I believe I mentioned in a recent post that Dad and I had been thinking about hauling out the fortress (last seen at
Historicon 2011) and running a NQSYW siege game, and this afternoon we got our chance to do so. My brother William also came up for the game, as did Marc, one of my college cronies with some Charge! experience. As Marc had played on the attacking side in one of the Historicon games, he elected to defend the fortress this time, which was promptly dubbed 'Zerfberg' after its commander. And so, William and I set to digging our trenches...
(As far as troops go, Wachovia and Schoeffen-Buschhagen supplied the attackers, while the fortress defenders consisted of the Hesse-Hattemstadt and Schlusselbrett regiments, dubbed the "Western League." This may puzzle anyone who has looked at the
NQSYW map, as neither of the latter two countries lie in a particularly westerly direction from Schoeffen-Buschhagen--the answer is that the third member of the League is the enigmatic land of Saxe-Weilenz, whose animosity towards Schoeffen-Buschhagen seems to be matched only by their reluctance to do any of their own fighting...)
The first turn or two saw a number of saps zigzag towards the fortress without meeting much by way of resistance. In fact, we ended up pushing forward too quickly, beyond the support of our main trenchline--as we found when our attempt to dig a new parallel section provoked a sortie from the defenders. I tried to respond by bringing more troops forward, but the fortress defenders had returned to their positions by the time my intended reinforcements were ready.
Wachovian troops in their initial positions.
Placement of the first saps.
We abandon the diggings and fall back.
Grendiers move forward to support, but not quickly enough.
William deals with the sortie on his end of the line.
After that debacle, we took a more cautious approach the next few turns, digging some support trenches a bit further up, while our guns engaged in some counterbattery fire. This proved more successful than usual, as we dismounted several of the defending guns with some lucky shooting, which put Marc in a bit of a tight spot, as we had the advantage in numbers to begin with.
New parallels and battery emplacements being dug.
New trenches within long musket range of the covered way.
Digging another parallel section, this time with proper support.
The defenders' position only got worse, as William managed to take out their mortar with a well-placed shot from his own. And when Marc moved his last cannon over to try to take out one of our siege guns that had moved up to within range of the walls, a concentrated barrage from my batteries destroyed that one as well. From there it was only a matter of time--the next turn, I built a breaching battery right up on the lip of the covered way, and we determined that the guns would be able to open a sufficient gap in the wall before the time limit was reached.
Breaching battery (on the left)
All in all, I thought it went pretty well--there were definitely some moments early on when I thought we were in trouble, especially when I saw three whole companies come pouring out to attack my diggers--but some lucky shooting managed to turn things around. And it was good to get the fortress on the table again, too--the siege has a different flavor to it than a regular Charge! game, so it's nice to switch things up every so often. That being said, my next goal is to get my shiny new cavalry squadron on the table--hussars aren't much use in the trenches, after all...