Showing posts with label Square Eagles. Show all posts
Showing posts with label Square Eagles. Show all posts

Monday, April 27, 2026

HAVOC 2026, Part 4: Napoleonic action with Square Eagles rules

 

Sunday morning I ran my Napoleonic game with Square Eagles, a which is derived from Neil Thomas' One Hour Wargames. I had two scenarios ready to go; one was Scenario 6, Flank Attack, supposedly inspired by the Battle of Salamanca, but I had that one with the Bavarians being the Flank attack, and Austrians being the defender, and Scenario 19, Blow from the Rear, supposedly inspired by the Battle of Krefeld 1758 (Hanoverians against French). 

I had one player, Andy, so gave him the choice of scenario and army. He chose Scenario 19, and the British (Red) player, so I took Blue (French). . We rolled for the armies randomly as per the OHW rules, adding 2 Infantry units for a total of 8 units per side. The scenario has 4 British units arriving anywhere along the Northern table edge, and 4 more that will come on from behind the river line and to the Left of the French on Turn 6. The French have 5 units South of the River but within 3 boxes of it, and 3 units that will come on as a Reserve along the road on Turn 7. There is a Ford to the left and a bridge to the Right. The French deploy first and thus must defend both crossings. I deployed 2 Infantry units behind each crossing, with my Artillery in between.

Andy concentrated his arriving forcers all approaching the Bridge, so half of my forces had to do the shuffle off to Buffalo back to the Bridge. We each had 6 units of Infantry and 1 Artillery unit, with Andy having a Cavalry unit, and I a Light Infantry unit as our 8th unit. . 

Hark, methinks I hear Bagpipes - 4 Highland infantry, accompanied by the Scots Greys, eneter from behind the French lines on Turn 6.

Andy's cavalry made themselves a General Nuisance!

The Flank attack develops, while I had the upper hand in the fighting at the Bridge. 

Blue (French) has to have one unit within 1.5 boxes of the Bridge or the Ford at the end of the game (Turn 15) to "win". 


Situation at the end of Turn 15 - a British victory; it literally came down to the last die roll of the last turn to decide the game. I had a great time playing with Andy (who was handicapped by a recent fracture of his leg). Andy stated he had been interested in Napoleonics for a while but was put off by the complexity of the rules he had seen. He wasn't sure about the grid at first, but I think he came away a believer in the way it can speed up play and eliminate arguments about angles of fire, measuring, etc. 

Friday, September 5, 2025

Quasi-Bras with Square Eagles: Turns 9 - 15


Turn 9: Allies get a big roll when they needed it! They will have sufficient activations for all of their units. French will have to leave 2 units inactive. 

"Me thinks I hear bagpipes!" exclaims the Allied commander. Hearted by dust clouds signaling the arrival of his reinforcements, he decides to hold his ground covering the approach to Quasi Bras. A Nassau light battalion does little damage firring at a French infantry assault. 

However, the French infantry then rolls very poorly (they need 4+ on 5 dice vs 5+ on 3 dice for the LI). Their assault is repulsed!

With the objective in sight, the French press the advance!

The French then see the relief column that arrived this turn - 3 units of Highlanders! (no special properties for this battle, though). 
French LI fire. 

Shooting by the 2 Nassau Light infantry units is more effective!

Turn 10: French seize the initiative , effectively 7 to 2! Orders are issued.

If at first you don't succeed... this time the French Assault is successful, 


Eliminating the pesky Nassau LI; the victorious unit takes advantage of its free change of facing. 

French units advance again!

2 Highland units use Maneuver orders to advance 45 degrees and change formation. 

French shooting takes its toll on the Dutch Belgium line before Quasi-Bras!

Allied return fire is weak. 

Turn 11 - this time the dice gods favor the Allies, and not a moment too soon! Orders are issued. 

Highlanders advance on Quasi Bras, and the Dutch Belgian line occupies the crossroads. 

Limited French moves. 

Results of the  Allied shooting. 

French shooting is a bit less effective. 

Turn 12: both sides roll high, but Allies retain the initiative (must win by 2+ for it to change). Many orders are issued. Note that the French still have all 8 units remaining, although many are battered, while the Allies have only 5, but 3 are almost completely fresh. 

Gordon Highlanders launch a very successful flank assault!

French defenders are eliminated, and the Highlanders press forwards. !

Allied moves.

French moves - being in the Zone of control of the Cameronians, the French cavalry could NOT assault the flank of the Black Watch. 

Allied shooting.

French shooting - someone let that Legere uinit in the woods have some target practice!

The Dutch-Belgians at Quasi Bras are finally eliminated. 4 Allied units remain to 7 French, but again, most of the French have taken significant losses. In addition to the scenario victory conditions (hold Quatre Bras at the end of Turn 15),  I also decided that if an army reached 75% of it units lost (i.e. only 2 remaining), they would have to call off the battle and concede.  

Turn 13 - French seize the initiative! Orders are issued; the Chassuers a Cheval on the flank of the Gordons are salivating at the thought of an assault!

The slightly understrength Chassuers roll 6 dice needing 3+, and the also slightly understrength defending Gordons roll 6 dice, needing 4+, resulting in - a tie! The assault is (barely) repulsed. 

Remaining French moves - Quasi Bras is taken, and the French general makes an inspiring rally activation. 

British also have a (critical) very successful Rally activation!

Some decent French shooting... 

is overmatched by spectacular Allied shooting!

Turn 14 - Three French units were eliminated as a result of the shooting at the end of Turn 13! French roll a very ill timed "1" for initiative, while the Allies have more than they need. Orders are assigned. 

Allies go first and prepare for an all out attack on Quasi-Bras on Turn 15, plus setting up an impressive firing line. 

One hit is rallied off; the French lacked initiative to do anything with the distant (and very weak - 1 hit remaining) infantry unit near the woods. Their hold on Quasi Bras looks tenuous at best. 

Highland musketry scores 5 hits on 6 dice total!

French (simultaneous) return fire is very accurate as well, but the unit has reached its limit for hits and is removed!

Situation at the end of Turn 14 - both armies have but 3 units remaining, and Quasi-Bras is up for grabs!

Turn 15 (last turn): Allies come up with big win on initiative! There is little point on wasting an order on the distant, feeble 3rd French unit. 

2 highland regiments advance, seizing the Quasi-Bras crossroads, whilst the third rallies. 

Charge of the French Chevau-Leger-Lanciers - The Cameronians are driven back with heavy losses, but the Lanciers are almost spent as well! 

British fire eliminates the Lanciers. 

French fire to moderate effect on the occupiers of Quai Bras, but would have needed 4 hits on 4 dice to eliminate them.

The Allies have won... barely. They hold Quasi Braas, and the French have only 2 units remaining and are thus at their break point. A near run thing indeed!