Saturday, 20 April 2019

Blucher Marches On in 2019

There has been much more Blucher ... far more Blucher than blogs for this year. Here are a selection of images - with some short written accounts - and some reasons why Blucher is my choice for Napoleonic rules.


Above is a typical beginning to a battle. The cards allow the 'fog of war' aspect of Blucher to be created simply. A very good mechanic. Many of our games have been Russian vs French using historical lists from the battle of Borodino. 


My French advance while the drums sound. The mass created by 32 figure units - brigades in this case for Blucher representing roughly 2000-2500 men - is a sight to behold. 


Again, the mass created is certainly an impressive feature of Napoleonic games. Here the French amass to take the hill from the Russians. Blucher rewards having a second line or reserve as once units are battered down to their last 1-2 hits it is far better to withdraw to allow fresh units through. We play Blucher at 200 points (the lowest value suggested in the rules) which means most armies have a break point of 4-6 units. Once this is reached your army heads home. 

Above the French are trying to place themselves at skirmish range where they have a decided advantage over the Russians. Once weakened a bayonet charge will be ordered. The Russian strength is their guns - pictured here in cannister range - and their dogged defensive ability. 


As you can probably tell I just love the look of my French infantry pounding forward toward the foe. In this battle, while the battle occurred in the hill - to the left - another French push saw gaps open in the Russian line. 


Ah ... just breath in the scale of it all ... Not sure if my French won this or not .... 



Here my infantry shown are the Marie Louise's. These play an important role in Blucher. Their lower cost enables a larger army on the table increasing the break point by also encouraging movement as even a conscript unit launched aggressively at the foe can batter the enemy. Used in the first line to soak up cannon fire (handy when playing the Russians) or as a second to dash against the weakened foe - they definitely have their place. 


Recent battles form been against the British. Two players in our club own the redcoats. Unsure why. The British are a fearsome Blucher opponent with a swag full of strengths - tough in combat and with clear shooting advantages at all ranges. But this does come at a cost. British players are beginning to learn that without some allied troops their army struggles to cover the field, risks outflanking and has a low breakpoint. Above and below they advanced into French skirmish fire. At this range both are even ... this encourages the British player to adavnce straight to volley range where they have the edge. 


British players have tried various tactics ... here columns of British brigades stream forward. This enabled the British to relieve their front units easily. However, it also enabled the French to pour fire into a smaller area and move about to the sides/flanks. 


Hold fast my Frenchmen! 



Yet another game and one of the most satisfying. This was a drubbing of the British. Above the objective is surrounded by the French. A single British brigade was left holding the objective as their reserve was drawn away by attacks on the other flank. This enabled the French cavalry reserve to complete a 'reserve' move (up to 3 feet!!!) and not only turn the flank but with another turn of movement to actually get behind the Brits. 


Not the guys you want in your rear ... a full heavy brigade of French cuirassiers. 

They waited as they well knew ... in Blucher ... a weakened square is quite worth the risk of a charge. 


The British were forced into squares to defend against the cavalry as their units racked up hits to skirmish fire and two batteries (the horse battery is just out of picture above.) None of this British force survived the battle. Five British units were routed to just a single unit of Westphalian allied troops lost for the French. 


Striding through rough terrain to get at their foe. 


Here my French infantry and Chasseurs pretend to be Westphalians. This was on the other side of the battle where the British had move troops however with the aid of attached guns the Westphalians did quite well against the foe. The cavalry charged twice inflicting heavy damage on units that had been too careless to become prepared or were caught without being able to - due to low MO points. This is a great aspect of Blucher where each turn a player is uncertain about how many of their units can be moved. This means harsh decisions are needed about what 'must' be moved and sometimes units are left in compromising situations. However, what goes around comes around and if caught short of MO points you can be sure the enemy will be likewise inconvenienced at a key moment. 


My glorious general ... the Emperor! Here he surveys the field of victory. Placing the CinC is one way to activate much of your army and avoid being cut short by low MO's. Once placed all units within a radius may activate ... but this ends your turn. With three different ways to move and activate troops there are many command decisions to be made each turn in Blucher. 

And I do love a wargames rules set that is simple but has a strong focus on player command choices. 

So my choice is easy ... do I fiddle and argue through a rulebook every week to figure out how to conduct a charge, evasion or deciding between square, line or column (a hideous oversimplification of this period in any case) ... 

... or do I play Blucher and get the feeling of being Napoleon and engaging multiple corps in a thoughtful battle of manoeuvre? 

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