the field:
Quite early on in the battle, when things were not going well, Frederick was advised to leave the field; he took the advice and did so.
To allow for this military possibility a special green topped Major Morale card has been added to the Prussian sequence deck. When it is turned a normal major morale check is taken. If the test is failed Frederick flees the field. All subsequent major morale checks following this occurrence will be failed and will automatically go down to command group level.
However, as happened at Mollwitz fourteen years earlier, the day was saved by the steadfastness and ability of the Prussian infantry - to boost their efficiency, if Frederick departs, a Crushing Volley card will be shuffled into the Prussian deck immediately following the failed major morale check.
Army Characterisation Deck cards
Because
this is a historical re-fight Army Characterisation Deck (ACD)
cards will not be randomly determined. They will be assigned. Both armies have
an ACD divisor of 3.
The Prussian unit count is 28 units for 9 cards. The Prussians will be assigned 45 morale chips and an extra Brilliant Leader card.
The Austrian unit count is 37 units for 12 cards. The Austrians will be assigned 50 morale points, a Cavalry and Infantry Move in Difficult Terrain card and an Artillery Reload card.
The Prussian unit count is 28 units for 9 cards. The Prussians will be assigned 45 morale chips and an extra Brilliant Leader card.
The Austrian unit count is 37 units for 12 cards. The Austrians will be assigned 50 morale points, a Cavalry and Infantry Move in Difficult Terrain card and an Artillery Reload card.
Unit Quality Ratings
Unit quality has not been randomly determined, it was be predetermined.
As per usual we will not be using roster sheets at the show. All unit information will be shown on the table. Troop quality will be marked with pony beads:
As per usual we will not be using roster sheets at the show. All unit information will be shown on the table. Troop quality will be marked with pony beads:
- Yellow: Abysmal leader
- Red: Poor leader / Battle Weary unit
- Green: Average leader / Ready unit
- Blue: Skilled leader / Eager unit
- Purple: Superior leader / Determined unit
- White: Unused infantry 'first fire'.
- Black: Blown cavalry.
Other
markers will show casualty status, shaken and disordered.
Order of Battle
Austria
Commander
in chief: Maximilian von Browne. Skilled
Kolowrat.
Average
- 9
units of German Musketeers (representing 18 battalions). Ready
- 1
unit of Hungarian Musketeers ((representing 2 battalions). Ready
- 1
unit of field artillery. Eager
Lucchesi.
Average
- 6
units of Cuirassier (representing 6 regiments, less elites). Ready
- 1
unit of dragoons (representing 1 regiments, less elites). Ready
Lacy. Average
- 4
units of German Musketeers (representing 8 battalions). Ready
- 1 unit
of Hungarian Musketeers ((representing 2 battalions). Ready
- 1
units of combined grenadiers (representing 2 battalions). Ready
- 2
units of combined grenadiers (representing 2 battalions). Battle Weary
- 1
unit of Grenzers unit (representing 1 battalion). Eager
- 1
unit of heavy field artillery. Eager
Radicati.
Average
- 2
units of Cuirassier (representing 2 regiments, less elites). Ready
- 2
units of elite squadrons (the elite squadrons of the regiments). Ready
- 1
unit of Dragoons (representing 1 regiments, less elites). Ready
- 2
units of Hussars (representing 2 regiments). Ready
Draskowitz.
Average
- 2
units of Grenzers (representing 2 battalions). Eager
- 2 units of Grenzers (representing 2 battalions). Ready
Prussia
Commander
in chief: King Frederick the Great. Skilled
Henry
Prince von Preussen. Skilled
- 5 units of Musketeers (representing 10 battalions). Eager
- 1 unit of Fusiliers (representing 2 battalions). Ready
- 1 units of Grenadiers (representing 2 battalions). Eager
- 1 unit of Grenadiers (representing 1 battalion). Ready
- 3 units of heavy field artillery. Ready
- 1 unit of heavy howitzers. Ready
Gessler. Average
- 5 units of Cuirassier (representing 5 regiments). Eager
- 2 unit of Dragoons (representing 2 regiments). Eager
- 1 units of Hussars (representing 1 regiment). Eager
Bevern. Skilled
- 3 units of Musketeers (representing 6 battalions). Eager
- 1 unit of Musketeers (representing 1 battalions). Ready
Pennavaire.
Average
- 2 units of Cuirassier (representing 2 regiments). Ready
- 1 units of Guard Cuirassier (representing 1 regiments). Eager
- 2 unit of Dragoons (representing 1 10 squadron regiment). Eager
Monday, 12 September 2016
It's Derby Worlds in less than three weeks
Saturday 1st October is the first day of the Derby World Wargames convention at Castle Donnington.
The 1st of October is significant for something else, one of my favourite battles. On that day 260 years ago, a certain King Frederick II of Prussia launched an attack against the Austrian forces at the small Bohemian town of Lobositz.
The coincidence of date is just too good to miss. So, in three weeks time the Ilkley Lads will celebrate the Battle of Lobositz, fought on 1st October 1756, by putting on a demonstration game of the battle at Derby World Wargames.
Over the next couple of Wednesday nights we will run through the battle and finalise the special scenario rules.
For those who will be unable to go to Derby Worlds, I'm going to detail the development of the game here with plenty of photographs.
For those who will attend, knowing about the game might spark your interest enough to drop by the table and say hi; it might even provoke the odd question or [hopefully] constructive criticism.
Two things that have been settled are the table layout and the order of battle. This post shows how the battlefield, less a few bits of scatter and such, will look on the day.
The Battlefield
The battlefield is set up on a 12' x 6' table. The basic layout will be a cloth thrown over hill shapes made from insulation board. All of the other terrain, a mixture of commercial and home made pieces, will be laid out on top of the cloth. Although nothing has been especially made for this battle in particular, the overall effect is effective and quite pleasing.
The Terrain
The Lobosch Berg is a volcanic mound covered, on its lower slopes with vinyards and woods enclosed by walls of volcanic stone. We will treat the lower slopes (first two contours), on which the fighting takes place, as very rough terrain and heavy cover - in Piquet terms, type III. The upper slopes are so steep that they will be classified as almost impassible - in Piquet terms, type IV.
The Homolka Berg is a big hill and its upper slopes are quite steep. The lower slopes (first contour) have no effect on movement. Movement will count as impeded from the second contour up - in Piquet terms type II. Its forward slopes (the slopes featured on the table) do not provide cover.
The Morellenbach stream and associated marshy surrounds (now drained) was a a serious obstacle, especially to cavalry - in Piquet terms, type III. It does not provide cover except to artillery firing round shot which is penalised (in Piquet terms, Down 1) for firing at targets in it and within 12" beyond it. Note: For reasons of space and aesthetics, only the boggy ground has been featured on the table.
The Graben stream was a serious impediment to movement - in Piquet terms it is type III.
The sunken road is a serious impediment to movement and provides cover vs firepower to troops on the road. It will cause any troops in melee to count a terrain disadvantage - In Piquet terms type III for movement when crossing the road and for cover, Down 1 for ANY troops in melee.
The Elbe, featured on the table as one bank of a meandering elbow bend that runs close to Lobositz, is impassible.
Built up areas are all standard 'village sections'.
Order of Battle
Since the last play test of this scenario I have decided to simplify the command structure even more by removing Moller and Hadik as commanders. These will now be put into the 'casualty replacement pool'.
Austria
Commander in chief: Maximilian von Browne
Kolowrat
Lacy
So that is the basic set up. The next post will detail the special scenario notes and rules concerning, what Donald Featherstone would call, the "military possibilities" of the battle for the wargamer.
The 1st of October is significant for something else, one of my favourite battles. On that day 260 years ago, a certain King Frederick II of Prussia launched an attack against the Austrian forces at the small Bohemian town of Lobositz.
The coincidence of date is just too good to miss. So, in three weeks time the Ilkley Lads will celebrate the Battle of Lobositz, fought on 1st October 1756, by putting on a demonstration game of the battle at Derby World Wargames.
Over the next couple of Wednesday nights we will run through the battle and finalise the special scenario rules.
For those who will be unable to go to Derby Worlds, I'm going to detail the development of the game here with plenty of photographs.
For those who will attend, knowing about the game might spark your interest enough to drop by the table and say hi; it might even provoke the odd question or [hopefully] constructive criticism.
Two things that have been settled are the table layout and the order of battle. This post shows how the battlefield, less a few bits of scatter and such, will look on the day.
The Battlefield
![]() |
The tabletop and deployment plan (made using MS Paint) |
The Prussians deployed on the Lobosch (right) the Homolka (left) and in the valley between. |
The Austrians deployed on the Lobosch (foreground) and between Welhotta and Sullowitz. |
A view of the Lobosch Berg from the Homolka Berg |
Looking towards the lower part of the Holomka Berg and Lobosch Berg from behind the Morellenbach. |
The Morellenbach stream and associated marshy surrounds (now drained) was a a serious obstacle, especially to cavalry - in Piquet terms, type III. It does not provide cover except to artillery firing round shot which is penalised (in Piquet terms, Down 1) for firing at targets in it and within 12" beyond it. Note: For reasons of space and aesthetics, only the boggy ground has been featured on the table.
The Graben stream was a serious impediment to movement - in Piquet terms it is type III.
The sunken road is a serious impediment to movement and provides cover vs firepower to troops on the road. It will cause any troops in melee to count a terrain disadvantage - In Piquet terms type III for movement when crossing the road and for cover, Down 1 for ANY troops in melee.
The Elbe, featured on the table as one bank of a meandering elbow bend that runs close to Lobositz, is impassible.
Built up areas are all standard 'village sections'.
Order of Battle
Since the last play test of this scenario I have decided to simplify the command structure even more by removing Moller and Hadik as commanders. These will now be put into the 'casualty replacement pool'.
Austria
Commander in chief: Maximilian von Browne
Kolowrat
- 9 units of German Musketeers (representing 18 battalions)
- 1 unit of Hungarian Musketeers ((representing 2 battalions)
- 1 unit of field artillery
Lucchesi
- 6 units of Cuirassier (representing 6 regiments, less elites)
- 1 unit of dragoons (representing 1 regiments, less elites)
Lacy
- 4 units of German Musketeers (representing 8 battalions)
- 1 unit of Hungarian Musketeers ((representing 2 battalions)
- 3 units of combined grenadiers (representing 4 battalions)
- 1 unit of Grenzers unit of Hungarian Musketeers (representing 1 battalion)
- 1 unit of heavy field artillery
- 2 units of Cuirassier (representing 2 regiments, less elites)
- 2 units of elite squadrons (representing the elite squadrons of 10 regiments, approx)
- 1 unit of Dragoons (representing 1 regiments, less elites)
- 2 units of Hussars (representing 2 regiments)
Draskowitz
- 4 units of Grenzers (representing 4 battalions)
Prussia
Commander in chief: King Frederick the Great
Henry Prince von Preussen
- 5 units of Musketeers (representing 10 battalions)
- 1 unit of Fusiliers (representing 2 battalions)
- 2 units of Grenadiers (representing 3 battalions)
- 1 large unit of heavy field artillery
- 1 unit of heavy field artillery
- 1 unit of heavy howitzers
Gessler
- 5 units of Cuirassier (representing 5 regiments)
- 2 unit of Dragoons (representing 2 regiments)
- 1 units of Hussars (representing 1 regiment)
Bevern
- 3 units of Cuirassier (representing 3 regiments, including 1 guard)
- 2 unit of Dragoons (representing 2 regiments)
So that is the basic set up. The next post will detail the special scenario notes and rules concerning, what Donald Featherstone would call, the "military possibilities" of the battle for the wargamer.
Tuesday, 3 May 2016
The Battle Of Lobositz October 1st 1756 - the order of battle.
As some of you will know, I plan on taking this game to the Derby later this year and I don't want a last minute rush to work things out so, with help from the Lads, I'm going to get the scenario sorted out over the next two to three weeks.
Last week Peter and I spent an evening talking through the battle and working out one of the harder parts to get right - Gessler's suicidal cavalry attack. The discussion has led to some slight alterations to the initial set up.
Firstly, the road network between Lobositz and Sullowitz has been altered. The bend at the Sullowitz end of the sunken road has been made into a shallow 'S' bend. This 'fudge' was made in an attempt to bring the Morellenbach forward, immediately at the 'old' turn in the road, to allow a greater depth of deployment behind it and allow room for a ford giving access to the area lying behind the sunken road. This is more important than I at first thought.
Secondly, although I changed this shortly after my last post on the Lobositz set up, you will note that Sullowitz has been shifted farther to the left and the Park's woodland has been omitted.
Thirdly, I have managed to compress the depth of the Prussian deployment area allowing Wchinitz and the Prussian line to be pulled back a few inches towards the Prussian baseline. The initial deployment, especially of Gessler's cavalry, is no longer strictly historically accurate but this has not significantly changed the tactical situation. The reason for the change is to widen the no-man's land between the armies. This will be useful for the cavalry to manoeuvre in. To the same end, the Graben stream has been shifted and extended somewhat to channel any move made by Gessler's cavalry towards the sunken road.
Purists will read this with their heads in their hands, cursing me for playing with geography. Of course, this assumes that the first set up was geographically correct in the first place which, of course, it wasn't: for me to accurately fit this game on a single table would require it to be nine feet deep! It is nearly always difficult, if not impossible, to represent a historical battle, using 28mm figures, with a wholly accurate ground scale; compression, especially of the depth of ground, in most cases, is mandatory. Having said that, in my opinion, the tactical problems are still the same because table depth is usually much less important than an accurate frontage in most 'line 'em up' combats which, in essence, the Lobositz deployment is.
The battlefield now looks like this.
ORDER OF BATTLE
As previously stated I have amalgamated information from three sources to set up this scenario, all of which differ slightly, to come up with a set up that best suits the game. Consequently, this set up doesn't exactly match any of them but, if they can't agree why should I?
The OOB for this action is roughly based on a unit of line infantry representing a two battalion regiment, a unit of light infantry representing a single battalion, and a unit of cavalry representing a cavalry regiment of five to six squadrons. All units have the same frontage. One or two minor fudges have been made to accommodate this structure but the overall proportions and composition of the forces have not been unduly altered.
The size of gun batteries has been decided somewhat more arbitrarily. The Austrian batteries have been designated as two guns strong. The Prussian batteries, being somewhat larger than the Austrian batteries (in number or weight of shot), have been designated as three guns strong.
I have used, to a great extent, the command structure given by Jeff Berry on his excellent Obscure Battles web site, which has, by the way, the most comprehensive single account of the battle I've come across. The one major difference in command structure, and jaunt into fantasy on my part, is my use of Hadik. In reality he should be in command of some of the cavalry under Radacati. Hadik is surplus to gaming requirements in this role but, for ease of play, the Austrians are a 'brigadier' short to command the grenadiers and so forth out in front of Lobositz and in the sunken road (actually part of Lacy's division) and, as this command would put Hadik in approximately the right place at the right time (and rather than have Blankety von Blank), I have re-assigned Hadik to it.
AUSTRIAN
Commander-in-Chief: Maximilian Ulysses von Browne rated as 'skilled'.
Kollowrat: rated as 'average'.
- 9 units of German musketeers
- 1 unit of Hungarian musketeers
- 1 two gun battery of medium guns
Hadik: rated as 'average'. (see note above)
- 3 units of combined grenadiers
- 1 unit of Grenzers
- 1 two gun battery of heavy guns
Lacy: rated as 'average'.
- 4 units of German musketeers
- 1 unit of Hungarian musketeers
Draskowitz: rated as 'average'
- 4 units of Grenzers
Lucchese: rated as 'average'
- 6 units of Cuirassier
- 1 unit of Dragoons
Radacati: rated as 'skilled'.
- 2 units of Cuirassier
- 2 units of Horse Grenadiers
- 1 unit of Dragoons
- 2 units of Hussars
PRUSSIAN
Commander-in-Chief: Friedrich Der Grosse rated as 'skilled'.
Prince von Preussen: rated as 'average'.
- 5 units of Musketeers
- 1 unit of Fusiliers
- 2 units of Combined Grenadiers
Bevern: rated as 'skilled'.
- 4 units of Musketeers
Gessler: rated as 'poor'.
- 5 units of Cuirassier
- 2 units of Dragoons
- 1 unit of Hussars
Pennavaire: rated as 'average'.
- 3 units of Cuirassier (including 1 guard)
- 2 units of Dragoons.
Moller: rated as 'skilled'.
- 3 three gun batteries of heavy guns
Next up, the scenario special rules and notes.
Saturday, 9 April 2016
Herr Schmied's house and smithy
A blacksmith's is another of those iconic war game buildings that I have somehow neglected until now. A smithy is easier to represent than most industrial buildings because it can be made with an open frontage to show the forge and an anvil.
Except for the inside of the smithy, this town section is a fairly basic construction. It is made in the same way as my other recently constructed buildings. The base and walls are MDF, the chimneys, brick work and timber framing and gate are balsa wood, the roofs are card. The windows and doors are by War Bases and the yard walls are railway accessories.
Because this town section has two buildings it has two identifiable yards, one behind the house, the other in front of the smithy, each capable of holding a unit (four 45mm square bases) of troops but, because the overall base is only 8" x 9", it could easily be declared as a large one section piece.
Inside the smithy is the forge (with bellows), an anvil, a quenching barrel and a work bench. The forge has cat litter coals and a card cowl (out of shot but there). The anvil was made from a plastic matchstick from an old children's game set I ransacked years ago for tiddlywinks and other bits and pieces - I always knew those plastic match sticks would come in useful one day - mounted on a balsa wood block.
So, now I have fourteen town sections for horse and musket battles set in northern Europe. Except for another church, I think I have enough for now. I certainly have enough for the Lobositz game at Derby later this year, which only needed nine.
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