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Showing posts with label Horse and Musket. Show all posts
Showing posts with label Horse and Musket. Show all posts

Sunday, 8 January 2012

DBN British vs French 'Torre del Puerto'

Peninsular action now, British Light Dragoons versus French Dragoons. 
A DBN game now & the Battle of Torre del Puerto.  Fictional battle between ze French & British Allies.  The latter are heavy on the Light troops, 4 British Rifles, 2 Portugese, 2 Muskets & 2 Cavalry.  The Spanish troops come in the form of 4 elements of Partisans.  The French forces consist of 5 Light Infantry, 4 Muskets, 1 Elite Muskets & 3 Dragoons (treat as skirmishing Cavalry with the ability to dismount & fire).  Amy took the Anglo Spanish force.


The battlefield

The Spanish town

British Rifles advance

The Spanish head straight for the town


The Rifles open up


Ze French return fire

On the other flank, 1st blood to the Allies


Superior firepower adds another casualty


Poor PiPs & I have to re-deploy the Dragoons


The Aliied Brits are ruthless in the advance.


Amy sends in the Cavalry

The French act quicker & run down the Skirmishers


The French Grenadiers lead the column

Two onto one...


Amy pours on the firepower

The French Light Infantry are hit hard

Boo Hoo!
Better PiPs & the other flank is stabilized

Come on!


French Muskets are sent to anchor the other flank

Nice view of the town


The British Muskets finally arrive


Cavalry clash


One back for ze French



Next round & the Muskets open up


The Portugese occupy the building, the Grenadiers would remove them


I manage to outnumber the British Cavalry 


Those pesky Rifles.....

The Portugese are thrown out...


There's hope for the French!

Amy tots up the combat factors & decides more troops are needed to dislodge the French Grenadiers

The French Light troops peg it after a bad result...


Queue the fiddle music, I've heard that tune before......


Nice view from the French lines....but it's victory for the British Allies


AAAArrggh! Major casualty of the day..  PIPPIN!!!

Amy takes the day, the British Rifles proved far too strong for my poor French Light Infantry.  Poor PiPs at the start & I spent too long getting the other troops involved.  The French Dragoons were a waste, I should of got normal Cavalry. 


General PiPPin Von Krums

After Action Analysis


"God is not on the side of the big battalions, but on the side of those who shoot best"

"Concentrate your firepower & always gang up on your enemies"

"Never leave the table unguarded from Dachshunds....ruff ruff"

Monday, 14 March 2011

John Bull - Battle of the Raisin River 1813

Kentucky Militiamen.
Remember the Raisin!

Our second battle of the War of 1812.  This time the infamous Battle of the River Raisin or Frenchtown.
Links below for sources of the battle:-




The British forces consisted of the following companies, British Veterans, 2 x Canadian Militia, 2 x Indians, 2 x Field Guns.  The Americans consisted of 2 x Kentucky Militia, 2 x Regulars & some Kentucky Rifles.  The map below depicts the forces set-up. 

Battle Map

The Battlefield

The Americans would line up behind a fence

British troops

The British Veterans would take the centre

The American Right
Amy took the British forces, both flanks consisted of Canadian Militia & Indians.  They would try to outflank the Americans & the Veterans would be sent against the centre, fire support from the British Artillery.  The best Yank unit would be the Kentucky Rifles, with the US Regulars holding the right flank & the Kentucky Militia the left.

The American left flank

Sporadic firefights break out

The Indians close on the US Regulars

The Kentucky Rifles & British Veterans would fight it out

The British Vets took a hard pounding, note the Terror markers.

Kentucky Militiaman

First blood to the US, a Brit platoon is killed.

The assault on the US right

The US regulars occupy some buildings, however it reduces their firepower.

The Canadians attempt a charge, but are sent packing.

The Indians assault the buildings

The British Vets consolidate & throw off the Terror markers (no action for a turn).  They soon recoup their strength & let loose a volley forcing back the Kentucky Rifles.

The Indians force back the Kentucky Militia on the left

RRAaargh!! Out charge the US Regulars & go hand to hand with the Indians....

Disaster!!! The Indians thrash the Yanks....

Which results in the US Regulars breaking, pursued by blood thirsty Indians!!

The 'Dice Gods' shine for Amy & the Canadian Militia storm the other building wiping out all the US Regulars inside.

In go the Kentucky Militia!!!

However they are sent reeling back....

The positions, the US right flank has gone!!!

Amy wastes no time & the Indians are sent to cut off the Yanks....

'GIVE em THE STEEL'  The British Vets charge home....

Arrrgh, the Kentucky Rifles are broken & their retreat is cut off by the Indians... Scalp em time!

Final positions as the Americans collapse.....

The historic end for the American prisoners....

Well a sound whooping from a blood thirsty Amy & the Brits.  The Kentucky Rifles were holding their own until the collapse of the American left.  The British Vets took 3 Terror markers at one point, reducing their fighting ability by 75%.  To remove Terror markers a Unit must 'rest'  a complete turn while it's officers rallies the troops.  When they finally got back in the game they were awesome. 

A daft decision by me to charge out against the Indians, the turning point I think.  Plus the other building got stormed by the Canadians, a poor die roll & it was curtains for the Americans...  A good game though! Next time we'll get some Cavalry involved.