Wednesday 19 November 2014

Sheppussaco Battle Report 

Part 1

Jim (Wellington), Tim, John Q and John R (British and Portuguese) took on Andrew S (Marmont), Darren, Van and Robin (French) in the third, annual trip up the highway, to Shepparton for a weekend of fun and feasting.
This year's battle is based loosely on the Battle of Bussaco, Sheppussaco.

Background

In 1810, the French, under Marshal Marmont, are trying to destroy the Allied Army, under Wellington.
Sheppussaco, in Portugal, is a very strategic village. It is situated on a ridge very close to the border, with major roads criss-crossing the countryside. These roads are vital for the "Lines of Communication" to any army which holds the village.
Both armies are approaching the ridge from areas unknown to the opposing Leader.

I like to add some "Mystery" to my games in an effort to spice up the games. One of these was that the General in charge would have to draw on a map provided, the direction of each Division for 5 moves until the orders could be changed or until the unit is about to be engaged.
I will point more of these out during the report.


The battlefield is ready, and the participants are ready to battle


The objective for the game, Sheppussaco. The buildings are light cover except for the building on the left, which is medium cover (The Convent)


All woods are medium woods
 (which means that there is a lot of undergrowth)


There are also a couple of smaller villages around. 
(In our rules, each building represents a group of buildings. The square under the house represents the edge of the BUA - Built Up Area)


Each of the leaders chose from a set of orders. In each one of these orders where enclosed;
What position the army enters the board
 A map of the board for the 5 movement orders.


Each of the orders were sealed with wax and stamped with a fancy S, for the Shepparton Faction of the Nunawading Wargames Association Napoleonic Sub-section (totally made up by the way)


One of my "Mystery" bits, was to place a playing card under each of the sections of hill leading to the plateau. Any unit wanting to move up a section of hill had to commit to going up that section. The card was then turned over and that unit would suffer the movement restrictions. 
A Red suit denoted Rocky Terrain and a Token was placed on that section for the entire game
Rocky Terrain movement was 1/2 speed and 2 disorders
A Black suit denoted Very Steep Hill for the entire game
Very Steep Hill movement was to minus 4 inches from the unit's movement (2 inches off for entering the section and 2 inches off when leaving)


The British entered from Position 1 - Closest to the camera to the small wood on the right side
The French entered from Position 2 - The other side of the small wood on the left side 


Andrew S was the first to test out the "Mystery" hill.......it is a Rocky Terrain Section


The British didn't have much luck with their sections


The first action was between Andrew S, with his Chasseurs and John Q, with his Light Dragoons


It ended in a draw and each had to withdraw 6 inches


Andrew S moves his troops onto the plateau on their way to the village


Darren moved his Division around the base of the ridge to flank the Brits


Darren's infantry moved obliquely toward Position 3, in case the British came on there
(my 5 move order phase looks like it is working)


After 3 moves the French look like they are everywhere. 
The British are about to commence their 3rd move


Robin charged his Dragoons against John Q's skirmishing Light Dragoons, wiping them out.


The British and Portuguese start ascending the ridge


Andrew S, Van and Robin prepare to meet the Allies


Tim prepares his Division to skirt the ridge, to the right.


Darren and Tim prepare their cavalry for a bit of "biffo"


John Q and John R made it to the village and occupied it
Robin shot the building on the right, causing the first casualty of the game


Robin getting ready to assault John Q's guns, so John Q shoots one of the Dragoons.


A big brawl starts between Robin, Van and Andrew S, on the left, and John R, Jim and John Q 


Meanwhile Darren and Tim started their battle on the plains below the ridge


A couple of charges ended in draws, with both falling back 6 inches each.
(note the blown marker below the dice, it is a horse lying down, exhausted)


John R lost another figure, then vacated the building, which the French duly entered


John Q's troops come in to flank the French


Robin and Van start to grind the  British back


Van's Light Infantry attack the British and fail their Pre-Melee test. They are forced to retreat.
(Note the drum marker, orange - retreat. red (not shown) - break)


Darren charges his cavalry and breaks through a couple of Portuguese Battalions



Finishing up next to the Artillery



At this point, Robin, Van and Andrew S had broken the back of the British and Portuguese at the Village and it was agreed that they couldn't recover, even with some reserves arriving (which I would choose the moment of arrival). Therefore, the French was announced the winners.

The game had lasted 9 moves and finished before dinner. It was decided to replay the game, with a couple of minor changes. This will be the focus of my next Battle Report.

Until then my friends, have fun





1 comment:

  1. Top report Paul. Packed with photos, just the way we like it (all fans of picture books here in the blogosphere, haha!).
    I really liked your variable terrain effects and random arrival cards. I bet the players did too--while it added that uncertainty that players 'dislike'!
    Looking forward to part 2.

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