Last week's game had a Gulay Gorod but in didn't really play a major part in the action. In our after game chat Steve and I discussed some of the likely rules which we may need to devise to cope with an attack on the wagons formed up in a defensive square.
 |
| The wagons formed up |
This week's game was the consequence of our chat. A Muscovite force has been attacked in a frontier fort. Attempting to return to mother Russia, they have broken through the encircling Cossacks and made their way north, only to find their way blocked by a Polish force. This has allowed the pursuing Cossacks to catch up with them. The Muscovite commander has formed his wagons into a square, hoping to hold off the attackers long enough for a relief force, (if the messenger got through), to arrive. He has 2 units of Streltsy and one unit of Soldatski, plus a unit of feudal cavalry. The defence is bolstered by a selection of light artillery both limbered and in some of the wagons.
For their part, the Poles and Cossacks recognise that cavalry are not going to break into the Gulay Gorod, it will be a job for the infantry. They have therefore held their cavalry back to counter any sally by the Muscovite feudal cavalry whilst the infantry attack.
 |
| The first Cossack attack repulsed |
Bad communication has resulted in the Cossack attack going in first before the Poles have advanced. Good defensive fire disordered the initial Cossack attack and allowed the defence to repel this first attack. Seeking to drive off the Cossacks altogether, the Muscovite commander ordered his cavalry to sally out. However, the Polish pancerni intervened, forcing the Muscovite to attack them.
 |
| The sally by the feudal cavalry |
Meanwhile the Polish infantry had attacked and the defensive fire had not been as effective. The Haiduk units drove back the Streltsy, who fell back, disordering their supports. Free from the threat of a cavalry attack the Cossack infantry returned to the attack and this time overwhelmed the defenders. Although the feudal cavalry had driven back the pancerni, their was no avenue of escape for the infantry, all the Muscovite commander could do was surrender.
 |
| The Poles break in |
 |
| As do the Coosacks |
 |
| The feudal cavalry's victory counts for naught |
Our deliberations after this game came up with some possible bonuses for the defenders within the Pike and Shotte rules. These will be adjusted in the light of further trials.
Defenders
Gain
+1 on save from missile fire due to cover of wagons
In
melee gain +1 to saving roll for cover
Count
as 'Stubborn' ie may re-roll one failed saving roll for both melee
and missile losses. (once per turn for each category).
Stamina
of unit increased by 1
If
taking a break test get a +1 modifier
Sallies
A
foot unit can be ordered to move an obstacle aside to allow a unit
to leave the Gulay Gorod. Once the sallying unit leaves, roll 2 d6,
if a blunder is rolled, gap remains open.
Artillery
fire – incoming
Guns
fire normally, however, light artillery need to be within half
maximum distance (ie using 2 d6) in order to damage wagons. Scores
of 5/6 are potential hits on occupants of wagons. 4 a possible hit
on wagon itself. Roll again for each potential hit, score of 4+
inflicts 1 damage point on wagon. Wagon has total of 3 points,
after 3rd
hit remove wagon and replace with wooden obstacle. Occupants have
50/50 chance of survival (no modifiers).
Hail
shot cannot be used to damage a wagon, only against occupants.
[What
about 'unclear target'? Targets qualify if they are in buildings or
partly within sight]
Artillery
fire – outgoing
Swivel
guns – 180 degree arc. 12” range. No hail shot. Use only 1 d6.
-1 modifier to save.
Light
guns in wagons
Normal
45 degree arc. 18” max range. Use 3/2/1 dice as usual -2 on save.
Normal
light guns
Fire
as usual.