This post completes the story of our refight of Waterloo, played in 2015.
Special house rule: garrisons for strongpoints
I have a lot of skirmisher bases from Volley & Bayonet days, mounted on 1.5" squares. The Allies were allowed to use these to garrison La Haye Sainte and Hougoumont if they wished. A small base began with up to 3 élan points, subtracted from a parent unit. It would benefit from the attributes of its parent brigade as well as the usual urban area benefits (+2 for it, -1 for the attacker). In the Allied turn, a friendly brigade within 3" and unengaged may reinforce the garrison by transferring élan points to it, reducing its own élan accordingly. However the most élan points that may garrison either strongpoint at any one time is 3. I prepared similar markers for the French in case they took either strongpoint and wished to garrison it.
Each side had three players. They selected cards to determine side and whether CinC or subordinate. The briefing notes for Napoleon and Wellington are below.
Your army is all present on table. You will set up second, on the ridge of La Belle Alliance including, if you wish, the spur east of La Haye Sainte. Your objective is to open the road to Brussels and knock Wellington out of the war. You have two subordinate players, to each of whom you should allocate an infantry corps. You may also allocate other formations to these players although you may retain as many of these formations under direct control as you wish. Each of you should deploy your forces in accordance with your instructions as CinC. During the battle you may devolve control of any formation to a subordinate, but with a one turn delay: they may only move the added formation the turn after you allocate it to them. On the other hand, you may take direct control of any units of any formation yourself, immediately and without consulting your colleagues.
In the early hours you heard from Grouchy that he is before Wavre. This means he is unlikely to reinforce you today, as to do so he would have to pass through the Prussians. However if he presses his advance this morning as you have ordered him to, he should at least prevent the Prussians from reinforcing Wellington."
You will set up first. Your objective is to stop the French from advancing on Brussels and to hold on until help arrives from Blucher. Your army may deploy anywhere on table, no further South than the two strongpoints. You have two subordinates, to whom you should allocate at least two infantry divisions apiece and as many as you wish. You may also retain direct control of a reserve.
During the battle you may devolve control of any formation to a subordinate, but with a one turn delay: they may only move the added formation the turn after you allocate it to them. On the other hand, you may take direct control of any units of any formation yourself, immediately and without consulting your colleagues."
I admit the instructions on allocating troops to subordinates don't match the historical command structure but this is a game after all and I wanted everyone to have a satisfying command.
Keith, our eighth participant and seventh player agreed to help as umpire from the start and to take on the role of any reinforcing commander (of either nationality) if and when they arrived on the field. He was reconciled to the possibility that he might not arrive at all but he is a natural umpire who genuinely enjoys the job. He was also the only other person who had played Blucher before.
How it played out
The Allied deployment broadly followed history, except with more troops on the West flank. The strongpoints of La Haie Sainte and Hougoumont were garrisoned, as were Papelotte and Frischermont on the Eastern flank. We used the 100 Days cards to place units, replacing them with figures when they were revealed to the enemy.
The French set up with only the Guard facing the Allied centre; I Corps was to the South and West of Hougoumont and II Corps set up opposite Papelotte. VI Corps was in reserve behind II Corps.
The fight began with a determined left hook by D'Erlon, supported by IV Cavalry Corps. In the East, Reille became engaged with the enemy in Papelotte and Frischermont. The centre stayed mostly inactive at the start, apart from some bombarding by Napoleon's heavy guns.
The Allied defence on both flanks was spirited but Napoleon pressed his generals to keep up the early momentum. The Allied Right started to crumble under the pressure but a series of hard-hitting counterattacks by British and Brunswick cavalry brigades bought some breathing space. On the opposite flank, the French stalled outside Papelotte. News then reached both sides of a force approaching from the East. It soon became clear that Blucher, not Grouchy was on his way to the battlefield.
Aware that time was running out, Napoleon launched the Guard in the centre, in the first serious action of the day in this sector. At the same time, the French Left resumed its assaults and a series of Allied brigades were eliminated in quick succession.
At this point, Blucher arrived with 15 and 16 brigades from Bulow's Corps, increasing the Allied morale total and staving off collapse. Napoleon sent VI Corps to face the new threat but also reinforced his centre with the Guard Cavalry. By this point, his only reserve on the table was the Red Lancers of the Guard. One more turn of hammering pushed the Allies over even their adjusted morale level. The Anglo-Allies began their retreat; the Prussians, realising that the field was already lost, halted their advance and moved onto the defensive. They had come too late to save Wellington from defeat. The day was Napoleon's.
Post Match Analysis
The game had lasted from 11am to 5pm, with a break for lunch. In game turns, working to the broad rule of 45 minutes per pair of player turns, the battle ended around 7pm. The early turns had dragged a little as the players learned the rules, but it soon picked up speed. It was a great feeling to reach a firm conclusion inside one day's gaming.
The players seemed to enjoy the day and certainly picked up the principles of the game quickly. Most of the rules made sense to them, although there were inevitably a few concerns about bits and pieces. The main wish was that infantry could fire in more situations, for example after changing facing. There was also a suggestion that if prepared units took a difficult move, they might retain their prepared status. On the other hand, some thought that prepared units should not be permitted to skirmish, presuming that part of being prepared would involve drawing in the brigade's skirmishers.
The feel of play was smoother than Napoleon's Battles or Volley & Bayonet. I think we would have been hard put to reach a conclusion with either set in the same time span. It is also interesting to follow Sam Mustafa's journey from Grande Armee, through Fast Play Grande Armee, to this. Blucher is stripped of all but the key game mechanics, yet retains a convincing period feel. The use of momentum dice puts real pressure on the players to move the important formations first. The reserve rule, which allows a one-off burst of speed to units that are still concealed, is an entertaining mechanic that both encourages the players to keep reserves and creates tension when these are finally committed.
The game was a joy to umpire and I found answers to all the rules questions that arose. From where I stood, the French deserved their victory, having chosen a good plan and stuck tenaciously to it. The Allies tried hard to hold them, especially Chris on the beleaguered Right who handled his cavalry particularly well. But it wasn't to be and when the line started to unzip, it gave way decisively.
When the lockdown began, a few jokes did the rounds that wargamers would barely notice the difference since we already spend so much time alone with our hobby. Of course, the same joke has been applied to online gaming, model railways, stamp collecting and other indoor pass times. And to some extent, I do think those of us with hobbies like these might have had some advantages compared to people whose leisure involves, say, team sports or ballroom dancing. But the past few months have brought home to me that interacting with other gamers is central both to my enjoyment of wargaming and to my motivation. It has been a challenge to make up for the absence of face to face gaming.
Although we haven’t met to play since mid-March, I have found our little wargaming WhatsApp group to be a source of entertainment and solace over the past several months. We range in age from mid 20s to 60 and have diverse interests but I greatly enjoy our chats and following other gamers’ projects.
Our first attempt to fill the gaming void was a play-by-email ACW campaign. Players supplied their instructions each turn and I resolved the moves on a master map. I played out larger battles solo, using plans submitted by the players, and worked out lesser encounters with a simple combat results table combined with some free kriegspiel. The most fun for me was inventing a bit of incidental narrative, such as the nighttime escapade of a federal cavalry unit passing through rebel lines, aided by a local school mistress who supported the union cause. This incident had very little impact on the big picture but added some flavour to my next report to General Frémont.
I ran the ACW campaign with two groups of players and I think it went quite well. I hope the players enjoyed it too: I was given a rather fine bottle of Black Dog gin by one group after their campaign ended.
I wish I could have played more socially distanced games once the lockdown eased but have only managed one, with my son Nick, which was a knockabout ‘Middlehammer’ game between Orcs and Empire. I suspect our choice of an old Games Workshop System was influenced in part by the desire to play a familiar game from happier days. Or is that a bit deep I wonder?
For the rest of my hobby time I’ve been rebasing old figures, painting models that I’ve had for years and writing scenarios for when face to face gaming comes back. I’ve also ordered my first 15mm Napoleonics for at least twenty years, mostly in the form of gun limbers but also an entirely new army: I’ve always loved Bavarian uniforms and am delighted to have added them to my collection.
This afternoon new measures were announced by Boris Johnson to tackle the resurgence of Covid cases in the UK. Maybe it’s time I started looking at another email campaign...
Recently, Nick and I played our first game of Speed Freeks, the Games Workshop game of warring Orks on buggies, bikes and improbable dragsters.
He and Will bought me the game last year, mainly for reasons of nostalgia, since this game is a descendant of the old GW classic, Gorkamorka.
Gorkamorka was our entry game into the GW universe. One day in 1997 we came across a demo of this brand new game in the Games Workshop branch in Staines. We left the shop with the boxed game and that was it. We collected most of the metal figures and later picked up Digganob, which added human, grot and mutie mobs. We loved the random silliness, both of the background and of the rules themselves.
When GW released the 3rd edition of 40K, our Gorkamorka figures became the nucleus of an Ork army. We still have all of our original models, although the plastic boyz on narrow bases were pensioned off when GW released Brian Nelson’s (still) excellent plastics. We played Gorkamorka for a good while before it slowly gave way to 40k.
Anyway. Fast forward to 2018 and we were intrigued to learn about the release of Speed Freeks. I might have dropped a hint or two, so on my next birthday I received the new boxed game.
The Speed Freeks box is packed full of models, markers and even a reversible playing board. The models are exquisite and the markers very solid. In comparison, Gorkamorka also had everything we needed to start playing, except for a surface. Of course, the buildings were a mix of coloured card and plastic bulwarks and the models, though quite serviceable, were less elaborate than nowadays. But unlike Speed Freeks, Gorkamorka had figures and rules for dismounted figures and the wartrukk was designed to carry individual foot models. There were even specially designed narrow bases to allow players to cram more figures onto the vehicle. Speed Freeks has no rules or models for figures on foot: in today’s version, every Ork or grot is on a bike or buggy.
The most striking difference I suppose is that Gorkamorka provided an extensive back story and campaign system which was further elaborated in the supplement, Digganob, with several additional mobs and models. The Speed Freeks box provides a bit of backstory for atmosphere and a sort of campaign. It is also possible to buy a few more models to supplement the box contents, but the new game is more of a stand alone game that does not draw the players into its world to the extent that Gorkamorka did.
Nick and I played our first game using the buggies from the Speed Freeks boxed set, four old 40k bikes and the two wartraks from the Gorkamorka box. At this point we noticed another great difference between the two games: while Gorkamorka’s mechanics were rooted in 2nd edition 40k, Speed Freeks has totally different rules, including special combat dice, which the players distribute in secret at the start of each turn. The rules are quick to learn and give an unpredictable and very enjoyable game. The mechanics owe a lot to X Wing, and even to Wings of War (or Wings of Glory, depending on how old your set is). Movement uses a set of measurement sticks, some of them distinctly curvy. In a challenging twist, there are limits to the number of times the more interesting sticks can be used. This means that a player really has to plan his mob’s actions as a team, since that useful curvy stick might only be usable once in the turn. There is also a good chance that a vehicle will spin at the end of its move, ending up facing completely the wrong way.
Unpredictable Speed Freeks may be, but the players still shape the play, both by the allocation of dice at the start of each turn and the selection of movement sticks.
The rules add up to an unpredictable and atmospheric game, in which buggies and bikes careen around the field, colliding, firing wildly and blowing bits off each other. We had a fine time. Speed Freeks plays fast too and is ideal for filling a free hour. I even think a non-wargamer would enjoy it, although I need to test this theory on some unsuspecting family members.
We will certainly be playing and enjoying this game again, but I doubt we will be starting a campaign. For that, I don’t think Gorkamorka can be beaten.
Our second Valley Campaign of lockdown ended today, with victory for Stonewall Jackson and Baldy Ewell. This campaign lasted for ten turns (taking about that number of weeks) and ended with a decisive victory for the rebels. I’m glad to report that all four players put their all into the campaign, right up to the final turn.
Below, I am recording the Richmond Times report that went to the players today. Afterwards, I have supplied a post campaign analysis, again shared with the players.
This is a different form of report from previously as you are all receiving the same document.
The campaign has ended with a victory for the Confederacy. Jackson and Ewell are in possession of Winchester. Banks is at Charlestown and Frémont at Martinburg, excepting a force at Wardensville. The Federals have lost a great many men and materiel and are not in a position to continue the fight for now.
The last turn proved decisive. I pass on the following report, some of it eye witness, by Monty Breeches, a correspondent of the Richmond Times, travelling with General Jackson.
“The past few days have seen a dramatic series of events, the consequence of which has seen the retirement of Union forces towards the Potomac.
It began a while back with a reconnaissance ordered by General Jackson, to explore the passes into the valley from the Allegheny mountains. His cavalry reported that the road to Winchester across Cacopon River Crossing had been left unguarded. Jackson responded immediately, summoning all available troops to follow this route into the heart of Federal territory. The Federal commanders, Frémont and Banks, reacted to this movement by pulling back their forces from further up* the Valley, but Jackson got the drop on his opponents and, after some struggle, took Winchester from Banks, in so doing dividing the latter’s Command. Meanwhile General Ewell followed the Federals northwards, keeping in close touch with their outposts.
The final stage in the campaign began with Jackson established in Winchester with almost his entire command; Banks divided between Charlestown and Middleton; Frémont between Strasburg and Wardensville; and Ewell between Front Royal and Mount Jackson.
Banks and Frémont agreed that their top priority must be to regain Winchester and so reopen communications with Harper’s Ferry. To do this, Frémont would recall his forces from Wardensville and march northwards down* the Valley Pike. Banks would wait for his approach and then the two would attack Winchester simultaneously from Kernstown, Middleton and Charlestown. This plan, however, depended for success upon the inactivity, or at least sluggishness, of General Ewell. A dangerous calculation indeed! For General Ewell, aware also that a crucial challenge had arrived, chose this moment to unleash a bold assault on Strasburg from the South and East.
In one of those occasions when bad luck bites the bottom of the bold, Frémont, in his haste to move north, marched out of the entrenchments at Strasburg before his troops in Wardensville reached the town, leaving the defences unoccupied. At just this moment, Ewell’s cavalry, reinforced by half of Jackson’s cavalry, arrived in the town, followed closely by hard marching infantry. Frémont, who by chance was riding through en route from Wardensville, ordered his accompanying cavalry to restabilise the situation while his infantry forged ahead to Winchester. It was a brave decision not to recall any infantry from the march. Alas for Frémont, his cavalry although it fought bravely, could not stem the confederate tide. Ewell’s troopers smashed through the federal horse. Ewell detailed some troops to hold Strasburg against the Wardensville road and, fully aware of the need for haste, spurred his main body onwards down the pike.
With Ewell coming up fast behind him, Frémont was forced to turn his forces around or face being taken from behind while on the march. The messy running fight that ensued favoured Ewell, whose cavalry was superior in both numbers and quality. Try as Frémont might to send at least one brigade to attack Winchester, his whole command became embroiled in the battle. Frémont’s men fought stubbornly but by nightfall, his line had ruptured. Frémont himself was wounded and made off northwards with a knot of troopers. Various small bodies of men made their escape in the darkness, but a great many Federals were taken prisoner. Skirting around to the west of Winchester, the remnants of his command began to reassemble at Martinburg.
Meanwhile the Federal troops following on from Wardensville were surprised to find their way blocked at Strasburg by Confederates who were themselves now manning the town’s entrenchments. After a half-hearted exploratory attack was repulsed, they retired on Wardensville, guessing that Federal fortunes had taken a dark turn.
While Frémont and Ewell fought their running battle between Strasburg and Kernstown, Banks launched his assault on Winchester. However Jackson, well served by his aggressive scouts, had good warning of both advances and met each of them with resolution. The attack from Middleton, led by Banks himself, made initial headway and at one point broke in to the rebel earthworks. It was then thrown out by a counterattack by the Stonewall brigade. Banks was hampered by falling ammunition supplies, having been unable to restock since the first attack on Winchester in the previous turn.
Determined not to be cut off from Harper’s Ferry or ground between Jackson and Ewell, Banks was able to retire cross country towards the east, eventually linking up with the rest of his command at Charlestown. His losses in men and materiel, however, were considerable.
At the end of this eventful turn, Ewell marched into Winchester to meet Jackson in person for the first time since the start of the campaign. The two men celebrated with a pot of coffee and a tray of grits. (Well, what did you expect? Jackson weren’t no party animal and Ewell could hardly get pissed on his own).
Post Campaign Analysis
The first moves of the campaign saw the Federals take and hold the central position, while Jackson went West and Ewell held the eastern fringes of the valley. Jackson displayed an admirably focussed maintenance of aim. He set himself the campaign objective of a left hook through the Alleghenies, first to cut Fremont from his supply line and then to get in behind the federal line. All the while, there was scope for the Union to overwhelm one or other rebel wing and for most of the campaign, they were able to bring superior numbers to each confrontation. The transport capacity of the Valley turnpike was also a great help. For much of the game there was the thinnest rebel screen in the centre, which was fortunate not to be overwhelmed. But the rebels evidently calculated, rightly as it turns out, that if Jackson kept pushing northwards, the enemy would have to conform to his movements. Sure enough, the Federals kept a nervous eye to both east and west and were made cautious by the prospect of Jackson or Ewell falling on their flanks.
Jackson’s repulse at Strasburg was a surprise blow to the rebel commander, who had not expected both Frémont and Banks to be present in force. After Strasburg, I thought the campaign was about to be won for the Union. The victors even agreed on a march south that would, I am convinced, have ripped the Confederate defences to shreds and at the very least, have brought Jackson tearing back down the valley to protect Staunton. Yet over the course of their exchanges they persuaded themselves that a more cautious advance was preferable, since they feared a threat from Ewell in the East. At the time, the Pike in front of them was weakly defended and there was in fact no threat from the east beyond an aggressive rebel cavalry regiment. Looking back, I think the federal decision to go cautious after Strasburg was the turning point in the campaign. From then on, the initiative passed to and stayed with the Confederates.
In the final stage of the campaign, the rebels got into the midst of the Federal position, seizing the central position that had benefited the Federals until then. First Banks and then Frémont had their commands split by enemy action. Moreover, Jackson and Ewell were now close enough to one another to combine their efforts to defeat their enemy.
Winners and Placed
I have been awarding VPs to all players throughout the campaign, both for physical achievements (battles won, supply centres captured) and for actions or behaviours that impressed me. The table above is entirely subjective of course, but I added points each turn, based on the outcomes and orders submitted at the time.
While the rebels are overall winners, there are areas where every player performed well. In the end, the totals levelled out pretty evenly, with the exception of Jackson, who received extra points for taking one supply source, blocking another supply line and demonstrating a single-minded capacity to keep his eyes on the prize. Of course, he couldn’t have done this without Ewell’s readiness to keep Federal attention in the Valley.
Jackson’s tour of the Alleghenies left Ewell constantly facing superior enemy numbers. He was prepared to give ground where the odds looked too dangerous but he was quick to move northwards again when the chance arose. Crucially, in the final stages, he was close enough to the action to act in concert with Jackson and thwart the federal attempt to reopen their supply lines through Winchester. Ewell showed plenty of aggression when it was needed and without him, Jackson would very likely have been ejected from Winchester.
Banks and Frémont started the campaign very well, reaching quite far south and causing Ewell in particular some uneasy moments. Throughout the campaign their cooperation was excellent, sharing all information and acting almost as one command. This allowed them to respond to the threat to Strasburg with a nasty surprise for Jackson when he found both Frémont and Banks to be present with large portions of their armies. Their plan and execution of the battle of Strasburg was first rate.
For ruses, Frémont showed particular ingenuity. He mined (and blew) bridges; indulged in a bit of Beau Geste posturing behind earthworks, crept a cavalry regiment past a sleeping garrison and hid whole brigades in ambush.
Everybody participated with complete focus and exemplary sportsmanship throughout the campaign, accepting bad news with good grace and never questioning the umpire’s reports. This is especially impressive considering that the restrictions of lockdown prevented players from playing out the battles that occurred. If the defeated secretly thought that had they been rolling the dice in person, the outcome could have been different, they did not share such thoughts with me.
I hope you enjoyed the campaign. I am very grateful to you all for taking part. My lockdown has certainly been more bearable thanks to you. I hope to meet and perhaps play a face to face game with you before too long.
(Note the photos with this post are of figures in my collection but are not ‘action shots’ of the final turn, as I played this out using unphotogenic counters and maps).
* I am indebted to George Mangano from Winchester for explaining that troops moving northwards are travelling ‘down’ the valley, and vice versa. It’s always good to get these things right!
Last week we got out the Warhammer rulebook again. Back in January Nick and I had played our first game of Warhammer 7th edition for a few years. It had been so long that we were both rusty and made mistakes, me more than Nick of course. But the game was great fun and we agreed to play again soon to help us get back on top of the subtleties. Covid 19 put the refight back several months but we finally got together for a socially distanced game last Wednesday.
We kept the same races and 2500 point armies, but agreed we could tweak the lists in the light of the first game. Nick dispensed with his giant, added some boarboys and reduced the size of his night goblin horde while I swapped out an engineer for a warrior priest and created more detachments for my spearmen. I brought Luther Huss to lead my army while Nick’s general was a Warboss on foot. As before, the Empire was heavily outnumbered, having sunk points into two great cannon and a steam tank. Nick also invested in a doom diver, partly for the fun of the model.
There were some lovely old metal models on the table, including Ricco’s republican Guard, my favourite regiment of renown, though counting this time as spearmen (their ‘pikes’ really aren’t worthy of the name anyway). The metal steam tank weighs a ton.
I set up on a central hill with a unit of ten knights on each flank, plus some pistoliers on the left and the steam tank on the right. Nick put all his night goblins on his right, his orc boys in the centre and his boar boys and wolf riders on his left.
What just happened?
First, the good news for Empire fans. I wasn’t steamrollered. But I still lost. We both had rather more success on our right flank in the opening moves. My right flank knights chased the wolf riders off the table and the steam tank beat the boar boys, although they rallied later in the game. The steam tank turned in behind the Orc centre, which looked a very promising move. Over on Nick’s right, however, his two night goblin fanatics sent my pistoliers packing, one of whom had an even bigger part to play later on. Meanwhile his centre advanced on mine. Of course, one of my cannon misfired and lost two turns of firing, during which its crew would be flattened by squig hoppers. My firearms and the other cannon did kill orcs but never enough to trouble an Orc unit.
As the centres prepared to collide, my left flank, Inner Circle knights led by Luther Huss himself, were stalled immediately in front of one of Nick’s fanatics. I had made a silly decision placing my army commander on the far left as he was out of touch with the centre just as the crunch approached. I reckoned that if I waited for the fanatic to spin himself out of the way it’d be too late, so trusting to luck, I declared a charge on a goblin regiment and moved my knights right through him. And he rolled 5 hits. And he killed 4 knights. And the knights panicked, running off the table with Luther Huss in tow. Which pretty much wrapped up the day for the Empire.
In truth the Empire did have some further successes before the end. The most heartening was the defeat and elimination of 20 Black orcs by ‘Ricco’s’ spearmen, led by Warren the warrior priest. Warren’s hate attribute helped the spears to weather the fury of the first assault, while their halberdier detachment stripped the black orcs of their rank bonus. This fight showed what can be achieved when Empire soldiers and their detachments are used properly.
Elsewhere my centre mostly came off worse. I still had high hopes for the terror-causing steam tank behind the Orc left centre, but Nick assaulted it with a Squig herd that inflicted 5 wounds in a round. In my next turn, needing enough steam points to grind or boil the pesky squigs, I rolled too high and spent the turn doing nothing. From unstoppable monster to busted tractor in two turns. Them’s the breaks.
At game’s end, our lines had rotated around our right wings, with the armies now facing each other perpendicular to the original line. But while I retained a line in being, it was distinctly ropey and Nick’s orcs were still present in dangerous numbers. Having lost general, battle standard and several regiments, I admitted defeat. But I like to think that Warren the warrior priest was able to march off the field, leading Ricco’s and his lads to safety.
We both enjoyed the game enormously and agreed we should play again soon. We both played better than last time and our guessing skills for artillery fire are nearly back to scratch. For our next bash, I may take only one cannon, since while effective against giants, the great cannon really isn’t so deadly against a horde of orcs. I also want to work on the Empire detachments as we did see how effective they can be if used properly. And I may, alas, drop one or both units of knights, since the points they take up don’t justify the chasing off of a gang of wolf riders. That, or I deploy them smack bang in the Empire centre next time and let them loose.
Having twice won as an Orc, Nick is angling to play the Empire to test some theories about how to neutralise greenskins. So next game, we may change sides. However, having improved on my performance between games one and two, I am sorely tempted to have one more go. After all, as they say, the third time is the charm.
A few weeks ago I responded to an invitation from Per Broden, 6mm gamer and blogger, to join in a project to build two 6mm armies that will be auctioned for charity. Per had agreed with Baccus Miniatures that the company would send each participant a unit of troops to paint up and contribute to one of two ‘Imagi-nations’ for battles using the Twilight of the Sun King rules, set at the close of the seventeenth century. Per introduces the project on his blog, RollaOne, here. Once collected and based, the armies will be auctioned, with proceeds going to the Combat Stress Charity. Baccus is providing the miniatures for free.
I was lucky enough to get in before all the units went and was allocated a regiment of dragoons in the Slavic-themed Army of Siarus. My instructions for painting the Simmutov Dragoons was to give them red jackets and Purple facings. The figures arrived last week and slotted in between two units of 15mm Napoleonic Bavarians.
My first non-Airfix wargaming figures were 6mm Heroics and Ros Napoleonics, bought in the mid 1970s when the rangę was very small. I also have two old Heroics and Ros armies for the War of Spanish Succession, which I still theoretically play with, although the last game was Blenheim in 2014. I have added to the Napoleonics in recent years with MDF figures by Commission Figurines. I have bought model buildings and 6mm standards from Baccus as well as a couple of their rule sets, but never tried their figures. I was very interested to see what my dragoons would look like.
I was impressed. The figures are chunkier than Heroics, with lots of raised detail and bags of character. I especially liked their little faces! They painted up very easily and responded well to washes. Per provided some useful painting tutorials on his website. I decided to give my dragoons yellow hat- and saddlecloth lace and chose a light purple for the facings which I thought went better against the red jackets than dark purple.
The finished unit went in the post on Saturday. I look forward to seeing the completed armies, based and ready for battle. This has been a really fun project that deserves to earn a healthy sum for Combat Stress. When wargame shows resume, I will be tracking down Per Broden to shake his hand and if he’ll let me, buy him a coffee or better still, a beer.
I have been running a second Shenandoah Valley wargame campaign, this time with four new players, two rebels and two Federals. We are using the map and rules from the first campaign (here) but set later in 1862, with more forces and four separate commanders: Frémont and Banks versus Jackson and Ewell. To cater for four players I made one basic change from the historical situation: Ewell is not subordinated to Jackson. Otherwise the troops are based on those present in the historical campaign.
The first five turns have seen various skirmishes and one or two bigger actions that I have resolved with weighted dice rolls, using a board game-style combat results table. But this turn we had our first big battle at which both sides were determined to slog it out, so I played this on the table with instructions from the three players whose characters were on the field. The location is Strasburg, on the Valley Pike, where Jackson, played by John, attacks Frémont (Keith) and Banks (Dave) from the West. Jackson had earlier bundled two federal brigades out of Moorefield and then Wardensville. In response the Federals, who had been moving southwards down the Valley, concentrated on Strasburg ready to protect their main supply line.
Rules and figures
I used the On to Richmond rules published by the Courier in the 1980s. These rules got me into ACW gaming and although I haven’t played them for several years I had fond memories of them. My usual rules, Longstreet or Pickett’s Charge, were too small scale for the numbers involved while OTR uses brigades as units and a scale of 1” to 50 yards. OTR uses a card-activated sequence of play, stand removal and D10 and D100 dice rolls. Figures were 12mm Kallistra figures on 1” frontage bases, two of which counted as one OTR stand.
I created a map using Google Maps and historic maps of Cedar Run and Fishers Hill, the two battles that took place historically, one north and one south of Strasburg. I sent briefings to the players that I won’t post yet as the campaign is still happening. The players sent back their dispositions and plans for the battle. I set up the table on Thursday and played the game the next day.
3rd West Virginia Cavalry
Two artillery battalions
One artillery battalion
Three artillery battalions
The Federals deployed Cluseret and Schenck in entrenchments along the railway embankment around Strasburg. These were the brigades that Jackson had previously ejected from Moorefield and Wardensville. Artillery was placed in the fort northeast of the town. Other troops were deployed in hiding, some within Strasburg town and some behind woodland in the northeast corner of the table. 3 West Virginia cavalry deployed to the west of the position on Fishers Hill, the high ground south of Tumblers Run. The federal plan was to hide its strength until the rebels had fully committed to an assault.
Jackson started with two large brigades on table: Garnett and Fulkerston, each comprising two formations in OTR, plus an artillery battalion. Connor’s brigade arrived from Wardensville soon after with further artillery.
Jackson began his attack against the enemy’s left flank, ignoring the federal centre and right. Frémont’s cavalry, defending Fishers Hill, tried to slow Jackson’s advance. The cavalry successfully held up Garnett, the leading Confederate brigade, while Milroy’s brigade, previously out of sight, formed up behind the railway line to complete the federal defensive line facing west northwest. It’s job done and now under great pressure, the cavalry mounted and retired behind the federal earthworks.
To Garnett’s left, Fulkerston’s Confederate Brigade advanced in line on the Federal earthworks. Its first volley so disrupted Cluseret’s brigade that the latter abandoned their position. Fortunately for Frémont, as Fulkerston advanced his left wing had come under fire for the first time from federal artillery in the fort and was forced to pause to regroup. This gave time for Bohlen’s Federal brigade, waiting in reserve, to reoccupy the abandoned earthworks before the rebels could reach them. The right wing of Fulkerston ‘s brigade however managed to close with the federal artillery that was now alone behind the earthworks and overran it. Before more rebels could join Fulkerston’s left, it was counterattacked by Bohlen and Cluseret, who had regrouped and returned to the combat. Fulkerston’s whole Brigade now settled into a firefight with the Federals and declined to advance again.
Jackson’s reinforcements, Connor’s brigade, now arrived on the table and started moving towards the right flank. At that point two fresh federal Brigades broke cover from the woods in the north-east and marched hard towards the rebel left rear. Brought to a halt in front of the earthworks and now clearly outnumbered, Jackson redirected Connor to face the advancing federal reinforcements and he recalled the troops assaulting the federal left.
Under the cover of Garnet’s Brigade, which had only just become meaningfully engaged in the attack, Jackson successfully extracted his right wing. Two of Frémont’s brigades followed up initially but having fought hard all day, they rested on the field, while the two brigades previously defeated by Jackson remained in the entrenchments before Strasburg. Banks took over the pursuit with Kimball’s Brigade and the 3rd West Virginia cavalry, which had passed through the town and moved north to support Banks. Jackson instructed Connor and his supporting artillery to cover the retreat of the other brigades and while this Brigade was mauled by Banks, it gained time for the rest of the rebel army to get clear.
As the battle ended Tyler’s brigade arrived to reinforce Banks from Kernstown.
Overall Jacksons army had faced odds of over 2 to1 and was fortunate not to suffer more serious losses. His decision to attack the federal left saved him from a much more serious defeat. Banks, hidden in the north-east woodland, had been ready to take Jackson in the left rear once he had become engaged against Frémont. Once it became clear that Jackson would not come round to the north, Banks left hiding in a dash to cut Jackson’s retreat route.
Banks and Frémont dined in Strasburg that evening, satisfied with their success but a little disappointed that Jackson had not been caught completely in their trap.
The Federal battle honours for the engagement went to Milroy’s brigade and to Cluseret who, after first running from the enemy, recovered and then helped repulse them from the union position. In Jackson’s army the most resolute troops were Fulkerston’s brigade which made it into the earthworks despite heavy small arms and artillery fire. Garnett was less impressive, allowing himself to be slowed down by a small but determined Federal cavalry regiment. He nevertheless fought a solid fighting retreat and suffered very few losses from the engagement. Connor fought splendidly against superior numbers but paid for his stubbornness.
I now have to roll these results into the outturn report. I very much appreciate the readiness of all four players to devote their minds to this campaign and to allow me to determine their fate on the table. It must be frustrating, especially for the side that comes second!
Our ACW campaign has come to a close, with victory for Jackson.
The last two turns of our campaign saw Jackson, played by Matt, gaining a significant advantage over Banks’ forces led by Spencer. In the west, Banks’ attempt to outflank the rebels in the valley, which had been so promising after the battle of Franklin, was thwarted when he withdrew a third of the outflanking force just as Jackson was reinforced. The outflanking force was repulsed at the battle of Harrisonburg and then trapped and nearly annihilated between Jackson’s force and General Johnson’s brigades advancing from McDowell.
Meanwhile, in the valley, Banks drew in his forces and advanced to Mount Jackson along the Valley Pike, leaving the Luray valley road in the east uncovered. At just this time, Jackson sent two brigades and a strong cavalry reconnaissance through Luray and Front Royal, to find the federal supply line back to Harper’s Ferry exposed. On turn 5 of the campaign, rebel cavalry occupied Strasburg behind the main federal army and captured rear area troops, ammunition and grain supplies. Before he cut the telegraph, Ashby, commander of the 7th Virginia Cavalry, wired the following message to Banks from Strasburg:
“From the officer commanding the Confederate garrison of Strasburg to the General commanding, federal forces. Thank you for provisions and ammunition. There is no need to send more as we now have a proficiency of both. Respectfully, Ashby, Lieutenant, 7th Virginia Cavalry.” (I stole this idea from a French bonapartist pamphlet of 1815, in which Napoleon thanks Louis XVIII for the troops he has sent and says he doesn’t need any more).
The closing positions of the active game therefore had Banks at Mount Jackson with his supply line cut, and Jackson, reinforced by Ewell, with forces to the south, east and north of the federal army. Banks was still formidable but Spencer decided at this point that he had been outmanoeuvred and conceded to Matt.
I played out the following turn myself, presuming Banks would try to escape encirclement while Jackson would attempt to catch him. The only way Banks could get clear was to retreat all the way back to Winchester, while Jackson ended at Kernstown and Middleton. The Federals were back where they had started the campaign, with one very badly mauled division, the other virtually unbloodied and a great many supplies now equipping the rebels.
So Banks is still in the valley and will no doubt be ordered to resume hostilities very soon but our small part of the campaign has ended.
Post campaign analysis: a game of two halves
The campaign divided quite starkly into two phases. Spencer started well, with the idea of getting one division around behind the rebel army from the west, while advancing steadily down the Valley Pike with the other division. At this point Matt seemed to lack a plan, for example, sending a brigade westwards only to recall it the next turn. He very nearly lost this brigade between Spencer’s two divisions. The high water mark for Spencer was the Battle of Franklin, ably generalled by Dan as General Shields.
Then it seemed the initiative shifted the other way. Spencer recalled one of Shields’ brigades despite ordering him onwards into the rebel left rear. The recalled brigade spent the rest of the campaign marching through the Alleghenies when it could have been critical in helping Shields to deal with Jackson’s reinforced army at Harrisonburg. At the same time, the other federal division stopped its southward march and dug in at Strasburg. This allowed Matt to put greater numbers into the battle at Harrisonburg, while observing Banks with a much smaller force.
It is always too easy for an umpire to pronounce on who should have done what. Both players were working with limited knowledge of enemy whereabouts. But I believe that if Spencer had continued to advance his central Division down the valley as the victorious Shields came east from Franklin, Matt would very likely have been doubly defeated. It was the easing of pressure in the centre that allowed Matt to defeat Shields in detail.
I also think Matt handled his scouting more effectively, probing for gaps and exploiting the opportunities. Cutting Banks’ supply line was a fine move and, while I made clear that this was not a disastrous development as long as Banks reopened the line, it did mean that Spencer was now having to respond to Matt’s moves. I agree with Spencer that his only real option now would be to retire northwards, staying ahead of the jaws of Matt’s pursuit, and to regroup ready for future operations.
I hope the players enjoyed the campaign: I certainly did. While there was no final showdown between two grand armies, we had several encounters between scouts, a running fight through the mountains and two division-sized tabletop games, the first won by the Federals and the second by the Confederates. Given the constraints of lockdown, we couldn’t meet to play these games. I greatly appreciated Dan’s contribution of written orders as proxy commander on both occasions. Dan even responded in real time to an in-game development, allowing me to reflect his instructions for a rearguard action.
All players participated in good spirits and we kept to a pattern of at least one turn a week.
Lessons for the future
I was happy with the basic game engine. The map is quite simple but it still posed challenges to both players. Submitting orders for three impulses in a turn worked well, as did the limit on how many units may use a road at a time. This slowed the Federals down somewhat while the smaller rebel forces were more agile.
In retrospect I should have provided strength points for the fighting units. As the campaign wore on I developed a system of putting minus signs against damaged brigades and the letter F for fatigued units. By the last turn, a couple of brigades were marked ‘- - F F’. I knew what this meant but it could have been clearer for the players. Next time (!) a brigade will begin at, say, strength 4. Permanent losses will reduce that number. Fatigue will continue to be marked by one or more letter F, which will reduce the strength until the unit can rest and recover.
So that is that. In case anybody is curious, I have put the campaign rules and map on the ACW scenarios page here.
Congratulations to Matt on his win and thanks to him, Spencer and Dan for engaging so readily and cheerfully in this piece of silliness.
For the past few weeks Matt, Spencer, Dan and I have been playing a campaign based on Jackson’s Valley campaign in 1862. Matt is playing the man himself, Spencer is Federal General Banks, Dan is supplying instructions for devolved commands and I am umpiring and playing battles out where necessary on the tabletop. So far Banks has had the numbers and Jackson the speed.
The map and play mechanics are explained in previous blog posts. To keep a bit of pace, each ‘turn’ the players provide orders for three impulses at a time. I then play these out, interrupting the turn to resolve clashes, either with simple dice rolls or, as has now happened twice, to fight a figure wargame. If a player’s character is ‘present’ at the battle I ask them for instructions. If they are absent, Dan steps into the role of the detached commander.
The story so far
I am having to delay these reports a little to keep the opposing generals in an appropriate state of ignorance. But the bones of the campaign so far are as follows. Banks began the campaign by sending half his army westwards out of the valley into the Allegheny mountains, then southwards to try to get around and behind Jackson’s army. The road net outside the valley is not good and so this movement took some time, during which the other half of the federal army sat tight at Strasburg. Jackson was alerted to the movement and in turn warned General Johnson, commanding the tiny Army of the North West in the Alleghenies, to block the Federal advance. Meanwhile Jackson withdrew his own small army southwards and took a portion with him to support Johnson. There followed the battle of Franklin, at which the Federal force, ably led by Dan, broke the rebel left and pushed them back on Harrisonburg and McDowell.
The momentum then swung Jackson’s way. Unknown to Banks, Jackson was reinforced by Ewell’s division arriving from the east. While still outnumbered in the Valley overall, Jackson now had local superiority as well as the benefit of surprise. His odds further improved when Banks recalled part of his detached command to Strasburg, leaving the victors of Franklin only two brigades to continue their advance against Jackson’s left rear. In the next eventful turn, there occurred two significant combats, in both of which the rebels began with a marked advantage. Had the time come for Jackson to show his mettle?
The Battle of Harrisonburg
Following up on his victory at Franklin, Federal general Shields advanced eastwards into the valley. He caught up with Jackson at Harrisonburg, where he saw the rebels deployed on a line of three low hills west of the town. Shields’ role was once again taken by Dan, who planned to attack first on the right, then to close with his centre and left once his right wing had taken the leftmost rebel hilltop. This plan saved him from total destruction. His right wing advanced on the enemy hill, which was occupied only by dismounted cavalry. The rebel horse mounted and charged down from the hill into Shields’ cavalry, the combat continuing for a couple of turns on the far Southern flank of the table. As Shields’ leading regiment neared the crest of the seemingly empty hill, a line of Louisianans charged into view and bowled the federals back down the slope. It was Trimble’s brigade of Ewell’s division, freshly arrived to reinforce Jackson. At the same time Taylor’s brigade from the same division appeared round the side of the hill and charged towards the federal centre.
The federal right was all but destroyed. Fortunately for Dan, his centre and left were still some distance from the rebel positions and so avoided being caught in the flank. They were able to withdraw, but the rebels pursued vigorously, obliging the Federals to detach a regiment of infantry, their last unrouted cavalry regiment and a section of smoothbore as a rearguard. Under the protection of this rearguard, the rest of the command fled westwards back to the Alleghenies. The brave rearguard was eaten up however and four cannon were lost.
I played Harrisonburg using Honour Games’ Longstreet. It was at the limit of the rules’ applicability: a couple more brigades and I’d have used On to Richmond. The mixture of random cards and orders from absent players worked well again. I felt sorry for Dan that he was walking into a trap but on reflection, that is the appeal of a campaign: surprise attacks are harder to set up in a one-off encounter. It was also an advantage that Dan wasn’t there in person. When a player gives up their time to play a face to face game, one wants to give them a fair chance of winning. In this case, the only question was how badly Dan would be beaten up. As it happened, his plan probably gave him the least bad outcome, since his initial attack revealed the rebel reinforcements before the rest of his army had advanced too far. When I sent him the news of the trap in mid-game, he supplied the orders for the rearguard defence, which again helped save men (at the cost of the rearguard and 4 cannon). He also didn’t seem to mind having been set up!
While Shields was retreating in the south of the valley, a lone federal brigade at Front Royal was manoeuvred out of its position by superior rebel numbers. This brigade withdrew to Middleton in good order, to cover the road to Winchester. But it seemed at turn’s end that Banks’ position in Strasburg was at risk of encirclement.
Remove me from this hell!
I would say that fully half of the campaigns I’ve played in over the years have ended through a trailing off of interest rather than the achievement of a set objective. I don’t want this campaign to go that way. I have included the following text in the latest situation reports for both sides:
“Many wargame campaigns don’t so much finish as fizzle out. They continue without a clear end point, until eventually one or both players lose interest. That will not be our fate! The historical campaign ended when troops in the valley were called away to take part in a major operation in Virginia. In game terms, I am now checking each turn whether that moment has arrived, at which point I will adjudicate the effect of the campaign on your personalities’ reputations.
I want to be sensitive also to your ‘real world’ wishes. In submitting your orders you may express your preferences for continuing the fight in the valley or for requesting to join the impending operations in Virginia. These will affect the dice roll for campaign’s end.”
I must say this small campaign has been fascinating, watching the player’s shadow box with limited knowledge of each other’s dispositions. I think both have several reasons to be pleased with their performance. I also think the campaign can still go either way, but the next turn or two should produce a decisive result.
Last weekend we had the first figure wargame within the framework of our Shenandoah Valley campaign. It took place at Franklin in West Virginia, between Shields’ Federal division of Banks’ army and Johnson’s Army of the Northwest, reinforced by Jackson and a brigade of his foot cavalry. Shields had been sent in an outflanking manoeuvre by Banks, played by Spencer.
The mechanics of the game: playing with a split personality
I played the game using Sam Mustafa’s Longstreet rules and my 12mm Kallistra figures. The 72 x 48 BW map came from a Google satellite map of Franklin WV. I drew on the historical orders of battle for the troops present.
Matt, who is Jackson, was present and so gave me his instructions for the battle direct. As Banks/Spencer was not present on the field in person, I recruited Dan to provide orders for the Federal force. Each had a scenario briefing as if for a face to face game. Matt supplied general instructions for the Confederate side while Dan really went to town, with full instructions and four maps showing his intended dispositions and movements.
Between them, the instructions from the players supplied all I needed to play the game in accordance with their wishes. The use of an action deck in Longstreet adds a random quality to solo play. I decided that the federals would hoard/play cards favouring attack and the rebels would use those with a more defensive benefit, - although I made sure to keep Rebel Yell cards for counterattacks. At the start of each turn, I checked what interrupt cards were in the passive player’s hand and rolled a die to see if they would be played this turn. This worked very well, - almost spookily in the case of the so-called “couldn’t hit an elephant” card which represents the enemy general being hit. The union side played this card at a key moment with devastating results, which was a parallel with the wounding of general Johnson at the battle of McDowell in the historical campaign.
A brief account of the battle
The rebels deployed along the south bank of Friends Run, which flows from west to east above the town of Franklin. Two batteries were entrenched on high ground to the left and certain infantry units were also behind light earthworks along the run. Johnson’s brigades were in the left and centre while Fulkerson was in reserve on the right. Most of Johnson’s Command were recruits while Fulkerson commanded two regiments of veterans.
The Federals deployed their artillery on a ridge at the right of their position. Next to them was 2 brigade, in depth to the west of Petersburg Pike. Then came 1 brigade to the east of the pike, with cavalry at the far left, by the south branch of the Potomac. Each federal brigade was much bigger than a rebel equivalent and overall the Federals had significant numerical superiority, although they had no veteran units.
The federal attack consisted of an advance in the centre by a line intended to engage the rebels with fire but not to assault. Meanwhile two assaults were made against the rebel wings, each containing two regiments, one behind another. Their cavalry was to try and get around behind the rebel right if the chance arose. In the event it failed in the face of cavalry on the rebel right.
Overall, the rebel right and centre held and even counterattacked successfully against the left hand federal assault. On the rebel left however, the union assault rolled right over the front line, helped by the supporting fire from their artillery, which both reduced the Confederate infantry and made some successful counter battery fire. Just at the point when the rebel second line were poised to counter attack, general Johnson was severely wounded. (If you don’t know these rules, the ‘elephant’ card involves removing action cards from the victim’s hand. On this occasion the rebels lost 5 cards out of their hand of 6, which seriously restricted their options at this crucial juncture). This allowed the Federals to press their advantage and push their whole right wing over Friends Run while the rebels were off balance. The rebels could not restore their line and soon found their position unhinged by a federal force deep behind their left and in a position to roll up their position.
One of Matt’s instructions was to preserve his troops as a force in being and as the federal position was now so favourable, I decided the rebels should withdraw now or face major losses. Fulkerson was still in good shape, so his brigade formed a screen behind which Johnson’s brigades retreated. The Federals tried to catch as many rebel units as possible and nearly cut off their retreat along the Pike but the rebels left the field in reasonable order.
So the first battle has gone the Federals’ way. The players have received their status reports and I am waiting for their orders for the next turn. Dan has won his place as go-to surrogate for future games in the campaign. For my part, I spent two very happy days in the shed, remembering just how much I love these rules. I also realised you can never have too much split rail fencing, so have started work on some new lengths in preparation for the next round in the campaign.
My name is Tim
I have played wargames for five decades and still love the hobby. Recently retired, I have even more time to devote to it. More about me here.