Black Powder Napoleonic Game – October 2025 Mockern 16 October 1813

So 12 months ago we first played this scenario from the ‘Lets Fight Leipzig!’ book. As I had a home alone weekend I decided to have a Saturday game in the home Garage, rather than transport everything to the Club(last year when we played game at the club, we were banished to the bar area… inadequate space and lessened game fun factor!).

Game was played on a 15 x 6 foot table. We again used the newly printed 20mm scale buildings Alan is printing for me(some now painted!).

The French could deploy up to 6inches in front of Mocken and extend from the River Ekster to the bridge over the stream. The Prussians may deploy between the villages of Wahren and Lindenthal. Mockern was a 3 module village, the others were 1 module.

The Victory Conditions are the Prussians gain a decisive victory if they capture the whole of Mockern, and road junction A. They gain a tactical victory if they capture Mockern alone. The French gain a tactical victory if they hold A and at least one module in Mockern or a decisive victory if they hold the entire village.

Set up was:

Prussians – Goldie took 2 brigades and deployed around Wahren and across to Mockern. The 1st Brigade was in reserve. Alan took the cavalry reserve, 12 pdr battery and 2 Brigades and deployed in the centre.. Steve took the Advance Guard and deployed around Lindentahl.

French – Rob took the 20th Div, 25th light cavalry brigade plus 12pdr battery and deployed in and around Mockern. I took the 21st and 22nd Div’s plus 5th light cavalry brigade and deployed to Rob’s right.

Prussians have turn 1. Steve’s brigade order left his landwehr behind and as crossing the stream would have disordered his cavalry, they moved across and behind the infantry.

Goldie headed for Mockern.

On the right Prussians advance to towards objective A.

A flank was exposed when Prussian cavalry miss understood request to support flank of the infantry. I tried to get 1 Hussar into the flank, then a 2nd into the front, but 2nd only moved 1 move. Was not expecting the flank attack only to work, low odds. But Steve really helped me out….I won the combat…the infantry retired only…I carried on into another unit…won they combat as well…but they passed morale and 1 retired.

Which left me facing the Prussian reserve cavalry. Oh well, I got one glorious charge in! They were charged, got beaten up….retired….got beaten up….retired….I then initiative moved them off the table..shaken/disordered and flank on to Prussians…a target ready for destruction…and tests for the troops around them…so…they REALLY HAD TO GET OFF TABLE!

I think this inspired Alan as he now charged the 12pdr battery……and some infantry charging French line beside them as well.

Steve’s steady advance into my flank continues.

The 12pdr is destroyed… the the infantry charge eventually defeats the French line who retire…the Prussians then retire.

And its lunch time…..so we had a civilized meal upstairs!

Back to the game. I found a church I liked and Alan has printed 2 of these. The second has a destroyed tower. There is also a multi part windmill that will look awesome! Goldie has concentrated his attack to his right and not attacked Mockern it self. It is helped however by Steimetz’s refusal to move!

Here is that attack…it was aided by Rob having one of those days we all have from time to time…you can’t roll a decent dice at any time!

Over other flank and Steve is sending cavalry in to force me into square and then getting infantry up to attack next turn.

Rob’s flank is collapsing. The cavalry was used to keep the Prussian in square.

I decided to try and blunt Steve’s progress…first the flank Hussars charged and forced a column into square….then I charged the Grenadiers and moved up a flanking line in support. In a dumb dumb moment didn’t move them quite far enough and didn’t cover their flank properly. I actually beat the Grenadiers….but they stayed. LOL

Rob has moved his 2nd Cav regt over to help keeping Prussians at bay. In the background you can see Steinmetz is still not moving!

Bit of a mess. Steve has charged the square….Steve moved skirmishing Fusiliers up on 1 flank. Alans’s Pointy stick cavalry have charged in the flank of the combat, this is after Dragoons charged the line to the left of the picture and forced them into square….so they didn’t get to shoot the cavalry as they charged in. Steve then moved up a horse battery to close range of the square. This is when Steve and Alan had the bad dice……they did only 1 casualty on me…I passed morale…cavalry then bounced…..funny!

Back up Mockern way…..for several turns I had been shifting my bttns to the left and away from the right flank…..this allowed me to replace Robs front line, push a unit into the 3rd Mockern module and have a reserve which I threw into 2 disordered shaken Prussian bttns in line. The gap is where 1 was, sadly the supporting units didn’t care. My 2nd charge got disordered going in and fluffed its attacks and the combat is going on.

End game. Steinmetz has still not moved, Goldies force is not strong enough to take Mockern.

Facing Mockern are a mix of Goldie and Alan forces… ..but they and French now have multiple units with casualties on them.

Ha……I threw a legere unit across table and picked on a Dragoon unit that has 2 casualties in it…hoping to max casualties and take it out. caused 1 more so only shaken..

Steve and Alan close on on my blocking force.

Alan has troops facing the ridge but it has mainly been a shooting standoff. Looks pretty thought.

View from Junction A which the Prussians hold.

So that was that, a decisive French victory…in so far as we held Mockern. Robs Division was 1 unit away from collapse……but even then his units would not have to leave Mockern. French plan was to wait for Prussian advance then relocate units to the ridge beside Mockern…and it worked…so a good day at the office for Rob and I! Lots of what ifs…..maybe if Steinmetz had moved…..or Steve has managed to get his troops to move faster…or……and that is the fun of playing these well balanced scenarios……

Now the Whisky of Week is rather special.

Last week with my neighbor I had the privilege of attending a 20th Anniversary tasting for the Kilchoman Distillery from Islay. This was hosted by Whisky Galore in Christchurch and we had the pleasure of the evening being present by Catherine MacMillan from the Distillery.

6 wonderful drams were enjoyed, along with an entertaining tales on the history of the Distillery, and life on Islay.

Now, I only have one Kilchoman in my collection which is the PX Sherry cask. Shortly Whisky Galore will have a limited number of the Anniversary tasting for sale and as we were at the tasting, we have first dibs!!

A review I found said:

Nose: Dried fruit, earthy smoke, orange peel, dark chocolate, and hazelnut.

Palate: Salted caramel, marmalade, sultanas, cinnamon, and coffee.

Finish: Long, sweet, and rich.

Steve joined me in sipping this delightful drop during the game and I believe he left a happy man.

Until next time.. Terry out.

September 2025 – Black Powder 28mm Napoleonic Game The Kolmberg(16 October 2013)

Its been a while between updates….winter..house renovations..work…the list goes onnnnn.

So to kick off with we played another scenario from the excellent ‘Lets Fight Leipzig’ scenario book. This time we are gaming ‘The Kolmberg from October 1813. The situation is:

‘Whilst the main allied attacks went in against Wachau and Liebertwolkwitz, General Klenau and the bulk of the 4th Corps were fighting a separate battle of his own around the Kolmberg. This significant piece of high ground about 4 kilometres east of Liebertwolkwitz dominated the surrounding countryside and its occupation would give the allies an excellent anchor for their rather over-extended right flank‘.

The attacking French force were McDonald’s XI Corps of 4 infantry divsions of 5 or 6 infantry units and a battery supported by Montbrun with 1 Chasseur unit. The II Reserve Cavalry Corps of Sebastiani would arrive to his left at some stage. This had 3 divisions of 2 light and 1 heavy division.

The Allied force was the 4th Austrian Corps of Klenau comprising 3 Austrian Divisions and 1 Prussian Brigade. To their right at some stage the Prussian Reserve Cavalry of Roder with a brigade of Cuirassiers and a brigade of Landwehr cavalry would arrive.

Turn 1 and the Allied right with SteveT, beside him was StephenC and Goldie.

On the French side was Robert opposite SteveT, then Rob and then Nick who was back in town and was going to pop along to join in at some stage

The Victory conditions were for the French to take and hold the Kolmberg and the 2 central villages of Klein Posna and Seifertshain. The Austrians have an advance unit on the Kolmberg and rather than wait to be over run, they charged the French line and assaulted the artillery battery. While some may ponder this move…think it through …they are a stamina 4 unit…the battery at best can inflict 3 casualties…and it puts them now in the flank of French and will be a nuisance to any French attack.

The Austrians defeat the artillery….sustain 3 casualties and form square as is a good formation when Montbrun is near by and also to hold off any French infantry attacks until help arrives.

French charge a bttn into square. Another bttn extends into line so can charge in ext turn. Sadly Robert then failed further orders.

However….the 2 Steve/Stephens get triple moves and race across the table and assault Roberts forces!

So turn 2 and combats everywhere!

So below the square had held the French assault, who now found themselves hit in the flank. A French unit has popped where SteveT is picking up the victor and retiring it 12 inches.

Next French turn and the French line has joined the meatgrinder combat….where there was no victor…..to the right the French won the combat last turn ..the Austrians retired and this turn the French have followed up into combat. The combat beside them was a draw so they are continuing.

Austrians won another combat and formed line to attack the batteries as their turn was next.

Batteries are destroyed.

In the center the Austrian cavalry and Grenz were…. looking pretty and not doing much else.

This is the flank the 2 sides cavalry were meant to arrive on……they seem to have got lost!

Aha French arrive….the light division behind the heavies then blundered back off the table.

Prussian heavies arrived…and yes…they are Russians…as Alan has the Prussian heavy cavalry…and he called in sick…subs were required…..

Now gamer Nick was commanding the French Cavalry…and sadly he is a rather accomplished gamer…….so in came the French heavies. So we have 2 Russo/Prussian and 1 Austrian Cuirassier v 3 French Cuirassier and a Carabinier with the right side Austrian cavalry being a Chevau-Leger. The scenario had it as a large unit…meaning 8 attacks and stamina 4…however my colleagues(ok…Goldie…..who will suffer my wrath in the next game I organize) decided it should be standard size.

So..it did not go well for the Allies.

But all was not lost……I had a fresh Cuirassier unit left….so I did a ‘Follow Me’ into the horse artillery…destroyed it and then hit the stationary Uhlans….so I get 10 attacks…hitting on 3s…saving on 3s…..and have a D3 to add to combat result….Uhlans have 7 attacks on 4s….and ..yep…u guessed it…I got destroyed….and for some reason EVERYONE FOUND THIS HIGHLY AMUSING!

They will suffer vengeance in future games!

So end of game on this flank…..Platov will arrive now and the French cavalry have to withdraw to their table edge.

On the infantry flank…..well…..the French have not gained any objectives and next turn would probably be wiped out.

So a resounding Allied victory. The black buildings are ones I have had Alan make for me. Gone for 20mm scale building as take up less table space and the guys agreed they worked better so will paint them up. Have sent Al file details for some churches…tavern..Manor House and will paint these up…one day!

Been a while since a Whisky review so starting with a beauty. Have had reason to visit Christchurch a few times this year…so I make it a mission to always visit ‘Whisky Galore’. On 1 visit I told them of 2 bottles had finished and wanted a similar bottle..but next level up and the GlenAllachie 18 below is one of them.

The tasting notes are:

This opulent Scotch whisky was patiently perfected in the finest oak casks for 18 long years. Silently slumbering in our on-site warehouses, the spirit underwent continual monitoring until Billy Walker deemed it had reached its pinnacle.

With enticing aromas of honey and mocha, followed by marzipan and dark cherry tones on the palate, it’s a single malt oozing elegant refinement.

Nose: Toffee sauce, cinnamon spice and fresh vanilla pods, with attributes of cocoa, honeycomb and cherries.
Taste: Bursts of marzipan, sultanas and rich dark chocolate, leading to wild honey, maraschino cherries and buttercream.

All of which means I have really enjoyed this wee beauty over the winter sitting in front of the fire on a winters evening.

Until next time…Terry out.

July 2024 – Pike n Shotte Game

It’s been a while since we tried ‘Pike n Shotte’ so the crew decided to give it a whirl again. Since the last game, Alan has sold his painted and unpainted troops to Stephen and replaced them with Epic ‘Pike n Shotte’. Keith has also rebased his ‘Pike n Shotte’ army from one of those ‘DXXX’ rulesets and is fielding them for the first time(very pretty they are btw). So troops for this game are provided by Stephen, Keith and Russ.

Set up.

Other side!

Very colourful wee Jocks.

Nice pink flowers.

Russ has gone for ‘Warhammer style flags. I like it.

In true period fashion…the cavalry in the flanks go at it from the start.

The ‘Brains’ trust! From left to right we gave Keith, Stephen. Grajam, Russ and Steven tucked in behind. Goldie(the polished head) is on the other side and Rob is hidden somewhere as well!

The Swedish side of the table fared worse in the cavalry encounters.

Keith’s rebased cavalry performed exceptionally well!

In a fashion worthy of elevation to ranks of ‘Heroic’ a unit of hand gunners held off the charging Pike block for round after round of combat while both sides shot away at each other.

After disposing of the Swedish cavalry on this flank, Goldie sends his cavalry into the melee as well.

On the other flank the Coventers are hard at it with the ‘Scots’ …. Keith’s cavalry is now rolling down the Swedish line.

So that was a fun, loud game!

We will try again in 2 weeks… perhaps balancing the sides up a bit more evenly next time.

Until that report…

Terry out.

June 2024 Franco Prussian War 1870 Game 2 for June!

Goldie and I squeezed another game in before the end of the month.

This was another practice with same sized forces and testing the subtle changes we have been making to standard Black Powder rules. This game we introduced no supports in combat…on the basis in reality the units are basically in a skirmish formation…so should not be supported.

The terrain had the French deployed south of the central road.

I was French and Goldie Prussian as usual with all brigades being 4 bttns…..the Prussian 4 bases and the French 3 bases. All units had 4 shots, the Prussian had 8 attacks in hand to hand ,the French 6. Commanders are all rated as 8s.

My left flank brigade based around a farmhouse with a mitrailleuse skulking behind the orchard and light infantry in the wood. Goldie has advanced a brigade opposite me. The Prussian artillery(4 guns) Goldie placed centrally…but they refused to move……a great start for me!

My Central brigade deployed between/on 2 low hills with my battery in the hollow.

My right flank brigade deployed on low ridge/trees.

Goldie advances his left flank brigade to take the farmhouse. I was perfectly happy to let him have it…he can only shoot 12 inches…I shoot 24 inches…his artillery is not on this flank so I was going to stay outside of his shooting range and inflict casualties.

The Prussians were a bit tardy at advancing so I was able to concentrate fire on the exposed advance bttn.

Prussian right flank brigade advances into a wall of fire. He may have large units and stamina 4…but I have 4 shots per unit……

The Prussian artillery finally obeyed orders and advances…but artillery cannot shoot on turn moves……which gave my brigade in the open an opportunity to retire…..fools didn’t…..

Over on my right I advanced to get into shooting range…..I obviously needed a whisky…as why did I leave that unit side on?

My Centre…trying to scurry for cover as the Prussian artillery unlimbers…..but look at that tempting line in front of us!

French light infantry in the woods.. I decided to sacrifice them to the guns… while I inflicted as many casualties as possible on the Prussian infantry to their flanks before I headed for cover!

On my left flank the tardy unit that had been skulking behind the Farmhouse finally moved onto the hill to start firing!

Phew….Goldie sent a unit to charge my poorly positioned flanking unit…but he did not make it in.

The flank chaps have disordered unit to their front…good boys! Ladz in the farmhouse however are disordered and taking casualties.

The Mitrailleuse had made several rounds of firing for minimal return…then they did this…all is forgiven!

Goldies right flank is looking a wee bit sad….shaken and disordered units abound! In his defence…..I don’t think I have ever rolled so many 6’s for shooting before.

There were 2 units beside the farmhouse…now 1 and it is shaken.

Goldie’s failed flank charge leaves this unit facing a battery and 12 shoots in my turn…a disorder and 2 casualties is a poor return!

In they come. Goldie throws his reserve brigade into the attack in the centre.

Sigh…after its last round of shooting….it misfires and can’t shoot again.

C’est la vie!

Prussian unit lost the combat and retires shaken/disordered…. another is disordered with 3 casualties. I have a unit positioned for flank attack.

Where the game is to be decided…Goldie need to break through before I can turn his flank.

Charge on my guns…guns pop…..but the charger is now disordered……

My flank attack destroyed a unit, another has lost its combat and Goldie’s attacking brigade is now broken.

On my left…Goldies right flank brigade is broken….

On my right flank…Goldie’s brigade here is also broken.

So that was a comprehensive French victory!

But I need to put a caveat on this as several events resulted in the ease of the victory. Goldies artillery was set up where it could not control the battlefield….. the turn one blunder and non-movement then accentuated that. Then my firing was awesome with way above average numbers of 6’s being rolled all game thus pinning Goldie’s bttns outside their shooting range and allowing me extra turns to pile shots into them.

Hopefully for the next game Alan will be available and we can have a larger game…and one day the Perrys may even paint some command figures for us!! Some French cavalry is on the painting table so will be fun to add them to games…but then I am verryyy slow at painting ….. so could be a while!

Until next time……

June 2024 – Napoleonic Game: Austrian’s v French

The 2nd game in June was a 4 player French v Austrian Napoleonic one.

I set the table up with 2 small French forces each of an infantry brigade with 6 foot bttns, 1 battery and an attached small cavalry brigade of 2 light cavalry regiments each encamped around farms. Rob and Robert were the French players.

The terrain had 4 roads entering the table, 1 from each side of the table. The 2 Austrian players would roll to see which road they would march on down. Alan and Stephen were the Austrian players. Stephen had an Avante Garde brigade with 3 standard size bttns, a Grenz unit, light battery and 2 Hussar regiments. Alan had an Avante Garde brigade with 3 large infantry bttns, a Jager bttn, light battery and 2 Hussar regiments.

French deployments are below with Rob then Roberts deployments.

Alan arrives on the North Road.

Stephen arrived on the East Road which put him between the 2 French forces! Alan can be seen deployed on the North Road.

Robert has garrisoned his farm with a bttn and moved the rest of his force North to meet with Alan. 2 of Stephens bttns and the battery are tasked with taking the farm.

The rest of Stephens force are tasked with holding Rob off and awaiting reinforcements. Austrian Hussars have charged a French bttn, who formed square, the Hussars then retiring and the skirmishing Grenz have advanced to clsoe range to shoot them up…the Hussars staying within 12 inches which pins the square…and the Grenz close enough to them that the French cavalry cannot charge the Grenz.

Alan deploys to face Robert’s approach.

OMG! Robert charged straight in…Alan rolled APPALLINGLY badly … a theme that would continue all game….even a change of dice did not help.

Rubbing salt into the wound Robert sent lancers into the flank of Alans last bttn after disposing of his cavalry.

Down south Rob is deploying to face Stephen …Rob was unable to get his 2 bttns south of the village to move…lucky break for the Austrians.

Fortunately for Alan his reserve formation of 5 large bttns and a battery now advanced on to the table over the remains of the Avante Garde brigade.

Stephen had his reserve of a Grenadier brigade march onto the table,,.. so I personally took control of the French reinforcements of 6 bttns and a battery who rolled to arrive on the South Road. I decided to move them to a central position and support both Robert and Rob as necessary.

Hmmm…..Alan has charged Robert…then deployed a bttn in line…masking his guns…….

The reserve Austrian Grenadiers advancing…lovely metal Front Rank figures….ladz were telling me current Figures purchased from the new providers of Front Rank metals are not great(okay…I have toned down the comment ….with the cost of postage to this neck of the world you want a decent casting!). 3D printer anyone………

My brigade continues to advance…..good shooting from the attack columns shakes the Hussars who moved to attempt a block.

Alan, if he lives is now being transferred to an Austrian Village on the Turkish borderlands…..he lost the combat….both the attacking unit and support decided to head home…..his unit in line fluffed its shooting and is soon to be heading home as well.

The stalemate between Rob and Stephen continues in the South.

Soo we called the game at that stage…Robert has cleaned out both Alans brigades….he was quite damaged…but still operational…he was holding Stephen off in his farm, it was a stalemate in the South but there were sufficient French on the table to force Stephen to retire.

A French win was called. Robert’s very aggressive attack coupled with Alans real bad dice rolls made for an interesting encounter.

Til next time…..

April 2024 American Civil War , The Wilderness 1864

One of our local Wargaming clubs, Hutt Miniature Wargames Club runs an annual convention which we have been attending and putting on a one day Demonstration Game. Last year was Waterloo, this year was ‘The Wilderness’.

There were 170 gamers in a number of competitions over the 2 day weekend which was spread over 2 venues. We were in the main venue which has parking, an onsite cafe ….but only 2 toilets!

So there were 11 of us playing this year, 6 Union and 5 Confederate players. Each player had 2 brigades of 5 regiments each, 1 battery, 2 brigade commanders and a division commander. Each division commander had personalized attributes to add a bit of flavor.

The game was on a 18ish foot long x 6 foot wide table and as one would expect for the Wilderness…there were a lot of trees. We had some designated clear areas where artillery could be deployed…somehow that morphed into you could unlimber and use guns on the tracks and shoot into the woods…..GGGRRRR. The Confederate side deployed up to 24 inches in from the table edge while the Union were marching on from their table edge. The Union had first move.

The Commands of Grant and Lee meet!

We played the brigades in woods had to order units individually to move, while a brigade order could be used if in open terrain. Below a Union regt blundered(rolled 2 D6 and then a further D6) and advanced in column of march. Sadly the Rebel troops when charging did not quite make it into contact!

Down one end of the table Sheridan(Rebel) and Keith (Union) both advanced quickly and by turn 2 they were already charging into combat.

Below we have the start of an endless number of combats between these 2 all day.

Grant advancing on Lee with Confederate guns in the distance, left behind in the open ground as they cannot move into the woods.

Rebels advance on disordered/shaken Union unit with a battery facing into the woods…grr. The rebels failed the charge order on this juicy target.

Units getting into it in the middle of the table.

A perfect opportunity presents itself to one of my units. 2 shaken Union units face it….if I can get a charge in….with average dice may make a breakthough.

Goldie and I designed the game and we have 3 dismounted cavalry units arrive on turn 3 and move towards 3 division commander’s per side. Each had a different dice….one represented a reserve brigade arriving, the other 2 stragglers that recovered a casualty. The base I tagged as the Union brigade arrived in Keith’s space….while the Confederate brigade arrived….opposite them with Sheridan! Just as well as they were churning through regiments.

One of the Confederate players sadly had to leave early so Mike and Sheridan took over a neighboring brigade. Above is the center of the table where an outnumbered Confederate Mike is having a masterful game.

So my earlier charge had gone off and defeated a regt…forced others to break or flee…..below is Goldie trying to hide the evidence behind a screen of large trees so no one will notice!

And they are still charging….here is another one!

This awesome unit is the 18th Virginia!!

They need a statue.

Keith’s reserve brigade have made a difference and he is driving Sheridan back.

Elsewhere the commander of the 18th Virginia has grabbed another regiment and thrown them into the flank of a Union regiment.

Lee joined in the fun to assist a flank attack.

Mikes defense of the center was now reaping rewards as we started to roll up the Union center.

The bloody fighting in the center had left both sides with many shaken or close to shaken units.

Keith pressing forward on the Union left flank.

Close up of the advance.

So we called twilight and by agreement it was deemed a Confederate Victory. Both sides voted for the opposition player of the day. Keith was adjudged Union player and Mike Confederate. The Club had given all players a pack of anniversary dice as part of the registration and I had a couple of extra packs which these 2 outstanding generals received!

We then adjourned the Brewtown, a local watering hole a minute away to recover!

Above are the pensive Union commanders…..’Oh what could have been!’.

Next year we are thinking of bringing the Borodino Game to ValleyCon and playing for 2 days…will be great fun!!

So it was my partners birthday in April so we popped down to Christchurch for a weekend to celebrate as 2 of our children and their partners live there. It is also where my favorite shop, ‘Whisky Galore’ is……so I picked up a bottle of ‘Infrequent Flyers Release 211’ which is a Glentauchers Distillery. Now this wonderful chap, Alistair Walker takes barrels from Distillery’s and works his magic on them…and I do enjoy sampling his efforts.

This particular bottle is from the same Distillery as the Cadenhead 14 friend Weakley and I rated the best of the 14 we tasted on my bday tasting….. so I had to get it…and I am not disappointed…its is a wonderful drop…not to be shared!!

Notes on it are:

Splendid Speyside single malt from Glentauchers, distilled in 2012 and matured for 11 years, including a finish in a Pedro Ximénez sherry puncheon. The cask was opened by Alistair Walker in 2023, releasing a total of 682 bottles for the Infrequent Flyers collection.

Its a beauty.

Til next time, Terry Out.