Showing posts with label Sharpe Practice. Show all posts
Showing posts with label Sharpe Practice. Show all posts

Wednesday, 25 July 2018

Sharpe's ACW Wargame


I've had an interrupted year of wargaming. Increasing demands from work, a disappointing end to my last wargaming project and wanting to spend time with my daughter have all eroded my desire to wargame and paint. This has never happened before. 

I am trying to soldier on and hope the spark re-ignites. 

This week's game - on the suggestion of my good friend Nick - led me to an enjoyable return to the Lardies' Sharpe Practice II in the ACW. I use my ACW armies originally painted and based for Fire and Fury. I use one base to represent one figure in Sharpe's. This gives the impression of moving regiments around and the rules feel just right for the task. 

The scenario was Sweep the Table and the year was 1863. This Confederates were using the basic list from the Sharpe's book while the Union had their basic list plus an additional command of two units of infantry. The Union were attacking, trying to despoil the supplies of the Rebs. 


After all the early marching favoured the Union, the Rebels sprang to life. They led with their skirmishers and the smaller command of infantry with their larger command of three infantry units trailing behind. The took position in Grover's Field and maintained a lively fire on the Union skirmishers. These were happily despoiling the supplies. It would be the sole success for the North. 



One Union column went around the side of Grover's Field ignoring the Confederates and went straight for the second supply depot in the new Baptist church at Swain Junction. This was the point at which the game turned and momentum firmly shifted to the Rebels. Despite being in contact with the supply depot the Union 5th command did not receive another card activation in the game. They were left standing in the open as volley after volley poured upon them from the (till now) delayed large command on the Confederates. 


Above shows that final large command marching past Tanner's Schoolhouse. The commanders, Nick and Ian, decided they would not form up but rushed their units individually into a firing position as fast as possible and began a lively fire. This - over 5-6 turns - took an increasingly heavy toll as stress/fatigue/shock tokens mounted. 


The Union - before it all fell apart - about to seize more supplies. 


And the game was essentially over. The Union had lost one command and still had two relatively untouched forces but their morale had been reduced to just two while the Rebels remained on their starting eleven. The game would be decided by a final roll as the Union had despoiled two supply depots. If their commander (me) could roll under (or equal to?) this number at the end of the game a strategic victory would be achieved. 

I didn't. 

All players enjoyed the rules and had no troubles with the card system of activation. The game swung about but all players felt they still had a chance at victory. The Union put all their cards into quickly taking objectives to secure victory and did not take up firing positions to attack the enemy. This may well have been a key factor but in the final 5-6 turns the Union commanders were starved of cards to take any action. The largest command were repeatedly held up in tangled woodland leading to repeated very low movement rolls. 

The Confederate commanders were able to struggle into key positions to fend off attempts at the objective. Both of these commanders felt justice had been done and history repeated itself well as the game proved the superior morale and fighting spirit of southern gents. 

The Union commanders will return for another bite at the Virginia. There are always more men, uniforms, muskets and boots for marching in the industrial powerhouse of the North. 

Tuesday, 27 September 2016

Sharp Practice II Africa

Well, here we go. Using SP2 lists for the sepoy rebellion I decided to play Darkest Africa.

I had only a vague idea of armies to use and struggled to make up some of the large numbers of troops needed for the irregular African and Arab slaver force. I decided on the following:

German Landing Party

Level 3 Leader + Level 1 Leader and Two groups of Regulars with Rifled Musket (Thin Red Line, Stubborn and Sharp Practice)

Level 2 Leader and Two Groups of Conscripts (Askari) with Rifled Musket (Stubborn)

Level 1 Leader and Native Skirmishers

Level 1 Leader and a Medium Cannon

Ammunition Cart


Arab Slavers of Tippu Tib

Level 3 + Level 1 Leaders and Three Groups of Slavers - Musket and Weedy Coves

Level 2 Leader and Two Groups of Militia (mix of Arabs and Natives) - Musket + Poor Shots + Weedy Coves

Level 1 Leader and Skirmishers (Arabs)

Level 1 Leader and Badmashers with Musket (Native Musketmen)

Level 1 Leader and Badmashers with Big Choppers (Natives with Spear and Shield)

Level 1 Leader and 1 Small Smoothbore Cannon

Witch Doctor + 1 Relic



The battefield ... I think I have terrain worked out if playing French Indian war but for ACW and Africa I am still making guesses for how much terrain to use. 


In the end I decided to go on what "looked" like Africa in my mind and just see how troops coped with this situation. It may have been a greater aid to the Arab Slavers as the longer range of the rifled musket was not very effective in the game. 


The scenario was one we had not tried - 'Rescue.' Lady Fanny is pictured above. She was guarded by an additional Level 1 Leader and 8 Arab Musketmen. After reading the scenario I decided that these troops should be additional to the forces chosen. I am still not sure whether this was the correct choice. The Arabs guarding Lady Fanny were completely ineffectual in any case (I didn't even get a photo of them as they were so quickly blown apart by German naval troops accurate fire - it was sadly to be their best shooting for the entire night.) Lady Fanny stood expectant on the roof for the rest of the evening as no real attempt was made to rescue her ... events moved too swiftly in other parts of the field. 


A long shot of the table. On the hill the Askari move into a firing position on the hill. This was lightly wooded and the cover was prized by both sides. In the first turn the Germans were able to place their whole army on the table. This photo actually shows the third turn. The Arab only had one deployment point (marked with an orange disk) and could only bring on one leader + troops per turn. At the beginning it felt like the Germans were going to deliver a thrashing to the Slavers. 


The main command of Tippu Tib came onto the table and stood up to some light fire from the Askari among the rocks on the hill. They were soon to give them a taste of their own medicine. 


The main German line blasting the last of the Arab guardsmen away around Lady Fanny. Their fire was so effective in the first round (6 dead and 1 shock) that the captive was in serious danger from the hail of murderous fire. Narrowly she escaped. 


It was about turn 3 when the Arab commanders realised that they could win by monstering the German forces guarding the way out and taking their primary deployment point. Troops moving to snipe at the German naval forces were diverted to shoot the already thinning line of Askari. Three units of Arab musketmen, the skirmishers and the smoothbore cannon were all tasked with this role. 


Smoke puffs mark the fire that gnawed at the palm trees and glanced off the rocks surrounding the Askari's position. The first fire and controlled fire bonuses lead to many casualties. (After the game we all reflected that these gave poor troops a real chance against the much more points costly opponents. It seemed a little too good for them in fact. A smaller elite force seemed quite hard to play.) Pictured is a large column of two units of 10 Arab militia who have just marched onto the table. The Arab deployment area was getting very congested. 


With speed the new arrivals formed a line to guard the flanks and rear of the main Arab attack from the now advancing German troops. Could these hold?


Meanwhile, Arab skirmishers and musketmen chase the retreating Askari over the hill. The Askari had gathered too much shock and their fight was done. Both units were around or below 50% and had 7 or 8 shock each. If the Arabs could catch them a massacre would ensure. 


The Germans how ignored Lady Fanny and tried to blast the Arabs and save their friends. Unfortunately they could not advance quickly enough. 



With blood curdling cries the Arabs ran up the slope but stumbled among the rocks and trees. Their movement dice roles were not sufficient to catch the Askari ... for now. 


The Germans loaded and fired using every card they could to bolster their shooting. 


By now it was an avalanche pouring toward the Askari and the primary German deployment point. Two groups of badmashers now stormed onward. 


The Arab militia on the flank were performing their role well. Shock was slowly building and they lost a man every now and then but the attrition was gradual enough to hold up the Germans best troops. Tippu Tib also had the Witch Doctor ready to remove 1d6 shock which would enable one group to hold the line that little bit longer. 

But that time never arrived as it was obvious to everyone the Arabs had smashed the Germans. The Askari had been caught and slaughtered sending moral tumbling down. The German main line was still held up leaving a cannon guarding the the primary deployment point against a wave of mostly untouched Arab units (4 at least.) This would leave two badmashers to attack the German native skirmishers who had languished on the flank throughout the game without a shot fired. (Although Arab moral was only ever 8 and was down to six for most of the game.) 




On reflection the game appeared very hard for the poor Germans. We discussed tactics long into the evening but all agreed that the nuances of the cards were still left to be unlocked by us. Being forced to split their forces certainly aided their demise (as they needed to rescue the captive and guard the primary deployment point to ensure escape.) Less terrain may also have helped. Giving the German naval troops repeating rifles (breech loaders) would also be a possibly good idea. 

Another point we also agreed on was that playing Sharps II often was good ... but swapping setting and period each week was probably not aiding us in learning to play at a deeper level. So far we have played Sharp's French Indian wars, American Civil War and Colonial Wars in Africa. All fun but it is possible that we are not working out how to really play any well. This was certainly shown this evening as the wave of poor troops crushed everything in its path and it seemed that, with first fire and controlled fire bonuses (even if only available once), they could do significant damage to the regular units that would be enough to disable them rendering them useless (and prone to attack.) 


Thursday, 1 September 2016

Sharp Practice II ACW

Sharp's II ACW ... using 15mm Old Glory figures. Originally based for Fire and Fury at 3 to a base. Because I have lots of the little buggers, just use one base to represent one figure in Sharp's. And doesn't Sharp II reproduce the period well.


We played an Encounter battle (i think it is called encounter?) without support choices or minor characters. Used the 1861 basic lists but then added a light cannon (with a level 1 leader) and an additional level 2 leader with 2 groups of 8 with rifled musket to each side. I was just trying to be even rather than producing a necessarily accurate situation.


The Rebs were unlucky and their deployment point landed in an open space while the Union had a wonderful position behind snake rail fences. One of their commands was hampered by a forest as it tried to march out to the right flank. The Union had problems with Movement events all night - once a leader was trampled and on another occasion a leader lost their map.


The Rebs were hampered by a supposedly lightly wooded rocky hill which must have been covered with clinging vines as low movement rolls kept their main battle line out of the fight. This led to a piecemeal attack which the Union easily dealt with through a hail of shot and shell.



The Rebs did fight back but only managed to maul the Union skirmishers and place shock on the main battle line. It was not a fair trade as four Rebs groups were savaged and shock was liberally cast about by the Union fire.



One little sour note was that continuous low rolls for moral meant that the game did not end of its own accord but was called by the players. The poor Rebs stumbled on with little chance of victory but a little or non diminishing army morale.



A great game which we would play again and even feel that we could increase forces further. We usually play multi-player rather than 1 vs 1 so more troops give everyone a command or 3. It 'felt' and 'looked' right for an ACW game for all of use and really ... can any wargamer ask for more than that? (Oh yes, we did have a great time too ... esp when the Rebs shot their main commander in the arse dropping him a command level.)

All up it could have been worse for the Rebs ... the Union main line was hampered by the orchard in the centre of the table which severly reduced the fire of two groups (stopped it completely as all players very very eager to husband their first fire and controlled fire advantages.) Also shock placed on the main Union battle line manning the road reduced its ability to move up. The Reb skirmishers that placed the shock on these groups also needed to be cleared from the small hill and this the Union did not do. The commander (me) should have rallied shock and moved into short range of the skirmishers and given them a drubbing. But I didn't preventing the Union from pouring fire into the flank of the main Reb line as it struggled into position. It's tardiness was a major element in the Union victory.

Thursday, 4 August 2016

Sharp II North of Richmond ACW


My cunning plan was thus .... use my 15mm 3 fig per base ACW figures to play Sharp Practice II using each base to represent a single miniature in the eyes of the rules. 


I started by setting out each army as per the 1861 basic lists in the rules. So far so good as it looked like a good sized force each. Plenty of table space left too. 


The Rebs. Their plan was to close to fisticuffs as soon as possible on the right. Their other forces would hold on the left using a formation protected by a skirmish line. 


The Union would rush to secure the high ground in the centre of the table then blow anything away with fire. They also intended to use a skirmish line formation. 


The main objective of the battle was the crossroads. Or you could just shoot everyone not in your colour?


The union commander urged his men up the slope promising an easy victory if this position was maintained. 


The rebs started slower, moving cautiously into the thick woods they hoped would offer some protection against the superior enemy numbers in this section of the field.


Contact would take a little longer in other places as both sides were tardy and sluggish. 


With four flag cards the union leader urged his main battle line to move again securing the strong point. 


The Rebels closed and fired first. A disappointing result as only 2 deaths and 3 shock was inflicted. 


The union left approached the walled orchard eager to make use of the protection offered. The rebels here were again slow. 


Then the main union line fired. Skirmishers and 3 groups presented and fired. Carnage ensued. 7 dead and 5 shock. A lethal hail of lead was poured into the woods sheltering the confederates. 


An additional reb unit was ordered across to try and even up the firefight in the middle. The stole a round of fire just before the tiffin with absolutely no result. The second turn ended with the rebs having loaded and presented but the big union line not. A good volley might even the odds but another round of poor shooting may well spell the end from the boys from Richmond. 

But then momentum shifted to the other side of the field ... 

The Union line fired through the sparse trees of the orchard. The fire was withering. It was controlled and their first fire. Men and blossoms from the apple trees fell from the fire. God seemed to be with the Union today. 


The results of the volley - in total 4 dead and 6 shock. If the cards had fallen the other way the rebel yell would hve echoed through the orchard.