Showing posts with label Twilight of the Sun King. Show all posts
Showing posts with label Twilight of the Sun King. Show all posts

Tuesday, November 16, 2021

Klissow in the Twilight, part 2

Julian came over today and we completed the second part of the game of the Battle of Klissow, 19th July 1702 (8th July Julian calendar, 9th July Swedish calendar).

We picked up the game in the third turn, the Swedish Livregimentet till Hast / Livdragon Regimentet charged the victorious Winged Hussars (top right) while the infantry continued to press in the centre. Saxon artillery concentrating on the Swedish infantry.

The Saxon infantry pushed back the attacking Swedes.

Meanwhile, the Polish dragoons (heavily disguised as reitars) and Saxon Garde du Corps regiment made a sandwich of the victorious Livregimentet till Hast / Livdragon Regimentet, breaking the latter.

View down the line, from the Polish/Saxon right.

Saxon artillery continued to pound away, inflicting a few 'casualties'.

Above and below: the Saxon infantry fired at the Swedish they had forced back.

At this stage, the Swedes were in serious trouble and it looked a matter of time until they were enveloped from left and right.

A rare Swedish success on their right: Rehnskiöld's Ostgota Cavalry Regt broke the first of the Saxons attempting their outflanking manoeuvre.

Then a breakthrough in the centre with the Saxon Kurprinz and Guard regiments broken.

Lubomirski's Polish cavalry continued their successful charges.

Polish dragoons send the Småland cavalry regt on their way.

Then it happened. Having broken the Saxon line, the Swedish infantry made short work of the second line troops (in both meanings of the term).

Saxon centre broken: game over.

Two views of the end of the battle, from the Saxon side (above) and Swedish side (below).

Losses: a unit of Saxon cavalry and five of infantry to one of Swedish cavalry.

It had been a really close affair.

Julian's audacious attacks, making use of his numbers, very nearly paid off. The quality of the Swedish infantry came through in the end and turned pretty quickly.

Another successful test of "Twilight of the Sun King" as far as I am concerned. I appreciate Julian having a go and especially playing it out since he was not overly in favour of these stylised rules.

I'm keen to put the finishing touches to these figures and add in some more so that I/we can try again with GåPå.


Rules

Twilight of the Sun King, 2nd Edition

Scales

Base width represents ~300 m, base width 50 mm, game area 1 m x 1 m

Infantry: units approx. 1 600, 2 000, 2 400 men for small, average, large.
Cavalry: units approx. 800, 1 000, 1 200 for small, average, large.
Artillery: approx. 12, 20, 24 guns for small, average, large batteries.

Of course, these numbers are interpreted really loosely as with most 'unit' based rules nowadays.

Figures (all 1/72)

Saxon

Infantry Mars Saxon infantry.
Cavalry Strelets Russian Dragoons of Peter I
Artillery Zvezda Swedish Artillery of Charles XII and Mars Polish field artillery (standing in as the Saxon 3 pdr guns).

Polish-Lithuanian

Hussars Zvezda Polish Winged Hussars.
Pancerni Orion Polish Winged Hussars.
Dragoons (heavily disguised as reitars) Strelets Reitars of Charles XII.
Wallachian light cavalry Mars Polish 'Lisovchiki'
(1st half of the XVII century).
Lithuanian Tartars Mars Lithuanian Tartars (1st half of the XVII century).

Swedish

Infantry mix of Mars Swedish infantry, Strelets Swedish Infantry of Charles XII & From Narva to Poltava.
Cavalry Strelets Lieb-Drabants of Charles XII and Zvezda Swedish Dragoons of Charles XII.

Saturday, November 6, 2021

Battle of Klissow (Klezow) in the Twilight

You remember last time... I had become busy applying basing and painting troops for the Great Northern War; outside my supposed 'focus' for the year. This extended to doing some preparation and conversions to have some pancerni cossack cavalry available too. As ever, ambition exceeds time available, but I had them 'good enough' for a game when Julian came around for a few hours last evening.

Schulenburg's Saxon army in their defensive position. These are the most nearly complete of the troops on the table.

Klessow, fought in the summer of 1702 on 8th July by Julian calendar, 9th July by Swedish calendar and 19th July by Gregorian calendar, was the third in a string of against the odds victories by the Swedes, lead by their young king Charles (Karl) XII, in the first two years of the Great Northern War. Karl an audacious commander with a fine coup d'oeil, was proving to be far more of a challenge for his enemies than they had expected when they sought to take Sweden down a peg or two upon the ascension of this little-known, until then flippant, even 'playboy' youngster to the crown. Moments maketh the man and he had more than risen to the challenge...

As with all great victories of history, the 'challenge', in a wargaming sense, is to emulate it.

The game, using "Twilight of the Sun King", provides plenty of bonuses for the Swedes (quality of troops and command), against the strengths of numbers and position of their Saxon and Polish-Lithuanian opponents. The latter are no easy beats, with mainly average troops, but also some top quality and poorer, but overall more 'flaky' morale.

For this game I used the version in the second book of scenarios for "Twilight of the Sun King". We used the 'early start' option from the scenario, so the Saxons and Swedes were in place while the Polish-Lithuanian army arrived on the Saxon/Polish-Lithuanian first turn.

View of same from Saxon lines.

Charles ordered the centre to advance, supported by Rehnskiöld's cavalry on the right, while the left-flank cavalry faced off the Saxons.

The Saxon artillery fired on the advancing Swedes, focussing on the Livgardet till Fot (heavily disguised as the Jönköping regiment), but failed to affect either morale or to stymie the advance.

The turn before the Swedish successfully negotiated the swampy banks of the stream, making a GåPå charge against the Saxon first line (guards and Kurprinz/Koningen regiments)—I thought that I had taken the photo, but obviously did not in my excitement.
Note in the top-right of photo, the distinct, 'Julian manoeuvre' of a cavalry turn to the left to head around the flank. Never one to 'sit on his @rse', he likes to seize opportunities and can be guaranteed to try something audacious.


Excitement over on the Saxon right. The 'finest cavalry in Europe' successfully charge the Södra Skånska/Småland cavalry regiments, assisted by a flank charge by the Saxon Garde du Corps regiment.
The Swedish cavalry were sent packing; dented morale, but not broken. Even though my cavalry were on the receiving end, I was elated to see the hussars make a successful charge. Mind you, I was fortunate to have rolled well and so avoided my cavalry breaking!
(The on-going mêlée between the infantry can be seen in the centre of the photo.)


That was the last turn of the evening.

We'd completed two turns each that were 'full' in terms of movement and action, with plenty of discussion and double-checking of rules (being only my second go with them and 18 months in-between the two). Things are looking up for Saxon and Polish-Lithuanian forces, but the battle is on a knife-edge.

Will the best cavalry in European history (and the best troops to be on any table top, even exceeding Napoleonic French cuirassiers—a big call for me!) continue to emulate the great Sobieski?

Can the Swedish infantry break the centre, or will the Saxon's send them packing?

Will Rehnskiöld prevail on the Saxon left, or will the Saxon out-flanking manoeuvre work? 

To be continued...


For me, another successful test of "Twilight of the Sun King". Highly stylised rules, but a set that has managed to incorporate key elements of quality, command, attrition, terrain, as well as historical tactics and feel. A rare, novel set of rules. Not the only game in town for me, but certainly a keeper for a larger-scale action, requiriing fewer figures, especially while I'm in the process of 'raising' armies! I'll use them for the Great Northern War, of course, but also for Ottoman wars of the 17th and early 18th centuries along with Polish-Lithuanian/Cossack/Tartar conflicts.

For Julian, an interesting and enjoyable outing that led him to conclude 'not for him'. Too stylised, too abstracted, so not a set of choice, but certainly not 'never again'. Hopefully he'll be able to find a few hours in the near future so that we can complete the three of four turns that I reckon we'll need to bring this to a conclusion.

There has been a bit of action in the shed the past couple of weeks, with getting figures 'good enough' for this game and some reorganisation of storage thanks to these two lovely sets of drawers given to me by friends; 'surplus' to them, greatfully received by me.

I was wondering what Xena was fascinated by the other day, but soon realised,...

it was one of the lovely Black-headed monitor's (Varanus tristis) that lives or at least spends a lot of time in our roof space, sometimes running along beams inside and out. They usually make tracks quickly (not nick-named 'racehorse monitors' for nothing), but this one 'posed' long enough for me get this photo. Great for rat and mouse control! Always lovely to see and I expect of interest to viewers/readers.

References

“The Battle of Klissow 1702” In Kling (Jr.), SL (Ed.) (2015) Great Northern War Compendium The Historical Game Company. pp. 159–164.

“6. Klissow” In Twilight of the Sun King – Scenario Book 2 – Great Northern & Ottoman Wars.

“The Battle of Klezow (or Klissow) 9th July 1702” Weapons & Warfare https://weaponsandwarfare.com/2015/08/27/the-battle-of-klezow-or-klissow-9th-july-1702/

“The Battle of Klezow (or Klissow) 9th July 1702” wgamers.org.uk. http://www.wfgamers.org.uk/resources/C18/klezow.htm

Rules

Twilight of the Sun King, 2nd Edition

Scales

Base width represents ~300 m, base width 50 mm, game area 1 m x 1 m

Infantry: units approx. 1 600, 2 000, 2 400 men for small, average, large.
Cavalry: units approx. 800, 1 000, 1 200 for small, average, large.
Artillery: approx. 12, 20, 24 guns for small, average, large batteries.

Of course, these numbers are interpreted really loosely as with most 'unit' based rules nowadays.

Figures (all 1/72)

Saxon

Infantry Mars Saxon infantry.
Cavalry Strelets Russian Dragoons of Peter I
Artillery Zvezda Swedish Artillery of Charles XII and Mars Polish field artillery (standing in as the Saxon 3 pdr guns).

Polish-Lithuanian

Hussars Zvezda Polish Winged Hussars.
Pancerni Orion Polish Winged Hussars.
Dragoons (heavily disguised as reitars) Strelets Reitars of Charles XII.
Wallachian light cavalry Mars Polish 'Lisovchiki'
(1st half of the XVII century).
Lithuanian Tartars Mars Lithuanian Tartars (1st half of the XVII century).

Swedish

Infantry mix of Mars Swedish infantry, Strelets Swedish Infantry of Charles XII & From Narva to Poltava.
Cavalry Strelets Lieb-Drabants of Charles XII and Zvezda Swedish Dragoons of Charles XII.

Wednesday, June 10, 2020

Redux: A tiny test of Twilight: Fraustadt 1706

This is a re-posting of a post about my first solo game that was posted originally on our Avon Napoleonic Fellowship blog.

The ’Twilight of the Sun King’ rules were first brought to my attention by a review on the marvellous 'Un Marius Sinon Rien' blog. Reading a further review on wargamer.com website convinced me to purchase them. They arrived in April and I was immediately keen to give them a go. I threw some Great Northern War Saxons into the ever-expanding group of figures that I am painting. Having brought these, a few Russians and some additional Swedes to the stage of ‘good enough’ (base-coat completed, awaiting black-wash, addition of basing mix and then final highlights/details), my impatience could wait no longer; it was time for a test game.

Set-up for this first test game, the Battle of Fraustadt 1706 at brigade scale (a scenario provided in the rules). This also gave me a chance to have a go with my new latex rivers and roads. The scale meant that 15 mm and N-gauge railway buildings were most appropriate.


Twilight of the Sun King, revised edition 2019

The Rules

The authors of Twilight of the Sun King are members of the Pike and Shot Society, so it is little wonder that the rules have a strong historical focus. That said, they are not complex; I consider them to be the definition of elegant simplicity. The rule book is 22 pages long, with a further three devoted to the introductory scenario and a one-page 'advert.' for the Pike and Shot Society. The rules could easily have been written on around four pages, I'd estimate. The longer presentation is due to them having been printed in a large font, with clear, large diagrams and the odd reproduction of a painting from the period—all most pleasing aspects. The booklet is a simple, A4 production printed in black and white (apart from the cover) and is not especially cheap (£12 plus postage). It does not, though, suffer from the problem of gloss over substance that besets so many of those expensive, hard cover sets of rules that seem to be churned out all to regularly.

I was drawn to purchase the rules because they featured a truly novel system which sounded like it could work well (and was certainly worth a go to find out). They take the familiar 'I go you go' approach, but the similarity with other set of rules stops there. The turn sequence for each side comprises but three phases: opponent's bombardment, test morale of own troops (for effects of bombardment, firing, mêlée), move own troops. In each turn the attacker moves first followed by the defender.

All movement and ranges are calculated in base widths, so the rules are completely scalable. Units can always move straight ahead, so there is none of this business of troops sitting around waiting for someone to tell them how to march. More 'elaborate' manoeuvres (including charging, formation changes, crossing terrain, entering difficult going, undertaking more than one move) require a successful 'action test'. This is simply a roll of a D6 with anything but a 1 or 2 being a success. There is a negative one modifier to the die roll for the action test if the unit failed a morale test in the current turn (and/or is charging a platoon firing unit—for the Great Northern War this is limited to "probably Russians from 1710").

There is no firing. WHAT?!!! If you have read reviews of the rules you'll already know this 'shocking fact'. Actually, it is not really correct. There is plenty of firing (as you'll see in the photos below), but it is not conducted in the familiar manner where a roll is made against factors and ranges to determine the casualties on the enemy unit(s) (or other mechanic being used). Rather, in Twilight of the Sun King being fired upon, involved in mêlée or infantry with cavalry in close proximity (1/2 base width) are causes to test morale and any artillery fire, small arms fire, mêlée, terrain/defences, supports/flanking (as appropriate) are modifiers to the test.

Failing a morale test (modified score of two average dice below eight) results in a morale failure (four or below is a rout). Generally infantry will break on their third failed test, cavalry and artillery on their second. A unit classified as 'large' and/or 'determined' gets an extra morale failure before breaking, while one classed as 'wavering' gets one fewer (units classed as 'small' and those classed as 'raw' receive a negative one modifier in the test). There is no way to 'rally' troops or otherwise recover morale, but a commander may have an impact.

The presence and proximity of commanders is important in Twilight of the Sun King to bolster morale (i.e. re-take a morale test if 'attached' to the unit—within a base width) and to encourage the troops to undertake some of those more elaborate manoeuvres mentioned above (i.e. re-roll an action test). In the former case a commander is a commander (provided that he may command the unit, is close enough and is not 'attached' elsewhere), while his quality is important for the latter (and for a brigade or army test if required).



I was pleased that the introductory scenario provided in the rules is for the Battle of Fraustadt, 2nd February 1706 (by the Julian calendar—one day later by the Swedish calendar of the time and eleven days later by the modern Gregorian calendar) as the Great Northern War is one of the two conflicts in the eighteenth century that interest me greatly—along with the French and Indian War, not being particularly 'fussed' with the rest (apologies to the devotees out there). The scenario in the rules allows for the game to be played at either the brigade or regimental scale. I decided to test the rules initially at the brigade scale, moving to a larger game if I liked them sufficiently. I used the scenario largely as provided, but adjusted the order of battle, chiefly using the Great Northern War Compendium, to one that I considered more historically accurate.


Volume one of the Great Northern War Compendium includes a chapter by Oskar Sjöstrom and Stephen Kling about the Battle of Fraustadt. I used this source, principally, to adjust the order of battle for the game.

Playing the game solo meant that I carried out turns as and when it suited, playing two turns over two nights last week and then finishing the game on the Friday. This was really helpful as it allowed me to proceed slowly and to double-check the rules between mini-sessions. 

The Game
 
This has been a wordy post so far, by my standards, so let's proceed to the pictorial description of the game.
 
Table set-up, showing the map from the rules. The area is tiny, being 10 base widths x 15 base widths or 500 mm x 750 mm for my figures.

The Russo-Saxon army had been lured by Rehnkshold from its strong defensive position on the heights near Schlawa when the latter had moved his Swedish army away from their positions in a seeming headlong retreat. Schulenburg, commanding the Russo-Saxons, advanced, then hastily formed a new, improvised and 'messed-up' defensive position north-east of Fraustadt when Rehnkshold turned to give battle.

View from the Saxon side of the table. Note the far inferior Swedish force, odds roughly 2:1 in the Saxon favour.

A map from Sjöstrom and Kling's chapter in the Great Northern War Compendium. I began the game by copying these moves (as far as possible, allowing for the scale).

As per history, the Saxon guns opened fire on the advancing Swedes (bombardment range in the rules).
"From right to left, one cannon after another spewed its deadly content onto the field... however, aside from the battery at the right end of the line that managed to slow down a couple of Swedish battalions, the salvoes had had more or less no effect at all" (Sjöstrom and Kling 2016). We were going fairly well to script, the Södermanlands regiment at the right of the line failing the morale test (indicated by the black piece of straw).

Rehnkshold encouraged his centre forward towards the Saxon positon (successful action test for a second move).

The Saxon cannons fired "... a third at short range and canister" (Sjöstrom and Kling 2016).
Another morale failure for the Södermanlands.

GåPå! The Swedish infantry charged the fortifications.

On the Swedish left, the Livdragonregementet moved to confront the Saxon cavalry.
 
On the Swedish left, in a break from history, the Saxon garde du corps and Goltz Dragoon Regiment attempted to advance through the marsh, only making it half-way (failed action test to exit). At this point, I realised that I had mucked up my left and right and so put two Saxon cavalry units on their right, instead of three, the reverse on their left. Ah well, that's what test games are for!

The Saxon infantry opened fire on the attacking Swedes. (Note dear reader, that is more of that firing that does not exist in the rules!).

This time the Västmanland regemente (Södermanlands in support) failed a morale test (above), but the Närke-Värmlands regemente, an élite unit with the Pommerska dragoons in support, passed (below).

Breaking with history, the Saxon infantry behind the chevaux de frise, represented by the zig-zag fences here, continued to hold. The foot guards (right of photo) passed their morale test, forcing the Västmanland regemente to withdraw 1/4 base-width. The Drost regiment failed a morale, but were still able to hold on and continue the mêlée with the Närke-Värmlands.

Cavalry mêlées on the Swedish right (above) and left (below) flanks.
Having pushed the Västmanland regemente back, the Saxons fired off another round of volley and artillery (intense enough to make the camera shake).

On the Swedish right, the élite Livdragonregementet had beaten back the Beust cuirassiers, who retreated behind their supports (Dünewald dragoon regiment) who then charged the Swedes.

Not so good on the Swedish left, the Skanska Standsdragon regemente losing the mêlée (failed morale test) and, having no supports, retreated their full measure, caring not about the marsh. Keeping up the pressure, the Goltz dragoon regiment followed-up (below).

In the centre the Swedish infantry tried again and were blunted once more.

More Saxon fire, a second morale loss for the Västmanland regemente (below).

Hope again for the elusive breakthrough, as the Närke-Värmlands continue in mêlée.

It was not Hummerhjelm's day. Two failed action tests made the Skanska Standsdragon the Skanska stranded-dragoon.

Not missing the opportunity of a charge in the rear, the Goltz dragoon regiment finished them off.

As with the historical action, the von Krassow's brigade (represented here by the
Livdragonregementet) were getting the better of their more numerous Saxon opponents, aided by the fact that the Saxon's poor deployment had them attacking piece-meal.

Having forced the Närke-Värmlands regemente back, Schulenburg ordered an exchange of the lines, replacing the Drost regiment with the Koningin. I really enjoyed mixing up the paint to make those Isabella facings and base colour for the flag of the Koningin.

For the Queen! The Koningin immediately out-did their line comrades, Närke-Värmlands failing a morale test (now represented by the little red 'pimple—utilising some silly little plastic covers from some pens that I bought, making more attractive markers).

Having 'sat on his bum' for eight turns, and with the Västmanland broken, Rehnskold was finally spurred into action, sending cavalry left and right. Too little too late?

Perhaps not, von Krassow's Livdragonregementet broke the Beust cuirassiers (above), von Dunewald sending in the Wrangel dragoons supported by his own unit (below).

Now getting desperate and unlikely for the Swedes in the centre: a volley against the
Närke-Värmlands and artillery fire on the Södermanlands (which did not agree with them, as you'll see later).

The Pommerska charged the exposed left of the Russian line,...

... breaking the raw unit, while the Livdragonregementet continued on their winning way.

That flank looks attractive!

Left exposed by the breaking of the Södermanlands, Schulenburg liked the look of the Närke-Värmlands' flank, sending out the Saxon foot guard.


The Wrangel dragoon having retreated from the mêlée, von Dünewald's dragoons again charged the Livdragonregemente.

Flank fire on the Pommerska and a loss of morale.

A second morale loss to the Närke-Värmlands, now unsupported.

In charged the Pommerska...
... a morale loss to the Patkul Infantry Regiment, but they held.

 
von Dünewald's boys fought bravely, but incurred a morale loss.

The Norra Skanska tried a desperate, headlong charge against the Saxon guard, with predictable results, the Pommerska dragoons were broken by the Patkul Infantry Regiment and even the Närke-Värmlands had given up the fight.

This forced an army morale test, which Rehnskold easily passed!

von Dünewald's boys had fought bravely, but finally broke. I just realised that I forgot to do the brigade morale test, but it was of no consequence as, with only two cavalry regiments left, it was all over for the Swedes!



 
So, after nine turns I lost. As a fairly unimaginative Rehnskold I had failed to replicate the  dramatic Swedish victory that was his finest hour. Alternatively, as a more aggressive Schulenburg I achieved a better outcome. Still, since I lean strongly towards the Swedes, I have to say that I beat myself.

The result was not really the point of this though, for it was about the rules and they came out of this game with a win. On reading, I thought that I’d like them. I was not sure after the early turns. I re-read key sections, found things that I had not done quite correctly and, as I began to get the mechanics clear in my head and perform the tests correctly, I found myself liking them more and more. The rules are straightforward, as I said in my description above, but the completely novel approach meant that they took a bit of getting one’s head around.

As the 'mist' cleared I could consider the rules' mechanics. There are several aspects that I like, firing is central, units can always move, but it takes more to perform more 'elaborate' movement, supports, protected flanks and generally good positioning of your forces are paramount. Troop quality has an effect, but not an extreme one (either positively or negatively). Similarly, commanders are well represented in the rules, but not out of proportion.

Having enjoyed this playtest of Twilight of the Sun King, I'm keen to complete the additional troops necessary to play the game at regimental scale. I’ll then compare the rules with GåPå (that I have tried once and liked) and also the Polemos Great Northern War rules (by Nick Dorrell one of the authors of Twilight of the Sun King—one can see that he has included a lot of ideas from them into Twilight of the Sun King). I often find 'sticking points' with rules the more that I use them. Time will tell whether this is the case with Twilight of the Sun King. They passed their first test with a credit and I'll see how they go with further testing.

One of my long-term aims is to paint sufficient figures for the Great Northern so as to field Swedish, Saxon, Polish-Lithuanian, early Russian and Ottoman armies (these latter will also be fit for Napoleonics), as well as some later Russian and Danish troops. The eventual 'grand plan' is to work through the battles of the Great Northern War from go to whoa. This playtest has added fuel to that fire.



Rules

Twilight of the Sun King by Steven Thomas, Andrew Coleby and Nicholas Dorrell, revised edition 2019 (https://www.wfgamers.org.uk/resources/C18/Twilight/ToSK).

Scales: 1:200–300 for brigade-scale games, 1:100–150 for regimental-scale games. Units of two bases each (one for artillery). All movement and ranges calculated in base widths. Ground scale 1:5 000 for brigade-scale and 1:2 500 for regimental scale at recommended base width. I used 1:6 000 for my game (base width 50 mm).


Figures

All figures in the game were 1/72 scale.

Swedish
Infantry: Mars 'Swedish Infantry'
Cavalry: Zvezda 'Swedish Dragoons of Charles XII' and Strelets 'Reitars of Charles XII'

Saxon
Infantry: Mars 'Saxon Infantry'
Cavalry: Strelets 'Russian Dragoons of Peter I' Artillery: Zvezda 'Swedish Artillery of Charles XII'

Russian
Infantry: Strelets 'Russian Dragoons of Peter I' and 'Swedish Infantry of Charles XII', Zvezda 'Russian Strelets Infantry' and Strelets various bonus Streletsi figures.
Some of these Russians were part of a huge haul from John of the Wargame Hermit blog that I got back in June 2018 (thanks John, if you are reading). I'm adding further streletsi as early Russians (for Narva, River Düna).


References

Sjöstrom O (2008) Fraustadt 1706 - Ett fält färgat rött. Map of the battle (sourced from https://www.tacitus.nu/gnw/battles/Fraustadt/)

Sjöstrom O and Kling SL (2016) Warsaw, Fraustadt and the Grand Plan to Crush Charles XII. In Kling (Jr.) SL (Ed.) Great Northern War Compendium Volume 1. The Historical Game Company. pp. 197–210.


Thomas S, Coleby A and Dorrell N (2019) The Battle of Fraustadt - 1706, Introductory Scenario. In Twilight of the Sun King. The Pike and Shot Society Essex England.

Wye Forest Gamers (n.d.) The Battle of Fraustadt, 13th Feb 1706. https://www.wfgamers.org.uk/great-northern-war/gnw-battle-of-fraustadt