Showing posts with label NQSYW. Show all posts
Showing posts with label NQSYW. Show all posts

Thursday, August 15, 2019

Second Crack at "A Gentleman's War" Rules.

   This past Monday I was able to visit with fellow HAWK, Rob Dean, to have another go at "A Gentleman's War" rules by Howard Whitehouse.   We decided we'd make a day of it, and have 2 battles with a break for lunch between.   Like my first try of the rules, back at the end of July (See Blog Post here), we once again used our 40mm homecast Imagi-nation armies; only this time I was facing Rob's Schoeffen-Buschhagen army, and not his son's Wachovians.
     We wanted to try some of the rulebook scenarios this time, so we rolled for random forces, and then picked a suitable scenario (based on the armies we generated) for the first action.  Rob's force seemed to be of a "Flying Column" nature, and mine was a more balanced Infantry/Cavalry force (though lacked artillery), so we settled upon the Isolated Detachment scenario.
    Rob had set up the terrain beforehand, in a pleasant countryside layout.  Now with a scenario in hand we did a quick arrangement of some of the terrain to create an enclosure for the Isolated Detachment to defend, and we were ready to go.  We made the mistake, as will be seen, of rating the walls of the enclosure as high walls and heavy cover
 
   On to the action:
I was immediately hampered by an inconvenient set up position, hemmed in by two woods, with only the narrowest of clearings between them.  I opted to put my cavalry in the clear terrain to facilitate them getting a quick jump off, and assigned my infantry the task of slogging through the woods.

Things got off to a rough start, as my cavalry, brigaded under General Grotsky, were slow to build up speed (poor movement roll) and quickly came under fire from the gun and infantry in the enclosure.  The 25th Hussars began taking casualties.  Meanwhile the infantry plodded along, emerging from the woods in a state of disorder.

The infantry now came under the enemy guns, and the Hawks' 1st Company began taking losses.  The cavalry by this time had cleared around the enclosure, and attempted to sweep in behind them before reinforcements could appear.  The Hussars had been badly mauled at this point by the cannon and long range infantry volleys from the enclosure.  The sole survivor continued on with his brigade.   Still no sight of enemy on the horizon so the cavalry pushed on.

My infantry moves closer to the walls, and the losses mount.  Unfortunately, I do little damage to the defenders behind their well-built walls. The cavalry moves into position to strike, though they must move fast, as the first  Schoeffen-Buschhagen reinforcements can be seen coming down the road in the distance.
Bravely the first squadron of Dragoons charges the S-B gun.  They take half casualties from the canister fire, but continue on.  A swirling melee develops around the guns, and two more of the horsemen fall, but the gunners take casualties too and the survivor abandons the gun.  With one remaining figure, the Dragoons claim their hard-won prize.



The second squadron of Dragoons does not fare so well. The enemy uses a hold card allowing him to form square, and issues long range fire.  One trooper falls from the volley, and for the rest charging the wall of bayonets goes poorly.  The surviving horsemen Run Away in disorder.   

By now my remaining infantry reaches the enclosure.  One company has been destroyed by fire on the way in, and the second has taken 1/3 losses.   Hoping for a miracle, they throw themselves at the wall, but the results are inevitable. By now the reinforcements have entered the field in mass, and with my cavalry and infantry shattered , the one good infantry company prepares to form a rearguard as I call for a general withdrawal from the field.

    After our lunch break, we came back for our second engagement. This time, we picked a scenario first and chose forces based on the scenario.    We chose the Capture the Bridge scenario, and decide, from a narrative perspective, that it is the start of the campaign season and my North Polenburg forces are trying to seize important maneuver locations in preparation for a general attack.  I failed at clearing the important road juncture in the first game, so now it becomes vitally important that I secure the bridge crossing if I hope to have any chance at moving my armies quickly into enemy territory for my main attack.
     With a scenario in place, Rob opted to roll for a "Garrison" army, and I did a "Main Body".  We weighted my army, as attacker, with  9 units, against Rob's 6 units.  Then, after we had deployed, we decided Rob's troops looked exceedingly vulnerable sitting out in front of the bridge without any cover, so we agreed to let him place some defenses.  Here again, in retrospect, this was a slight mistake, as we once again rated them as +2 Heavy Cover.

Initial deployment. Once again I am plagued by a terrain-filled deployment area, having to set up between a couple woods, and a farm.  This causes me to have to stack some of my infantry for entry.  I set my cavalry on my far left to try and take advantage of the open area, and the bulk of my infantry on the right in hopes they can swing around the right of the defenses. I set one battery between the two groups of infantry and the other on the left between the cavalry and the end of the infantry line.  I set one general to operate a cavalry brigade on the left, and the other to operate an infantry brigade on the my right.

My attack sets off.  On my left the cavalry pushes across the river, as the cannon on their right does a series of prolong and fire moves.  Rob's light infantry and gun on his right fall back in good order as my cavalry advances.  On my right, I once again slow down as I try to shake my stacked infantry out into a line as they emerge disorganized from the woods and farm. My cannon with the infantry also does prolong and fire moves, but does nothing against the defenses.  Rob's gun however begins to chip away at the Queen Jennifer Regiment in the center.

 The Queen Jennifer Regiment in the center continues to push forward, taking increasing casualties. The second company breaks and flees back to the woods.    However, to the left of the QJ regiment,  I have managed to get one of my cannons into position in a field behind a stone wall, where it has an excellent flanking field of fire on the enemy defenses.  Meanwhile, my cavalry has pushed across the river, but long range fire from their cannon, combined with an orderly firing withdrawal of their light infantry, has taken its toll on the Dragoons, who are reduced to one figure. Rob withdraws his half section of Lights on his right flank and send them to rejoin the other half of their unit over on the left, as my Infantry line begins to advance and nears the woods on the left flank of their defenses..

The 1st Co. of the Hawks Regt. finally gets close enough to the woods on the enemy left to charge their Lights.  The Lights issue a volley and flee back out of the woods. I capture it, but am disorganized. The Hawks 3rd Company has been reduced to a third of their strength under the withering fire as they near the breastworks; while the artillery accompanying the regiment continues their series of prolongs and fires. Meanwhile, over on my left, the cannon behind the wall continues to pound the flank of the enemy works, inflicting constant casualties on the defenders.  However, with the stalemate between my Hussars and their Light Infantry, their cannon on their right decides to turn and lob long range counter battery fire at my gun in the field; first one gunner is hit, and then a lucky shot hits an ammo chest and takes out two more in one turn.  Only one gunner is left to man the gun and his time is limited. 

Foolishly, I try to break the stalemate, and send in my Hussars. The Light Infantry form square, and the result is devastating on my horsemen.  




Things go poorly on my right as well, as the enemy Light infantry that fell back before my charge, now form skirmish and reenter the woods, a volley sends my disorganized troops fleeing out from the trees.

I manage to get my gun all the way up to their works, and a final point blank volley sends the defenders running away.  But it's too little too late.  

As I try to maneuver my one good Infantry company into position to take the abandoned defenses. Their Lights form to defend them, and their infantry that fled thinks better of it, and is already returning.  My chance is lost, and with my troops too weakened now to press the attack much longer,  and the daylight hours fading, I once again sound the withdrawal.
An enjoyable pair of games!  I've learned some good lessons about heavy cover in this game, and the abilities of Light Infantry.    I think we had rated the cover in both games as +1 I would have had a better chance.  But such is the fortunes of war.
     We now figure my North Polenburg forces are falling back to lick their wounds, and that since my initial attacks have been beaten back, it is Schoeffen-Buschhagen's turn to seize the initiative.  I must strengthen my frontier as I expect their reprisal any day now.

Monday, July 29, 2019

First Game of "A Gentleman's War", Using Imagi-Nation Armies

I got to play my first game of "A Gentleman's War" (AGW), by Howard Whitehouse and Danial Foley, this past Saturday under the GMing/tutelage of fellow HAWK Rob Dean; with his son Norman Dean as my opponent.  We used forces drawn from our homecast 40mm 18th Century Imagi-nation armies, normally used with the classic Charge! rules; my North Polenburgers, vs Norman's Wachovians.  We used the random force generation from AGW, which, when rolled up, looked to us to be some sort of pursuit scenario of Whachovians trying to overtake a retreating North Polenburg army, and being met by a North Polenburg delaying force.
     Wachovia had a flying column consisting of: 3 Light Cavalry units, 2 Light Infantry units, and 3 Line Infantry units; while my North Polenburg army had: 3 Line Infantry units, 2 Field Artillery batteries, a Light Cavalry unit, and a Light Infantry unit. So after a brief scenario discussion, we ruled Norman's army needed to exit 4 of his 8 starting units off my table edge, and I had to prevent this with my 8 defending units. It was an exciting battle with the fortunes seesawing back and forth and the outcome undecided until the last turn.
North Polenburg Initial Deployment
     We both sketched out our opening deployment on paper, and then set up our troops as per what we had drawn.  This allowed us to set up simultaneously, though we were locked in our deployment without having any idea of how the enemy was deploying.
     I set up symmetrically with my Line Infantry brigade in the center to block the road, with a Light Infantry Unit and Artillery Battery on each flank; figuring the maneuverability of the Lights, combined with the long range of the cannon, could help deter any attempt to sweep around my flanks. I deployed my Light Cavalry in the center, behind my Line Infantry, where I hoped it would be in position to catch anything that got by the Light Infantry and Artillery.  I had hoped to push forward quickly to give myself more room to delay them farther from where they hd to exit.  This did not happen.
Wachovia Initial Deployment
      Norman set up somewhat similarly, with his Line Infantry straddling the road, with a Light Infantry unit on each side.  He brigaded his Light Cavalry together, and set them up just below a low hill on his right.  It was clear his plan was to punch a hole through my left flank with the mass of cavalry at his disposal.
The brigaded Wachovian Light Cavalry come thundering over the hill towards my Light Infantry and Artillery on my left.
      Things started off ominously for North Polenburg, as Norman's Wachvoian's got the 5 first Activation Cards, allowing his cavalry to come storming over the hill, and smash into my Light Infantry holding the left flank.  My lights repulsed the first unit, leaving both units bloodied and the Cavalry falling back on the field in disorder, but the second fresh unit of enemy cavalry swept them from the field.  This left my Artillery extremely vulnerable.  Luckily, the charge of the third unit of enemy cavalry fell less than an inch short of my cannon, allowing me to let fly with a round of canister at point plank.  While it didn't have as big an effect as I wanted, it did disorder the horsemen.
A swirling battle develops and I turn my left Line Unit to help secure my flank. before my Artillery is overwhelmed. 
      Quickly, I was able to swing around my leftmost Line Infantry unit to face the enemy cavalry and protect my line; but it was an inevitable fate for my guns.  The remaining enemy Light Cavalry swarmed over them.   My Light Cavalry now also moved to protect the flank, as the enemy cavalry found itself all disordered and spread over the field.
Overview of the table about midway through the battle.
      My infantry shot a few rounds at the closed unit of enemy Light Cavalry as my Light Cavalry charged another.  The Wachovian horsemen countercharged and we met over the silent cannon of my battery.  In a fortunate turn of fate, I not only caused a number of casualties on the enemy, but the attached General with them was mortally wounded.
Cavalry vs Cavalry over the silent guns, and the enemy General falls.
      Meanwhile, on my other flank, my Light Infantry unit and Artillery battery had, from the beginning of the battle, been pushing forward while conducting long range harassing fire.  They had finally worked their way onto the flank of the enemy and were close enough that they were becoming a serious threat.  The Wachovian Light Infantry finally felt the need to come forward and discourage me rather than sit as a potential threat in the safety of a nearby woods, and my Lights found themselves split between fending off their enemy counterparts on a low hill forming the enemy right flank, and  sniping at the enemy Line Infantry in a nearby field.
Action on my right flank as I get dangerously close to their line, and their Light Infantry come forward from the security of their woods.
      With my left in an uneasy state  and the remnants of three enemy cavalry still on the field, the Wachovians seized the opportunity and were able to push a unit of their cavalry off my table edge, achieving their first victory point.  However, with a bit of luck, I was able to stabilize my left flank enough, to drive off the remaining two enemy cavalry units using my own horsemen and fire from the Line Infantry unit I had turned to face them.
     However, the distraction of dealing with my collapsing flank had allowed the other unit of the enemy Light Infantry, and their brigaded Line Infantry to get very close to my Line Infantry; the Lights pouring fire in the turned flank of my leftmost Infantry unit, and the brigaded enemy infantry firing at my infantry with a numerical advantage.
I prepare to drive off the last of their Cavalry, as their Lights rush forward on their right to stabilize their line.
       At that point a disaster happened on my right flank, as an effective volley from the enemy Light Infantry on the hill caused my lights to fail morale and fall back.  Their path carried them directly into my artillery, effectively blocking its fire.    The enemy Lights then seized thier opportunity, and raced passed my disorganized troops towards my table edge.  My guns were only just able turn in time to issue one round of ineffective fire, before the enemy Lights made the table edge, and were off.   A second victory point achieved for Wachovia.
Disaster hits, as my Lights fall back off the hill into my battery. Everybody's disordered.
      The end came quickly after that.  I was able to drive off the enemy lights on my left, with an effective charge; but the charge took my infantry unit well past the enemy line, and they were never able to get effectively back into action.  This left only two of my Line Infantry, and the remnants of my Light Cavalry, to hold the enemy line of three Regular Infantry units.  While my remaining Artillery and Light infantry were able to issue a few ineffective shots, their pursuit of the fleeing enemy Lights on my right had taken them far enough away from the center that they were't able to play an effective part again.
      With masterful use of the Hold cards, a well timed charge,  and good fire and morale results, the enemy was able to one by one eliminate my two blocking infantry units.  This left them with enough firepower to brush my cavalry aside, and evade my remaining light infantry and artillery; escaping off the table for the 2 remaining victory points and thus winning the game.
The end, as my Cavalry tries to futilely hold the road.
     While the game started off with some bad luck with the activation deck for my North Polenburg forces, things soon swayed in the other direction; and the fortunes of war swayed back and forth throughout.  While initially the enemy felt confident following his destruction of my left, things soon turned my way with the reestablishment of my left and the advance of my cannon and Lights into close range on his right.  It looked like I would be able to overwhelm him with firepower.  Then, with the breaking of my Light infantry on my right, and them falling back into my artillery, things seemed to sway back towards the enemy.   The battle then came down to the desperate fight in the road, and in the end, I think my inexperience with the rules, lost me the day.
     Nonetheless, I had a great time and look forward to having another crack at these fun rules. They really have a great old school feel to them and seem the perfect thing for Imagi-nations and big "toy soldiers".

Monday, February 16, 2015

10mm North Polenburg Hussars Completed for LSNQSYW Project

This week I completed the 34th Hussar Regiment for my 10mm North Polenburg Imagi-Nation Army.  This is for a force I started based on a long standing club project, started by Rob Dean and myself, called the Not Quite the Seven Years War (NQSYW), in which members of the HAWKs created forces for their own 18th century Imagi-Nations using homecast 40mm figures.  I decided last year to do an offshoot project in 10mm for use with our "Look, Sarge, No Charts" series of rules...a little project I call Look, Sarge, its Not Quite the Seven Years War. (LSNQSYW) :)  (See this blog entry for more information on the project, and some photos of the rest of the 10mm North Polenburg Army.)
The North Polenburg 34th Hussars ready for action.

The regiment shown with one of their NQSYW 40mm counterparts.

Monday, September 1, 2014

South Polenburg Enters the War

Readers of my blog may remember that last year I started a project to recreate in 10mm the 40mm Imagi-Nation forces of my North Polenburg country. See here for more on that.  The goal had been to create armies suitable for using with the "Look, Sarge, No Charts" family of rules.  I had hoped that more of my club-mates might join in and and do their Imagi-Nations in 10mm as well, but so far interest has been small, with only Buck Surdu participating in the project.  So, I realized I would need to build more forces on my own in order to have enough to play games with.
The first Brigade under General Adelie. The Emperor's Regt. in the center, with the 3rd Regt. on the right in the photo, and the 2nd "Chinstrap" Regt. on he left in the photo.
I therefore decided that I would start mirroring my North Polenburg armies with the creation of her counterpart, South Polenburg's, forces.  The logic being that South Polenburg could act as both an ally to her northern sister, or as a break-away enemy, depending on the needs of the game.
This week I completed the South Polenburg 1st Brigade.  When considering the theme I was going to use for this army, the obvious idea that hit me was to go with a South Pole motif; so the Infantry uniforms are penguin based, as are the unit and officer names. The artillery uniform resembles the color of sea elephants or walruses.  For the South Polenburg flags, I decided to use the negative image of the North Polenburg flag's star motif.
The General with the Emperor's Regt. , and the 1st South Polenburg Battery
My plan is now to complete a second brigade so I ill have a full division, and paint a cavalry brigade as well.
The South Polenburg Emperor's Regiment, on the left, shown with the North Polenburg Queen Jennifer Regiment on the right. Photo taken during a time of alliance between the two countries. :)

Tuesday, November 12, 2013

My North Polenburg Imagi-Nation: Complete 1st Division in 10mm

As some of you may have read here previously, (See: Look, Sarge, it's Not Quite the Seven Years War ) I've been working on recreating my 40mm North Polenburg Imagi-Nation units, that we use with the old-school rules "Charge!", into 10mm units for use with our "Look, Sarge, No Charts" system of rules. One of the parts of this project that I looked forward to, was the opportunity, due to the size and low cost of 10mm figures, to create a large portion of the (if not the whole) North Polenburg Army.  This would be very hard, if not impossible, to do in 40mm due to the size of the figures and units.
A comparison of a portion of one of the 40mm regiments, and it's 10mm counterpart.
Well, I'm happy to announce that I have finished painting and basing the complete North Polenburg 1st Division, including an attached brigade of heavy cavalry.
The 1st Division and it's attached cavalry brigade assembled on the parade grounds
The Division is commanded by General Schlegel, and consists of two brigades, each of three regiments,  and two attached batteries of artillery.
General Schlegel and his aide (base on the left) consult with their Corp Commander, General Rudolph and his staff (base on the right)
1st Brigade- General Palmer commanding: 1st "Queen Jennifer" Regt., 2nd "Hawks" Regt., 3rd Regt.
2nd Brigade- General Bailey commanding: 4th "Prince Edgar" Regt., 5th "Prince Edward" Regt, 6th Regt.
(Those officers and units shown in italics are those that also exist in my 40mm version.)
1st Heavy Cavalry Brigade- Gen. Haag commanding: 31st Dragoon Regt., 32nd Dragoon Regt., 33rd Dragoon Regt.
I'm really pleased with how these forces have turned out, and I'm looking forward to continuing to grow this project.  I think my next move will be to start building an opposing force, from the neighboring country of South Polenburg.


Monday, July 29, 2013

Look, Sarge, It's Not Quite The SevenYears War

As many of my readers know, one of my many projects that I enjoy is participating in the club's "Not Quite The Seven Years War" Imagi-Nations project. In the project, club member's  build their own Imagi-nation armies using homecast 40mm Prince August figures. My nation is North Polenburg, and over the years I have collected a very large force of two Infantry Regiments, one Dragoon Regiment, two cannon and crew, and various company level units including Engineers, Militia, and Hussars. I recently posted a battle report HERE on this blog, that those who are interested can check out if they wish.
   So, I got in my mind earlier this year, that it might be cool to start a new project (See this Blog's Name :-) ) and re create the Not Quite Seven Years War (NQSYW) project in 10mm, with the goal to use the 10mm units with our "Look, Sarge, No Charts" (LSNC) rules, where each base equals a regiment.  This way, I wouldn't be limited to commanding not much more than a brigade on the table due to the limits of the 40mm single based figures.  With 10mm figures, and each base equalling a regiment, it is the norm in LSNC for players to control a division.  I could see recreating he whole North Polenburg Army at this scale! (Insert maniacal laughter)
(Click any photo to view it larger)

A Company of the 40mm Queen Jennifer Regiment with the whole regiment in 10mm in front of them
 So with Historicon approaching earlier this month, I set about pre-ordering  from Old Gory, to be picked up at the con, enough of their 10mm SYW figures to build a nice 1-player sized Divisional force as a start to my project. And since Historicon, I have set about recreating my existing 40mm Regiments in 10mm.  I purchased enough to do a Division consisting of two Infantry Brigades of 3 Regiments each, with a support Battery, and an attached Brigade of 3 Dragoon Regiments.
A Company of the 40mm 2nd Regiment (The Hawks), with their Hawk mascot standard, and the complete regiment in 10mm with the standard recreated, now on foot
Now, the hope is that a few of the other club members will be interested enough in this project to join in and create some opposition forces for me to battle, and maybe some allies as well.  If not, I will have to consider doing so myself.  The nice thing about this project is it's proving quick to paint, and the outlay for a single player sized force, with the Old Glory Army Discount, was only about $50.
My esteemed self, The General Lord Palmer, 1st Brigade Commander, and his 10mm counterpart.

The two regiments and their commander. I am currently working on the third regiment for this brigade.

A section of two 40mm guns and crews of the North Polenburg Artillery, and a complete battery in 10mm

A squadron, in 40mm, of the famed 32nd Dragoons on their all white chargers, and the whole 32nd Dragoon regiment in 10mm.

Monday, July 1, 2013

Another Fun NQSYW 40mm Imagi-Nation Game

Last Saturday some of the HAWKs got together for a game day at my house, with the first game being a Not Quite Seven Years War Imagi-nations battle run by gamemaster Rob Dean. The HAWKs NQSYW project uses 40mm homecast figures, with members designing their own nations and uniforms.  The rules we used were the classic, "Charge!", and the scenario was "Breakout" from the Charles Grant green cover scenario book.
Our initial deployment. Click to see larger.
Once again the forces of the Pragmatic Coalition faced off against our heroic allies of the Northern Alliance.  The scenario brief we received from Rob at the beginning of the game was that our Alliance forces had just conducted a large and successful raid into enemy territory and were now withdrawing with our plunder back to our homeland.  However, we had detected a large and rapidly approaching body of pursuers, so we had chosen to stop part of our forces here at a spot where a single bridge crossed a river, to set up a rear guard and hold off the pursuit while our supplies made it safely to the border.  We were instructed that we needed to hold out for 16 turns.
The opening encounter as our left flank is hit by the enemy's hussars!
To experienced gamers, this seems too simple on the face of it; as bottle-necking the river at the one bridge with our large force would be a piece of cake, so we figured that there must be another enemy force going to enter on one of our flanks on our side of the river.  We didn't have to wait long to find out just what tricks the enemy had up their sleeves, as on turn 1, two squadrons of Wachovian Hussars appeared on our left flank, and immediately charged a cannon that was hanging a little too far out from it's infantry support.  The gunners were wiped out to a man, and the gun captured.
The cavalry battle on the left, as the infanty moves to support
  We quickly responded with a pair of squadrons of Stansbach-Anwatsch Dragoons, and coutercharged the enemy successfully routing them.  Likewise, the North Polenburg Queen Jennifer Regt. stationed on our left, turned to face any additional threats coming from that direction.
The enemy now appears on our right as the Hawks regiment is deploying
Shortly after, we were surprised again, as two companies of Wachovian infantry and a cannon, appeared on our right flank,  running straight into the North Polenburg Hawks Regt., which, suspecting enemy on their flank as well, had been redeploying in the hills to the right when the enemy appeared.  The orange-coated Wachovians charged one company in the flank decimating it as the other tried to form a defense. Not to fear, as the N-P 32nd Dragoons, on their famed white mounts, rode to the aid of The Hawks. Unfortunately they were caught in the crossfire between the Wachovian gun, and two cannons from the enemy's main body which was now entering the table on the far side of the river, and were ultimately shattered.
The view in the center as the Pragmatic Coalition sends their first cavalry unit across the bridge.
Meanwhile, in the center, with both flanks threatened, the enemy set up firing lines on each side of the river, and began to send their cavalry across to push back the Stansbach-Anwatsch Lady Sarah's Robin's infantry regiment holding the center.  Things were looking difficult for us, but we had stabilised our left, and were sending our combined N-P Hussars and S-A Lancers cavalry unit to help stabilize the right. We just needed the center to hold and repel the attacks coming from across the river.
The enemy's cavalry appears in our rear, and is met by a combined unit of our light cavalry
It was at this juncture that a unit of enemy dragoons appeared on the road in our rear making our situation impossible!  We were informed by Rob, that at this occurrence in the scenario, our orders had now been switched from holding the bridge fro 16 turns, to retreating back off the road and saving at least 60% of our force.
The scene towards the end as we desperately try to hold the bridge.
It now became a desperate game, as we figured the best way to extract our forces.  Though we were able to repel the cavalry in our rear with the combined efforts of the amalgamated N-P and S-A cavalry regt., and the S-A Dragoons riding in from our left, the enemy was wearing down the Lady Sarah's Robins with devastating musketry and repeated charges across the river.  It became obvious to all of us that the Robins would need to be sacrificed in order to get the most of the two flank forces and the cavalry off the table.
The final moments, as everyone makes for the road, and the Lady Sarah's Robins try to make a slow orderly delaying withdrawal, buying time time for their North Polenburg brothers, despite enemy cavalry and infantry now pouring over the bridge.
In the end we were able to save the entire N-P Queen Jennifer Regt. almost unscathed, and a company and a half of the battered N-P Hawks Regt., as well as one cannon.  Also the bulk of the S-A dragoons made it off as well as a few scattered survivors from the 32nd Dragoons, the 25th Hussars, and the S-A Lancers.   Of the Robins, only their commander, sergeant-major, flag, and 4 pirvates made it back.  When added up this only came to just over 50% of our force, so it was not enough for victory and the Pragmatic Coalition was declared the winner.   
  It was a very exciting  game, and certainly a different scenario, with the objectives changing half way through. And, as always, these games are a visual feast.  Kudos to Rob for running another fun game.     
  For a report of the battle from the perspective of one of the enemy commander's see: BREAKOUT