Showing posts with label Wargame. Show all posts
Showing posts with label Wargame. Show all posts

Thursday, 30 April 2026

Waterloo Refight - Waddington's Solo Book Game to Tabletop

The Worthington, Waterloo Solitaire Book Game just keeps on giving good fun games and by now must have repaid its cover price to me. Having converted it to tabletop via using Warlord Games Epic Scale Napoleonics it has become a big favourite of mine. It is one of those "one hour magic" wargames, creatively fun, not overly taxing but yet satisfying is a non trivial way (see below, the original cover of the book depicts the frantic fighting around Hougoumont): 


I present it in the style of a certain Airfix Waterloo Wargame Set (all Red-British, Blue-French and even Black-Prussian [although you would have to add them yourself later from the Airfix product line]) for those of a certain 1970's "as a young kid" age (see below, I remember having one of these in 1975 courtesy of my two older brothers - as a youngster I honestly did not know what to make of it at the time, or how precious it really was): 


Meanwhile our Napoleon [Renko] prepares to meet his Waterloo - note, poker chits represent Napoleons command capability and time, once you have spend all your chits you have no more command capacity or time left, a beautifully elegant system): 


Napoleon is taking no chances and the KGL are evicted from Le Haye Saint in brutal fashion (see below, after a desultory few turns of bombardment with the British successfully hiding on the reverse slope d'Erlon's 1st Corp are ordered to attack. A ferocious British Cavalry charge decimates the infantry attack, but the survivors still manage to storm the Sand Pit and take the famous farmhouse at the point of the bayonet [Napoleon had a huge sigh of relief on that one]): 



Reilles II Corp was now set upon Hougoumont the key to opening the door to Brussels. Despite taking losses too this savage infantry fight went well for the French (see below, Napoleon took care but spent time in reinforcing both battered Corps from his Reserve [good move as Prussians were starting to appear in the woods on his right flank]. Reformed the French Infantry performed excellent "combined arms" attacks that "broke" poor old Picton): 


With time running short it was the turn of the Imperial Guard to help smash the last remaining British and Dutch-Belgian infantry formation on Wellington;s right flank. The Young and the Middle Guard perished in the attempt, but it was the Old Guard who carried the day for Napoleon, with precious little time to spare on the clock - or rather a very small pile of poker chits remained (see below, the British retire [rout] to Brussels, but it was "a close run thing"): 


Another great game and Abba will now have to pen alternative lyrics for their song, as (still) Emperor Renko Napoleon reigns! 

Note: In the true SCRUM vein of "continuous improvement" (as no wargaming project is ever truly finished) - I think I need to add some pretty national flags per formation. I should also paint the Riflemen units Green instead of Red. I need to substitute a unit of Epic Highlanders into the British line of battle and likewise substitute in some Epic French Imperial Guard units into their line of battle. Perhaps also named movement trays for all the Corps too. All can be done in good time!

Wednesday, 12 November 2025

Book: War Games - The Psychology of Combat

Just finished this absolutely excellent book and the ideas in it are just mad rabbits running round my head. It is an essential read from a very experienced expert in the field of Combat Psychology. The author raises the salient point that winning wars is not about killing people, it is about making the other side not wanting to fight. This is not a pacifist agenda but operational and tactical insights (see below, read this book and the 4F's [Fight, Freeze, Fuss, Flight], Weapon Pull and Weapon Push, Cohesion will become part of your lexicon): 


His second book: Swan pr Slog is on my Xmas wish list. I now think all tactical rules now seem punk if they don't include this huge psychological element Sadly that includes some (if not all) of my favourites!

Tuesday, 8 April 2025

A Napoleonic Trip to Portugal : Sharpe Practice

The Frenchman on the horse at the rear of the picture (see below) is the rather flamboyant deployment marker for the French forces. The French Commander Colonel La Panne had only recently arrived in Spain and was still getting accustomed to the rather hot climate. To his distress all of his classmates, the intelligent and ambitious ones, were seeking glory on the "enterprises of enterprises" in Russia. There it would be a much more sensible climate. 1812 was going to be a glorious year for the Emperor, one knew that he would confirm the place of France as the rightful superpower of the world. Yet, here he was in this hell-hole of a Spanish backwater. Rivulets of sweat poured down this face and again he dabbed his brow. Damn them, he knew the Portuguese were watching his every move, but he could see nothing of them (see below, like the books told him to do, skirmishers to the front and main body behind. Trouble is he did not know what. if anything, was hiding in the scrub ahead):   
They approached the nondescript scrap of scrub and the danger seemed to have passed. Then it started. Seemingly harmless clouds of white smoke appeared to his front from the scrub. Birds flew up into the air. The smoke grew cloud grew and obscured his front, musket balls whizzed by like angry swarms of hornets. At least his skirmishers, the Voltigeurs, handled themselves well, taking this "shock" in their stride, they were his best trained troops. They could fight and fire like demons under the experienced eye of Big Pierre - he called their mechanical actions Sharpe Practice (see below, at least La Panne's men seemed to be more numerous that these Portuguese, but worryingly they were matching Big Pierre in his professionalism):     


To La Panne's horror a regular line of brown clad infantrymen approached in line to the sound of a monotonous drumbeat. The sound rolled down towards them, for a moment he thought we was back in Austria fighting Grenzers. The moment passed as a crackle of gunfire swept into the French skirmish line and brough La Panne to his senses. His skirmishers were looking a tad ragged now. Big Pierre was shouting encouragement but twice as much fire was incoming than outgoing. La Panne barked orders to hasten his own troops forwards, but his boys could barely keep stride and keep their lines properly dressed. To ask for more much speed would be asking for chaos (see below, march to the sound of the guns and into the smoke):  


The French were being badly pressed and losing the firefight. With two units to fight Big Pierre could not bring either unit under telling fire and his best was to "hold his ground" - to the Portuguese this was good sport, they were dropping Frenchmen (see below, then suddenly the Portuguese skirmishers to the right withdrew after being caught by an accurate volley, briefly they was a ray of hope, but then a second unit of Portuguese skirmishers now appeared to Big Pierre's left, curse these phantoms):    


Big Pierre's skirmishers dropped back to reform behind the main French Line, they were a sad and bloodied sight. The two regular formations faced off against each other. Crashing volleys spoke out across the battlefield and brave men dropped dead while others fought off the shock and confusion of battle. The French had won the better position through Big Pierre's bravery, it provided a small difference in cover, but the Portuguese Line unit outshone its French counterpart. It seemed to fire three volleys to La Panne's every two. The men were beginning to buckle and also the Portuguese skirmishers had rallied quicker than the French. La Panne cast an anxious look at his second formation of French Line down in the valley, they would not get to him in time. It was time to retire (see below, there are more holes and more shock on the French forces, with great difficulty La Panne escaped, even if his forces were depleted they would still be useful): 


Musing in the cool of his tent, after touring the charnel house that the Regiment called a hospital, it was clear that his opposition was well drilled in the art of war. Old Sergeants shook their heads in disbelief and told him that the Portuguese were different this year. They now "meant it" when they came to fight, the British had instilled some of their "Iron" in the Portuguese bellies. La panne ruminated that he had truly missed the boat when he missed a posting to Russia. If he was not careful Spain would be his grave.

Another good outing for Sharpe Practice. I am getting rather fond of this set of rules. I need to start painting my own Frenchman now!

Wednesday, 27 December 2023

Another go at "Ghosts of the Jungle"

In the interests of diverse game play I introduced my D&D group to Ghosts of the Jungle to see how these lads (RPG'ers, aka none mainstream wargamers) played it (see below, I was also experimenting with new novel markers [sourced from the random wood decoration department in "The Works" shop] - 'big feet' markers to say that a square had been entered, and as a "trail" marker [VC tracker to pick up, but teh method was a bit cumbersome]):


As I explained the rules, appropriate beverages [for the Aussies at least] were imbibed (see below, the exotic range of non-standard glassware down to what was left in the cupboard - aka stuff that teenagers like to drink their fizzy pop from): 


Sarge leads his troops off into the jungle and stops when he sees something suspicious. Is it a villager or VC? (see below, green squares are jungle vegetation hiding spots, red ones rural village houses, the warped cardboard sufficed as make-shift road [appropriate as it is a poor quality dirt track]): 


The gameboard gets a bit more complex as the VC and village encounters pose challenges for the strung out ANZAC patrol. The RPG'ers tried not to "shoot first and ask questions later" as the D&D "send the thief scouting forward" strategy came through in droves (see below, edging forward quietly and then ... the shooting started and all hell burst forth): 


Things looked bad as the SAS LRRP got trapped in a mathematical puzzle (insufficient actions to safelt do it and nobody wanted to get stuck in the middle) in trying to safely cross the road (despite all those scary 1970 BBC educational cartoons helping children to cross the road safely), but eventually they "reset" and went round the longer way (see below, the end result was a pile of VC [or are they really just innocent villagers] as the SAS exited safely off table):      


The RPG boys found the rules at first a bit of a challenge in understanding the [simple] game play, but their RPG problem solving skills ensured collaborative play so they got out alive and made devasting use of the "grenade" rule (when the VC attraction to noise makes them "clump" together). All-in-all a  nice diversion, but back to wizards, orcs and fireballs next time!

Tuesday, 31 October 2023

OK .. I really like Blucher Napoleonic Rules and here is why .. Leipzig 1813 "Big" Game (Day One) .. [Long Post]

I had the extreme pleasure of participating in Leipzig 1813 refight (weekend Saturday and Sunday affair) at Pendrakon Games in Middlesbrough. Coming off the high of a two day Napoleonic frenzy (Leipzig) I can say hand on heart that I have never (previously) seen such a huge battle, played to conclusion so, so cleanly. I think we have Sam Mustafa's Blucher rules to thank for that. They were brilliant, even in the hands of a "hard of thinking" confused.com wargamer like myself. Full credit to the game's organisers too (David Lambert being in star pole position) for choosing the right tools for the job. The attention to detail and care was clear to all in this labour of love - OrBats with coloured small dice to track strength points, colour coded to Corp and the level of organisation in the event was fantastic. Thanks must also go to Pendrakon Games for the event hosting and most convivial environment (including a wargaming shop selling fantastic pieces of 10mm kit). For the game itself, it was daunting to see so much precious 15mm Napoleonic kit on the table. Total respect to all and apologies if I have left anybody out worthy of praise for contributing to the fine day, please excuse any ignorance on my part. Note: For me I found this game awe inspiring, as I have long since vowed not to paint 15mm Napoleonic's again - tried it once but it really burned me, I did it far too slowly and could not get into a factory mode of production - you need so much kit to do it justice! So credit to those marathon figure painters! Ramblings over .. on to the game

Day One [Saturday]: Orders from Napoleon himself - "Defend the Town  at all costs, yes that Town (Gahlis, as it s on the left flank of the Northern French Table, do not lose the flank), defend it to the last man". Tactically the very Left Flank lies across the other side of the river [units there cannot support the defence of the town], so that area will be used as a delaying mechanism - trade space for time as it is of no real significance (see below, the set-up - "my" piece of land/real-estate to fight over for the next two days of wargaming, a town [called Gahlis - not even sure how to pronounce it correctly] commanding a bridge cross the river to Leipzig and a "hanging" left flank over the other side of the river (whose name I never learned). I did not defend to the river line as I had no wish to be pinned there and be destroyed by the impressive Russian and Prussian grand batteries of artillery the Allies possessed ):


My French guns and Infantry hold the Town (see below, the figures are based on big blocks rather than fiddly small pieces [you know "those" types of rules, with two man skirmishers that detach from the block] which thankfully makes them by contrast so easy to move about):  


As French Left Flank Commander I am pinning great hopes on the French artillery disordering (or rather inflicting severe casualties on the advancing enemy infantry) on the Prussian attack (see below, a mighty French Grand Battery waits to speak - the Emperor liked his guns):  


There is also solid French Infantry to the right of the town (see below, all part of the same corps, so command integrity should not be a problem): 


My Right Flank (although it is the centre of the actual French line of battle [on Table 1 - yes there were two huge tables, as Leipzig and the French Army was the filling in the middle of a huge Allied Army sandwich]) consisted of excellent regular infantry .. but I am lacking in artillery - or rather Grand Batteries (see below, I am facing a huge coalition [I spotted Swedes (Bernadotte) and Russians] of "combined arms" [Cavalry, Infantry and Grand Battery Artillery] Allied Corps - they simply have too much of everything! - Yes, as a seasoned general  I am preparing my excuses early!): 


A local Corp Level Reserve (infantry and cavalry, held on the baseline (see below, I am hoping to not need them sooner than later, but I know at om point  will need them - Blucher rules note, no they were not held in the wood as that is not allowed (for units under Reserve order - you have to be able to "see" things, this was my Reserve in a "sorting the troops out phase" - and there were a "lot of troops" on the table that day [candidate for understatement of the year]): 


Opening Rounds:
The Russians are coming, quick deploy the Reserve Cavalry (no panic in that voice whatsoever). The somewhat significantly unimportant "hanging left flank" was sentried but not really defended. It was a lure that was aimed to entice the Allies away from the strategically important Town (how important depended on the value of a playing card hidden in a sealed envelope underneath the terrain piece - a nice umpiring touch). As the Russians suddenly became interested in this piece of riverside real estate, two brigades of French cavalry were despatched .. so the French would only be now outnumbered three to one (see below, sometimes as a Napoleonic French commander you have to display a certain national "sang-froid"): 


As things were developing on the left, the Russians and Prussians were shooting .. very effectively. The massed grand battery of French artillery I had placed to much in store by became a graveyard of Imperial hopes and dreams, as it simply disappeared under a storm of counterbattery fire (see below, as the French Commander I was left wondering if I had been too brave in putting it in the front line .. infantry in the same place would have taken more time to have been bled away, a horrible form of calculation to contemplate):  


I (as in the French commander on the spot) have a cunning plan to disrupt the Russian advance on the left with a bold and daring advance of a brigade of French Cavalry. The plan was to stop them as they crossed over, if I defended the river-line I would be meat for their guns (and I had already experienced that in the town). Therefore as the first Russian cavalry brigade crossed, a French one was in position to attack it (see below, this also showed the beauty of the Blucher game system, whereas in other rule-sets there would be forty pages of carefully worded instructions [whose interpretation that nobody ever agreed upon] here we would just fight a battle without angst and fuss, but with casualties and consequences): 


The result is not good for the French! Perhaps I should have used the Blue (French) dice [4 v 1]. Despite their "wet" hooves the Russian Cavalry bested the French (causing two hits to the one on the Russians) and will cause them to retreat back. Again another shout out to the beautiful Blucher system, simplistic but sane. If you fight you lose a strength point too (regardless of if you win - so no superhuman Napoleonic Panzer Tank formations that never take a hit - nothing is free) and if you lose, you will take usually an extra hit at most (unless infantry caught out side of a square or grand batteries pummelled into kindling) but be forced to retire (see below, we are trading Russian Command Cards for time, but paying in French strength points - exchanges like that I think are the essence of the Blucher system):    


The battle on the French left Flank as see from the French Commanders perspective (see below, the French Infantry "eagerly" awaited its outcome with some trepidation): 


The French Cavalry regrouped and were sent in again but in the meantime more Russians had poured across the river. To cover this crossing the Russians opened up with [devastating] long range artillery on the far right French Cavalry unit (remember it vaguely from the last photograph?) - the "good Russian dice" meant it disappeared (Russian Heavy Artillery has a certain "zing" to it) as an effective fighting force (as in, it was removed from the table and put in the dead pile). Blucher can be cruel, but the Allies were trading vast amounts of artillery ammunition for French strength points so there is a logic to it all (see below, the French left is beginning to look a tad precarious and sparsely held): 


A close-up of the second French-Russian cavalry action (see below, yes those are Cossacks following the Russian cavalry, with infantry on the Russian far right - thankfully artillery cannot cross the river unless at a bridge, the only one being behind the French held Town)


Sadly for the French it all ended in pretty much the same manner as the first (see below, French cavalry retiring, somewhat bruised, to the safety of some low lying hills): 


Meanwhile the French Commander had deployed his local Infantry Reserve to a position behind the Town, as there were signs of an impending [big] Allied attack (see below, there will be great need of French reinforcements and perhaps even a counterattacking force in the very near future): 


The first Prussian attack goes in at 1-to-1 odds and bounces, but it still serves to wear down the French infantry - some unlucky person has to be first in after all. It is very important not to let the attacker have 2-to-1 odds (see below, French infantry positions to the left and right of the town will move up to soak up the attention of additional Allied troops, if need be [or rather as it will be]): 


Forward line of  French Defence. The French infantry is literally bled dry, dying in place but defending the town (see below, both of the French units left and right take horrendous causalities and are retired or destroyed in the course of the "hot" action): 


The second line of French defenders recycle in but as the Prussians put in all-in Corps attack on the Town, the odds now go 2-to-1 in the "attackers" (Prussian) favour (see below, the far right French reinforcements do not get to the town in time to stop the 2-to-1 attack going in): 


The "Town" (Gahlis) Falls to the Prussians (see below, the only concern the Prussians now have is that the Prussian troops to their right, fighting outside the town, were beaten back - which leaves the town environs as a Prussian salient surrounded by very angry Frenchmen): 


The French conduct a counter-attack with that "well placed" Infantry Reserve (see below, it is imperative NOT to lose the town as it will unhinge the position of the French Right on the "southern battle board" - [yes, directly behind me, there was either 28 foot or 30 foot of battle was in play, the French were in the centre facing outward and players "back-to-back"] AND it would mean that the French would have to re-take it [always harder] the next day - as in Day Two of Leipzig which we were going to play on the Sunday): 


French honour is saved .. the Town (Gahlis) is re-taken .. done quickly before the Prussian are given time to prepare its defences (see below, as a result the Prussians are now worn-out and have little offensive firepower left in them. For the time being the town is safe and therefore by definition the French Southern Right Flank is merely only fighting enemy to their front and not their front and rear!): 


On the "Refused (some rude people would say "hanging") Left Flank" .. all is quiet, but it looks rather precarious in the longer term for the French (see below, the Allied command focus has been mainly concerned on the battle for the town, which has resulted in sluggish Russian movement [there are rather a lot of them] up to the river line - the French Commander had to activate his last local reserve [a cavalry Division] to fill out a rather pathetic looking ensemble of a defensive line - thanks to the ravaging appetite of the Russian Heavy Artillery): 


Meanwhile the Russians are crossing over the river on the French "northern board" Left Flank in considerable force (and that is somewhat of an understatement if you ask me). It is a long route over but they are considerably out numbering the French defenders. The French Left Wing Commander (as in me) is facing the cream of Mother Russian - The Tsar's Imperial Russian Guard. Thankfully by crossing the river they are leaving their Imperially Heavy Russian Guard Artillery on the other side of it and out of effective combat range (see below, the Tsar's Imperial Russian Guard is getting its bonny feet wet, included in its midst there is a certain French emigri Colonel 'A' who now sides with teh Russians, and has a point of honour to sort out with the French Left Wing Commander General de Brigade 'F' , they first met at Tilsit in 1807, leaving as friends but are now facing each other as deadly enemies in 1813 [after a small issue of unpaid Russian rent owed from 1812]): 


The Imperial Russian Guard Grenadiers are advancing in splendid form. The French can hear the terrible sound of their drums, but with it night also approaches now. Despite a few skirmishing rounds both sides bivouac - camps fires are seen coming to light around the battlefield (see below, these fine Russian fellows will see hot action tomorrow morning): 


Next - Day Two: Which will be - to "Defend the Town" against all-comers (again). As the Emperor wishes it, so it shall be! I have been promised "quality" reinforcements? I just hope it is not like that time in Russia all over again .. I don't like crossing rivers, but at least this one is not frozen.

Footnote: Aids that helped me to learn to play Blucher, plucked from the web:






The official Blucher site: 

Thursday, 18 May 2023

Nimitz - Operation Freya (1/3000 Ships)

At last a use for my 1/3000 WWII Navwar naval collection (huzzah), the Nimitz rule set and its hypothetical introductory scenario, Norway 1940 - Operation Freya a RN v KM battlecruiser clash, let the dice roll and decide history (see below, slowly collected over many decades part of my 1/3000 collection which I consider as an ongoing proect): 


I guess the intention in the scenario (from Sam Mustafa's website download section) is to be a WW2 version of a Dogger Bank 'fast and furious' battlecruiser clash, with one side (RN) having destroyers and one side (KM) having a light cruiser, both sides having something capable of firing torpedoes (see below, the ships were fast out of their starting blocks with the KM hurling caution to the wind and sending in their light cruiser [Nurnberg] for a torpedo attack on the RN Hood and Repulse): 


Nurnberg was crippled and sunk, but her sacrifice was not entirely in vain (as the RN battlecruisers paid her some main armament attention) as she allowed the Scharnhorst and Gneisenau to deliver painful blows to the Mighty Hood, taking structural points away (see below, one crippled RN destroyer stays attending to the British main force [aka hiding], while the two healthy attack the German battle cruisers [gulp]): 


With HMS Hood suffering yet again (and the British return shells bouncing off Krupp armour) t'was "the better part of valour" this time for the British as they retired off table under cover of a threatened or rather attempted torpedo attack (see below, the rules showed the nice premise of a running battle - jumping between tactical and operation game boards was possible - something previously hinted at but not really supported by other tactical rules sets): 


I liked the scenario (and the way Nimitz was playing [without cheese]) so much I decided to play it again, this time over at a friend's house who had a much better "sea mat" than me! In a short summary, the British need to get lucky early or the German armour works in the KM's favour over the course of a long range gunnery dual. Note, players don't seem to be the classic missing smoke-screens, not just yet at any rate (see below, in the first run through we forgot about rolling the "dice for advantage" [I like this little tweak] - nothing is equal so KM rolled well enough to "have the advantage2, so they can watch the RN set-up in a limited "floor space" and choose their angle of attack from anywhere in their half of the board (see below, the RN force opt to make a high speed run [hence the yellow counters on their ships]):  


The RN strategy is "run fast, shoot with a full broadside and then get lucky" whereas the KM felt an uncontrollable urge to charge at the enemy with the Nurnberg - two separate [unrelated so I don't think it's genetics] German players did this (see below, in the exchange the Scharnhorst suffered light damage [structural] and the KM player learned it pays to "move fast when you can" because you are harder to hit - even if it makes your shooting slightly worse): 


The Nurnberg meets a watery grave from a bucket load of torpedoes from the leading RN destroyer (which was crippled in the process - a medal for someone) - Nurnberg's back was broken and  she went straight down (see below, he RN's strategy was working for two thirds of their battle plan - keep going fast, shooting away with full broadsides but alas missing with their shooting - whereas the KM just "got lucky" and HMS Hood (that fateful old girl) suffered accordingly, losing lots of structure points and a nice 15" turret to boot):     


A RN admiral discussion concluded that whereas the German armour was saving them from serious damage and the Admiralty would like to get HMS Hood back to Scapa to be repaired (see below, the two fresh RN destroyers were able to chase the German battlecruisers away as the RN battlecruisers disengaged):  


After seeing what torpedoes can do to KM ships the German admiral was satisfied to claim honours and retire just after the British had retired from the map (see below, the game worked really well, credit to the Germans in both games with sound tactical victories - note in the Halsey campaign this would be set up for a nice running battle over several encounters and other Task Forces trying to intercept [or hide if you were a convoy], all good stuff): 


This all bodes well for this rule system methinks and future battles. Nimitz is easy to pick up, fun to play and gives more or less, plausible historical results in a much quicker time than the likes of GQ II (my previous preferred WW2 naval rule set). I can recommend watching the SaturdayNightFights of the Armchair Dragoons fame, playthrough of Operation Freya: