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"Battle of Fontenoy AAR with Pix" Topic


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563 hits since 21 Aug 2017
©1994-2017 Bill Armintrout
Comments or corrections?

Personal logo Der Alte Fritz Sponsoring Member of TMP21 Aug 2017 6:27 a.m. PST

I fought the battle of Fontenoy over the weekend as a solo affair. Here are a couple of pictures as a taster. Click on the link below to visit my blog and see the battle report and lots and lots of pictures of Minden Miniatures and awesome Herb Gundt terrain.

I substituted Prussians and Austrians for British and French, respectively.

link

The battle lines draw near as the fighting begins:

picture

Jagers and Croats fight it out in the woods:

picture

Frederick Supporting Member of TMP21 Aug 2017 6:35 a.m. PST

Great photo and AAR- thanks for posting

I have done a couple of solo games just the way you describe – another way I have done it – which is not strictly speaking solo – is to present the overall tactical situation to a friend beforehand and have them lay out what they would do; then I try to stick to the plan as much as possible

Personal logo Der Alte Fritz Sponsoring Member of TMP21 Aug 2017 8:25 a.m. PST

That's a good idea Frederick.

jocknroll Supporting Member of TMP21 Aug 2017 9:40 a.m. PST

Lovely Jim!

DinOfBattle221 Aug 2017 7:23 p.m. PST

Did you let the Dutch and Austrians actually attack? Or stick close to history and only let the Brits\Hanoverians attack?

Personal logo Der Alte Fritz Sponsoring Member of TMP21 Aug 2017 7:42 p.m. PST

I reduced the game down to just the British/Hanoverian attack in the middle so as to have more table space available for this section between Fontenoy and the Bois de Barry.

brucka22 Aug 2017 7:03 a.m. PST

I think the idea of reducing cavalry vs infantry to one fight would be better; particularly with this many figs. The 'melee' could then conceivably be considered to include the musketry at the charge. Perhaps just a simple morale roll to see if the cav go in, or go in automatically but a roll to see if they go in with good order/elan?

brucka22 Aug 2017 7:23 a.m. PST

On the quick rules: what do the numbers in the firing chart mean? Number on a D10 to roll less than, each a hit..or?
Who gets battalion guns, and how do they work?

Rallynow Supporting Member of TMP22 Aug 2017 9:23 a.m. PST

Lovely indeed.

Personal logo Der Alte Fritz Sponsoring Member of TMP22 Aug 2017 9:46 a.m. PST

Brucka: I'm thinking along the same lines as you are about the melee.

The number in the charts represents the number or less that you need to roll on a D10 to get a hit on the opponent unit.

I've been using the Light Artillery 4lbs or less for my battalion guns, but this has proved to be too powerful at close range as the,guns get double dice at short range.

Now I'm thinking that the battalion gun gets you an extra 1-2 dice to,roll as part of the infantry dice roll. For example, a battalion that has 16 figures gets to roll 4 dice ( (1 D10 per four figures) so I'd give them one extra D10 to roll. So,if the infantry needs a 5 or less to get a hit, then in this scenario you would get five dice instead of four.

Now I have to figure how to allocate incoming hits on the battalion gun or on the infantry stands. I'm thing that I would simply remove the battalion gun after the attached infantry battalion loses one stand.

I assign a battalion gun to pairs of battalions. I paint Regiments as two battalions so the regiment gets to have one battalion gun.

Lots to ponder here, butnthis demonstrates how you can adjust the rules and experiment without having to change the charts.

brucka22 Aug 2017 4:43 p.m. PST

Battalion gun 'tweaks' make sense and don't detract from the simplicity. Or, just ignore them as have as decoration?

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