Friday, October 25, 2019

Skirmish in the Vendee, 1793 with Rebels & Patriots


We played a skirmish scenario based on the 1793 Vendee rebellion against the French revolutionaries. The Whites were led by the Chevalier Sangre Bleu (in game terms both are 2nd Lt.). Bill and Rick decided to take the royalist Catholic peasants, defending in hedgerows and outnumbered 27 points to 20. They had not played Rebels & Patriots before. I thought the “native” troop type in the rules was better at representing the Vendee peasants (and possibly highlanders of the “45” rising) than the intended North American woodland Indians. I mentioned that natives, unable to use the fire action (who could skirmish instead, moving half and firing half), would not be able to match the Blue line in a stand up fire fight. This advice seems to have gotten lost in the general overload of information about the rules.
After taking this photo I added carpet sample "corn" to the "wheat" field. The script editor was not on the job. I preferred to lead the rebels but instead had 2nd Lt. Parvenu. His Blue command had 7 green line infantry units, a skirmish unit and a light artillery piece. The rebels had 6 green “native” units and a skirmisher. I deployed half of my force within 6” of my table edge, followed by the rebels deploying half of theirs at least 16” away from my table edge. Then I deployed the rest followed by them deploying all remaining units. Now we rolled for the character traits of our leaders. We should have done this first.

Parvenu was blessed (a strange trait for the man leading the atheist side) which made him harder to kill. Sangre Blue first rolled “cunning”, which allows him to field two dummy units. Since we were not ready to do this (not enough figures painted) we re-rolled and his new trait was “familiar face” which allows him to field a free unit of locals, green, timid line infantry who are poor shooters. This is a totally expendable unit with no effect on force morale. Since we should have rolled for traits before deploying, I said they could put this up front in place of another unit that went into the second line. It went into their right center and would prove useful. And away we went.


My right center moved very slowly through the cornfield, taking a number of turns before they finally all lined the first hedgerow. A fire fight broke out that slowly increased in numbers involved. Losses were low at first due to both sides being behind hard cover, but then losses increased, going against the rebels as 5 units on my right shot it out with two enemy units. In the center my skirmishers and artillery slowly hacked away at Sangre Blue and his unit. On my left things went south early on.
The few units who saw this passed their morale tests. Both sides had mostly green units and lots of trouble activating them. I slowly advanced in the center.



Not in the photos, my right flank unit crossed the hedgerow while all the others watched, failing their activation rolls. This unit then charged the rebels behind the hedgerow. They killed two and lost 5. Somehow they passed the resulting morale test.
Also off camera, the White skirmishers lost more than half their men and failed morale badly, routing on the next rally attempt. This caused a lot of morale tests, all passed. The White left flank was down to one unit that started taking hits. In time it fell back under orders but then stalled in the open field behind.


Sangre-Bleu didn’t gain any honor from this but didn’t disgrace himself either and more to the point, wasn’t hit. Parvenu gained 7 honor points. Another 13 will see him promoted to 1st Lt.

The game went a lot slower than I expected, due to the hard cover and the frequent failures of green units to activate. It was also slow because Bill and Rick were learning the rules for the first time. We played 13 turns in 3 hours and 20 minutes. Our other R&P games have gone one or 2 hours. That said, all liked the game, finding the hedgerow combat interesting. All said they would like to play it again, though I’d like to play the rebels next time. I do think the rebels did not make enough use of their superior mobility. I did like the way the native troop type worked for angry peasants armed with a mix of muskets and pole-arms. The next time we play this I think both sides will not be green and the cornfield will have been harvested to speed the game up.

The next game in two weeks will likely see either DBA or if attendance is light, a new board game of Gettysburg.



3 comments:

Phil said...

Lovely game, greetings from France!

doctorphalanx said...

Great terrain and pictures. I really like these more offbeat periods. I'm gradually collecting figures for the 1798 Irish Rebellion for playing R&P and had to decide how to represent the Irish pikemen. The best solution seemed to be Line Infantry, Aggressive and Poor Shooters.

vtsaogames said...

Merci, Phil!

Doc, you might look at the natives category - can't fire, can only skirmish, better at melee and follow up like aggressive troops. It's what I used for Vendee rebels.