Monday, 13 October 2025

Nap Campaign: Battle of Loverna. 18th April 1808. Turns 1 - 5

 TURN 1

A dice was rolled to determine who had the initiative which was won by the French. They had the first turn which was not without problems. The 2nd Cavalry Corps, consisting entirely of dragoons, were ordered to deploy on the right flank anchored on the river. The 9th Cavalry Division in the lead received their orders which Burthe passed easily moving out to its designated position (top of photo). Vincent however, failed his command roll. Strolz intervened with a re-roll which resulted in a Command Blunder! Vincent's Brigade inexplicably retreated off the tabletop.

The single brigade of the 10th Cavalry Division (bottom right) moved sluggishly but at least it was in the right direction.

The march columns of infantry is Toussaint's Brigade of the 14th Division also move slowly towards the farm and their intended position. 

Allied movement was confined to their left flank with the Portuguese spreading out clear of the rocky terrain. Collins has a good command roll allowing his brigade a full 3 moves along the road crossing the bridge. His primary task is to secure the second crossing near the French lines in order to prevent any possible outflanking moves. He is to use his accompanying artillery battery along with musketry to harass the French flank. A secondary task should the opportunity present itself, is to cross the bridge if safe to do so and assault the French.
Continued -

Saturday, 4 October 2025

Nap Campaign: Battle of Loverna. 18th April 1808. Introduction

 

Refer back to the map moves post for the lead up to this action. An Anglo/Portuguese/Spanish army under the command of Wellington pursues Soult with the French Army of the South deeper into France. Soult received an unexpected reinforcement with the arrival of a Confederation of the Rhine Division. Other reinforcements have trickled into his units and has elected to make a stand rather than cede any more territory near the village of Loverna.

You will notice a change to the numbers of figures from the map moves post. This is partly a change to adjust to Black Powder rules and also reinforcements have arrived. 


Continued -

Wednesday, 24 September 2025

Nap Campaign: Battle of Tremleurr. 18th April 1808. Turns 11 - Conclusion

What began with full of hope for the allies in destroying Grouchy's army has turned sour over the last couple of turns. They had a clear advantage in rolling over the French centre and right flank but both assaults have floundered. At the same time the allied right flank has all but collapsed.

The allies have now suffered 9 broken brigades out of an original 18. The French have lost 5 broken out of 19. Black Powder provide a victory option of breaking half or more brigades but I chose to keep this open and decide upon the outcome depending on what happens on the tabletop. That said the difference is so stark that it may be a factor on what happens next.

I decided to play a few more turns which of course could impact the campaign.

 TURN 11

The French begin an encirclement of the last of the Brunswick infantry with a Guard Chasseurs unit sweeping around the rear towards the startled Brunswick Hussars regiment. 

All that remains of the Brunswick are 2 infantry battalions and an artillery battery commanded by Specht. The Prince of Orange and Duke of Brunswick made a hasty retreat!

While the Chasseurs and 2 battalions of the Young Guard reform to deliver the coup-de-grace, the 2/1st Tirailleurs fancy their chances of breaking the square. They charge taking fire from the nearby battalion in line and from the square. The Young Guard battalion suffers heavy casualties generating a break test which they spectacularly fail leaving them broken and failing to make contact.

Continued -

Sunday, 21 September 2025

Nap Campaign: Battle of Tremleurr. 18th April 1808. Turns 7 - 10

 TURN 7

The Scots Greys have been pushed back again but a moment for the British to celebrate. The Life Guards (middle of photo) successfully defeat a Cuirassiers regiment buying time. There is a risk of it being isolated if it conducts a sweeping charge, tempting though that is against a light cavalry unit. Therefore the Life Guards hold their ground being the only British cavalry unit not subject to the 'Gallop at Anything' rule reflecting their greater discipline.


The Young Guard charges the Brunswickers with one being caught in square formation. Despite being at a significant disadvantage, both Brunswick units hold on - just!

A Dutch horse artillery battery, despite being shaken, delivered a shattering round of canister into the Guard Lancers. It proved too much for the Guard cavalry unit. Already shaken, the huge losses inflicted caused them to break leaving the field.

Continued -

Sunday, 14 September 2025

Nap Campaign: Battle of Tremleurr. 18th April 1808. Turns 1 - 6

 

The battle began with an artillery bombardment from both sides inflicting minor casualties so far. The only significant movement being the Dutch and British heavy cavalry brigades ordered to reposition towards the right flank in order to counter the large French cavalry threat. Ghigny's light cavalry Brigade had also been ordered to reposition but started the game with a Command Blunder causing it to retire a full move!

The allied cavalry made good progress repositioning.

In response to the allied cavalry movement the French 4th Cavalry Corps remained strangely static.
Continued -

Sunday, 7 September 2025

Nap Campaign: Battle of Tremleurr. 18th April 1808. - Introduction

 

A reminder of the situation leading up to this battle. This is the night of the 17th April and will only broadly reflect where the troops will be positioned the following morning within their respective part of the battlefield.

The numbers shown have changed slightly due to the change to Black Powder rules. Red 4 is Blantyre's Brigade along with the 2nd KGL Light Dragoons who will march to the sound of the guns during the morning of the 18th.





Continued -

Monday, 1 September 2025

Nap Campaign: Map Moves 14th - 17th April 1808

I could not believe it when I checked, but it is 2 years since I played a game from this campaign. It is long overdue for some attention and I have now completed map moves leading up to 3 more battles. As in previous posts, the maps have been split into sections. The first being the whole campaign map followed by each of the 3 current theatres of operations.

14th April

15th April
Continued -

Thursday, 28 August 2025

AWI: Lexington and Concord 19th April 1775 (6mm). Turns 17 - Conclusion

TURN 17

The lone Concord company gamely fights on exchanging volleys from the Grenadiers. They are again shaken and disordered but hold their ground.

More light infantry emerge from Concord having completed collecting their haul of American stores. Pierce has a command failure leaving the Sudbury and Framingham company stranded on the road. His Acton and Beford Minutemen continue to fire volleys towards the British with limited success.
Continued -

Sunday, 24 August 2025

AWI: Lexington and Concord 19th April 1775 (6mm). Turns 9 - 16

 TURN 9

Barrett has second thoughts and realises that he could be quickly destroyed by the Grenadiers. He decides to pull back to the Punkatasset Hill and defend the North bridge. Better to wait for reinforcements before fully engaging the British force.

The Grenadiers continue to advance albeit slowly! The lead light infantry unit approaches Concord.

Pierce orders his minutemen to occupy the woods at Merriam's corner and engage any British they find.

Continued -

Thursday, 21 August 2025

AWI: Lexington and Concord 19th April 1775 (6mm). Turns 1 - 8

 

Gunfire can be heard in the distance and a concerned Colonel Gardner quickly forms up his men outside Concord ready to move to Lexington.


Meanwhile in Lexington redcoats are seen marching towards their settlement. The militia move off the green and begin to spread out.

A daunting sight greets them as the long snaking column moves into view lead by skirmishers.

Continued -

Tuesday, 19 August 2025

AWI: Lexington and Concord 19th April 1775 (6mm). Introduction

This is the second outing of this action. The first, hard to believe now, was 10 years ago in 10mm using British Grenadier rules. A report was published on the blog in May 2018 and can be found under the AWI Battles label on the right.

I will be breaking the AAR down into digestible segments starting with this introduction to the game before the battle proper starts.

The reasons for revisiting this action are twofold. 1. It is one of those battles that fired my imagination when discovering it in the school library. I recreated it on the tabletop using Airfix Highlanders representing the redcoats and Airfix WW1 Americans the militia! All manner of bits and bobs were strewn across the board for terrain. 2. I am curious as to how it will play out using Black Powder rules and 6mm figures. 

I will be doubling up on the number of figures used with minor adjustments to suit the rules.

The following summary is copied from my first post - it saves more typing!

During the early part of 1775 tensions rose sharply between the American colonists and British troops. While orators debated the legitimacy of 'taxation without representation' or the 'rights of man', the climate between soldiers and inhabitants grew steadily more tense. The British CinC, General Thomas Gage, suspecting matters were coming to a head, began sending brigades of troops on marches through the countryside surrounding his main base, Boston. In these rural settlements people were overwhelmingly hostile to the British Government. They had been conducting a training programme of their own, regularly assembling their village militias for drill. Thousands of highly motivated volunteers stood ready to answer the rebel leaders call.

Matters came to a head late at night on 18th April, when General Gage finally decided to take a military initiative against the militias. He tasked Colonel Francis Smith to march to the village of Concord, some 17 miles from Boston, to destroy cannon and other warlike stores that he believed were being assembled there.

Smith's troops were assembled at night, arriving in the village of Lexington, a couple of miles short of Concord, on the morning of the 19th April to find their way barred by American militia. Shots were fired and the war began.

The game starts with Smith's approach towards Lexington.


Continued -

Wednesday, 13 August 2025

Trebia 218 BC

Hannibal famously traversed the Alps in 218 BC invading Italy. He defeated a Roman army at Ticinus in northern Italy recruiting a good many Gauls and other allies in the process. 

Rome reinforced Scipio with a second army under the command of Longus and their armies converged near Placentia at the junction of the River Po and Trebia. Hannibal, with approximately 29,000 infantry and 11,000 cavalry, were camped across the Trebia from the Romans. The Romans numbered approximately 16,000 Roman Legionaries, 20,000 allied infantry (most trained in the Roman manner with a contingent of Gauls), and 4,000 cavalry.

Hannibal sent a contingent of light cavalry to harass the Romans who responded by crossing the freezing Trebia in pursuit of the skirmishers. Longus took it upon himself to lead the Roman army who found themselves opposed by the main Carthaginian force.

Initial dispositions with Mago's ambush concealed in the ravine at the bottom right of the photo.

Rules used are Hail Caesar 2. Tabletop size 5'3" x 3'9".

Continued -

Friday, 8 August 2025

On the Workbench: AWI British Line, American Militia and Commanders

Hobby time has been in short supply over the past month. Trebia is on the tabletop and being played through, albeit slowly! 

More progress has been made on my AWI project and I felt it was time for an update. All the British have been completed and the final batch of around 100 Americans are being painted. Lexington & Concord require a little over 600 figures. A small action in 6mm!


4 battalions of British Line infantry. These represent large units in Black Powder. With my basing system, I have settled on 4 bases = a small unit, 6 = standard and 8 = large.

Continued -

Saturday, 5 July 2025

Caesar's Gallic Wars: The Battle of the Arar (Hail Caesar)

I was pleasantly surprised how Hail Caesar rules played out in the my last Ancients game 'The attack on Mona'. It has been sat on my bookshelves for at least 10 years and had only ever played it briefly using 15mm figures. I decided that a closer look was needed to determine if this was going to be my go-to ruleset for my Ancient games.

I turned to the Hail Caesar supplement 'Caesar's Gallic Wars' as a source of scenarios and for which I pretty much had the required figures, although the Early Imperial Romans will have to stand in for the Late Republican Marian Romans.


The scenario I have selected is the first involving the Romans against the Gauls. It is June 58BC and Caesar moves against the Helvetii after appeals for help arrived from the Aedui tribe whose farms were being raided. 

When the two armies approached, Caesar discovered that the majority of the Helvetii had already crossed the Arar River and only the Tigurini tribe was on his side of the river. Caesar decided to move against them at once.

The Tigurini were surprised and have two objectives in this battle. 1. To defeat the Romans who they outnumber and 2. To get as many supply wagons as they can across the river.


A slight adjustment to the order of battle was made to enable my existing collection to be used. 3 Helvetti light infantry units were replaced by 2 warbands. 3 wagons were used rather than the 4 in the scenario.

The scenario gave the table size as 8' x 4' for 28mm figures. I have reduced this to 3'9" x 2'3" for 6mm. All units are standard size (2 bases per unit). Distances are reduced from inches to centimeters. 

Victory conditions: If only a maximum of wagon safely crosses the river = a Roman victory. 2 wagons = a draw. All 3 wagons = Helvetii victory. Each wagon rolls for activation each turn. 8 or less they are allowed one move.

Continued -

Tuesday, 24 June 2025

On the Workbench: AWI

A new project! I have Assassin's Creed III to blame for this. Playing the game reawakened my previous interest in this period which had ceased when I disposed of my 10mm collection. 

This originates back to my school days when I found a book in the school library covering the battles of Lexington and Concord. It fired my imagination which I attempted to recreate on the tabletop with Airfix WW1 Americans standing in for the militia and Napoleonic Highlanders representing the redcoat juggernaut.

The inevitable happened and a batch of 6mm figures was acquired from Baccus with the intention of playing through Lexington and Concord once again. You will find a previous game on the blog using those 10mm figures. The original orders of battle for that game are being used but doubling up on the figures. 

In between reorganising the Napoleonic French infantry into standard 36 figure battalions I have commenced painting the AWI forces involved.

The grenadier battalion drawn from various regiments. It can be broken down to 2 or 3 units for the battle.

Continued -

Saturday, 21 June 2025

Britannia Campaign: Turn 8 - 9th Legion Invasion of Mona

 Turning now to what could be the final action of the campaign, the Roman invasion of Mona (Anglesey).

The 9th Legion have crossed the Menai Strait and landed on Mona. The scenario book gives the option of a beach landing but as I will be trying out another set of rules I have decided to keep this more simple. The Romans have just landed when the warbands turn up with one command still on the beach.

For this game I will be using 'Hail Caesar' rules. The original, not the 2nd edition. It's hard to believe now but it is over 10 years since I trialled them using 15mm figures. They did not grab me at the time and they have languished on my bookshelves ever since. 

Using this campaign as a testbed for various rules and given that they were designed for Hail Caesar it seemed silly to not at least give them a try. 

Few changes are needed for conversion to 6mm. I will be using cms instead of inches. The unit sizes are as follows: Small = 1 base, Standard = 2 bases, Large = 4 bases. Each base has a 40mm width.

The orders of battle are a combination of those contained within the book, my own and what I have available.

Board size is 5'3" x 3'9".

Continued -

Sunday, 1 June 2025

Busaco 27th September 1810: Turns 17 - Conclusion

 

The situation at the end of turn 16.

JUNOT'S ASSAULT
Turn 17

Junot's Corps begins to climb the ridge and several charges were made. 

I should add here for those not familiar with the rules, each average brigade commander can order up to 2 battalion charges (an exceptional commander 3, poor 1). It is possible to add further charges on battalion initiative. They must roll a 5 or 6 on a D6 dice.

Volleys of musketry opened up across the entire ridge. The allies took the decision not to wait to see the "whites of their eyes" but blaze away intending to inflict the maximum damage on the slow moving columns.

Continued -

Saturday, 24 May 2025

Busaco 27th September 1810: Turns 9 - 16

JUNOT'S ASSAULT

Turn 9

Massena decides it is now time to commit Junot's Corps to the assault. As much of the allied army remains out of view on the reverse slope, a dice roll determined where Junot commits his assault. The result was the northern end of the ridge to the right of Ney. All orders are passed successfully and the Corps begins its move.
Turn 10

As Junot's Corps closes the gap they begin to come under fire from 2 allied batteries on the ridge.
Turn 11

Junot's mass of skirmishers begin to engage with their opposite numbers with neither side coming out on top. 

Continued -

Thursday, 1 May 2025

Busaco 27th September 1810: Turns 1 - 8

NEY'S ASSAULT

 Turn 1

Ney's advance begins with Marchand's Division ascending 'The Spur' and Loison's heading towards Sula. A swarm of Voltigeurs engage primarily the rifles of the 60th and 95th regiments along with Cacadores deployed as skirmishers. Both sides take early losses but an early stroke of luck lands with the British when a double '6' is rolled upon Lawson's 6pdr foot battery (far lower right) engaging in counter-battery fire with a newly deployed French foot battery (just below the advancing columns).

The French lose one of its 4 guns and will have to withdraw.

Mermet's Division is in a supporting role as the entire corps advances towards the ridge. At the bottom of the photo, Junot's Corps is held in reserve.

Continued -

Sunday, 20 April 2025

Busaco 27th September 1810 - Introduction

The next game in my Peninsular War project is Busaco. Napoleon ordered Massena to drive the British from Portugal and during his move south he met Wellington positioned on the 9 mile long ridge at Busaco. It was Wellington's aim to delay the French advance long enough for the defensive Lines of Torres Vedras to be completed to the north of Lisbon.

My game represents the area where the main action occurred. That is the central and northern end of the ridge.

Table Size: 6'9" x 4'6"
Figures: Baccus 6mm
Rules: General de Brigade


Continued -

Friday, 18 April 2025

On The Workbench: Italian & German WW2 Ships

 Refurbishment of 1/3000 scale ships painted eons ago continues. All here are Navwar.

Andria Doria

Fiume (Zara class cruiser)

Continued -

Sunday, 6 April 2025

Defending the Malay Barrier: End of Turn 4, 1st - 14th February, 1942.

 

A summary of movements and actions at the end of turn 4.

The final possible actions at the end of the turn are the possibility of air attacks on crippled and disabled ships.

3 attacks are launched. WAF and EAF Land Based Air and a Carrier based attack from Ryojo.

Only the WAF are successful in locating their target, and not a particularly impressive one at that! The crippled Dutch destroyer Kortenaer escorted by another destroyer, Van Nes, are attacked by bombers. Aircraft availability proved to be poor with only 8 x Nell and 3 x Betty bombers available for the strike using medium bombs on a high level bombing run.

4 x bombers targeted the lead vessel, Van Nes, with 7 on the Kortenaer.
Continued - 

Sunday, 30 March 2025

Defending the Malay Barrier: Turn 4, 1st - 14th February, 1942. EastGroup intercepts Jintsu Convoy

Turning now to the final surface v surface action on turn 4, the US EastGroup reinforced by two New Zealand light cruisers successfully intercepts a very small Japanese invasion convoy heading for Banjermasin in Borneo. 

EastGroup had come through an air attack unscathed and now had a chance to interrupt Japanese invasion plans.
EastGroup consisted of 1 x heavy cruiser, 2 x light cruisers and 8 destroyers. The Jintsu convoy had 1 x elderly light cruiser and 4 destroyers escorting 1 x troop ship.

The Japanese convoy under the command of a veteran Admiral Tanaka on the flagship Jintsu.

EastGroup under the command of Admiral Glassford on the Boise.

Continued -