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.

June 2025 – Black Powder Epic Game

We played another Epic Napoleonic Game in the Garage using 4 of the Borodino boards which gave us a a 16 x 6 foot table to play on.

On the the Franco/Bavarian/Austrian side we had the left flank of Austrians commanded by SteveT, the Franco/Bavarians in the center commanded by Russ while Moi(Terry) commanded the French on the right.

The Allied side had Alan on the right opposite SteveT with British/Dutch, in the center Keith with his newly painted British having their first outing, then on the left Goldie with the Prussian’s opposite me.

Franco/Bavarian/Austrian deployment below.

Allied deployment below.

For this game we halved the movement and shooting ranges at Alans suggestion. Personally, I thought it gave a better feel to the game.

Goldies Prussians with my French in distance.

Keith’s British with Russ’s Franco/Bavarians in distance.

Alan’s British/Dutch with SteveT’s Austrians in distance.

There was a 2 foot no deploy zone on either flank and sides could deploy up to 18 inches in from table edge.

Turn 1 and I managed to get a long range artillery shot to cause a casualty!

Bavarian’s charge a Dutch Jager who lose and pop. Supports hold… although one has its back to Bavarians so may have been unaware of what was happening 🙂

On right after a few turns managed to get columns with skirmishing Legere close to the Prussians on the ridge.

The Borodino Great redoubt was covered in tree’s and classed as a large wood. I managed to get 2 Legere in and Goldie one Jager…..my shooting had them shaken.

Russ continues his attacks on the Dutch.

My Legere are getting shot up by the 2 batteries…but I had a plan!

In the Big Wood, Goldie threw another skirmish unit in.

Part 2 of an attack by the Scots Greys. The French unit had lost the first combat and retired. The British cavalry followed up and finished them off.

Which resulted in some collateral damage to supporting units.

Over on the Austrian Front….. SteveT had thrown Cuirassiers into a unit of shaken infantry…who formed square and popped. The sweeping advance took out another shaken infantry unit. The Allied flank was in a perilous position now.

Goldie moved infantry and cavalry up to attack around the right side of the Big Wood. Russ countered with cavalry charges to make the forward units form square.

SteveT’s large Austrians columns are advancing on the British lines. If you do the math, the British will eventually lose with out artillery having damaged the big columns before they get into contact.

Back on the other flank.. this was my plan…..move a unit up the the village to block the troops in it shooting at my cavalry as they race down the road and destroy the Prussian gun line! Legere have gone into the woods and attacked the Prussian skirmishers as well. I selected my newly painted 2nd Chasseurs for this glorious charge!! Yep…new unit…first charge…sigh…rolled double 6…and a 1. They left the table. They never returned…being renamed Duke of Cumberland’s Chasseurs.

On the other flank however… SteveT was like a cat with a bowl of cream…..the British brigade have broken and the was is clear to sweep around the allied flank/rear!! Woohoo…plan was working.

Back on my flank…another turn on…Goldie in his turn threw a unit of Dragoons into the flank of my blocking unit on the village. Somehow….they bounced…the dice gods can be cruel. In my turn…..this time my lancers charged the artillery. I also sent my 2 Cuirassiers charging up the ridge to hit a shaken skirmishing unit…who formed a square…but importantly…a shaken square so I was able to continue the charge into them.

Sigh……so events went like this…my lancers took out the batteries and hit the flank of the Dragoons who had turned to face the incoming Cuirassiers. The square broke and was destroyed…..I foolishly listened to the others and did sweeping advances into the columns behind…..the day was coming to an end….otherwise would have pulled them back…odds were uncertain…and so…yep one lost a combat and the other retired with a bloody nose…and then got charged by Goldies Kuirassiers…..we both did 2 casualties…but I lost the combat and popped. C’est la vie.

Surprise! StephenC was not able to make the game with his Prussians until after lunch…which I kept from the other players. We randomized which road he would arrive on….. and luckily for the Allies it was their right flank.

The battle in the center…. the Prussians have been forced into squares which Russ is grinding down….the British are unable to push forward(Keith has yet to paint the rest of his cavalry…that will help in future games). At top right you can see Prussian landwehr heading for the other flank.

Below we have Austrian reserves arriving in the top right. However, we also have Prussian Grenadiers advancing past the village in the bottom left!

Austrians grinding through the Dutch while the newly arrived Prussians advance on their flank.

View from Prussian side.

Oh dear…..Goldie removing Prussian Grenadiers(yes they are Guard…but made only Grenadiers for game). That was a surprise.

End of game in the middle… French looking a bit thin…but there is a Austrian reserve brigade…and those are French Guard moving into the front line!!

So that was that….what fun…a full days play…lots of combats…some great dice and some appalling dice were rolled! Weather outside was horrible…wet….windy and cold so perfect way to spend a Saturday ….. we had a great lunch and I shared 4 different whisky’s with the ladz to warm them up!!

Looking forward to the next big game…..should be able to fit another 4 foot board in…….and is an incentive to continue to add units…love these wee chaps!!

Terry Out!!

May 2025 – Black Powder Epic Napoleonic Game # 2

Another Epic game that was played Alans with a scenario Alan set up.

Stephen(Dutch/KGL)) and Alan(British) are a holding force and Robert(French) and Terry(Moi -French) are marching on.

The Allied blocking force is below. The British take their left with the Dutch/KGL etc on the right.

French march on with Robert leading(he goes left… I go right)

French now on table viewed from Alans British position.

Rifles skirmishing are shaken. I have moved my Cuirassiers to the flank…ready to charge down the British flank if able.

Yep… we are able to. Column was moved up to block traversing fire. The infantry hit and the battery are on a ridge, so the British battalion on the right has no line of sight to the charge.

Mutual extinction event…British Dragoons v French Cuirassiers. British cavalry get to reroll any misses when charging…….so French players quickly learn to hide other cavalry from them.

Now that the cavalry have done their thing…the infantry get to it…once I got rid of the British artillery(they popped when the unit hit in the flank popped) my columns could advance safely.

We are locked in combat, but the French are winning the combats. The other 3 players all had issues getting their troops to move….even Roberts French columns would not join in the fun!

Alans British are in trouble…..4 shaken foot….1 destroyed…hits on the cavalry……

From the combat above 2 more units have popped. The British are done.

Else where…there was cavalry combat on the far flank that I missed…otherwise Stephen moved up to the center , Robert attempted an attack but a lone unit got stranded and pushed back….. the dice Gods were not anyone friends on the other half of table.

So that was that…….The Dutch and surviving British were heading for Brussels!

May 2025 – Black Powder Epic Napoleonic Game # Game 1

Bit of a backlog on game reports…so will start today ……winter storm outside!

So yesterday we had an Epic Nappy game in the Garage. We had planned on playing at the Warlords Club, but on checking Friday they were having an ‘Open Weekend’ and had 40 players already booked for Saturday so no guarantee of space to play if we turned up…so the Garage it was(the Domestic Service also provided an outstanding feast for us.. thanks Anita!)

Sadly Robert called in sick, so its was Alan, Steve & and moi. Alan ended up being Austrians and Steve and I were French.

We used 3 of the Borodino 28mm gaming boards. Alan has printed not only his armies, but now village bases and building which fitted into the building spaces on the boards. With his tariff free Temu’ish trees from China we thought the boards looked damned good! So terrain is 12 foot x 6 foot.

I took the French left flank with the French foot and battery I have painted(I am soooo slow).

Steve had the right with Alans French(all printed)

Austrian right.

Austrian left.

Looking down the line of the Austrians. The deep river we rated a a full move to cross rather than the standard 6 inches. Artillery could only cross the river/streams on the bridges, The large wood that was hiding the ‘Grand Redoubt’ was impassable. Otherwise, standard terrain rules applied.

View down the French line.

The French left. After watching a few painting videos on Epics, and seeing Alans colour scheme I went for 3 colour schemes different to his. My Legere are quite a vibrant blue, Speed Paint ‘Royal Robes’ and not greatcoated. My Ligne are either greatcoats using Speed paints ‘Sand Golem’ and ‘Tyrian Navy’ or the same coat colour’s as the Legere, but white trousers. Makes it easier to identify them on the table.

A brigade of Alans printed Austrians. Look great.

And we are off…turn 1 on French left.

Turn 1 on French right …… Steve is sending his cavalry division around the wood.

First blood…..French Horse artillery on the Austrian Dragoons.

Alan pours troops down his centre road!

Steve launches his cavalry against the Austrian cavalry that had managed to turn to face his impending attack. Odds are in Alans favour, the combat on the right has a large Austrian Hussar unit v standard Chasseurs while on the left….. we Frenchies had not seen the wee pointed sticks being carried…..so an even fight turned into the Austrian Uhlans having quite the advantage, 1 extra attack dice, and the French a -1 on their saves.

The combats over…….there was sweeping advances…..shaken units…and when the dust settled… the French Dragoons were looking at a field free of any other cavalry!

Over on the left…the French Cuirassiers had disposed of the Austrian Cuirassiers…horse artillery inflicting wounds followed by combat following turn.

Several turns on and, on the left Alan threw Dragoons into the Horse Artillery…he took a would coming in..passed his break test and destroyed the battery and swept on.

Into the foot column behind. The Dragoons won the combat… the dice gods having deserted the French…a double 1 ensures they popped … and 2 cowardly friends decided to run away with them!

So a strong line was suddenly looking a wee bit… sick(I plugged it with my reserve of 3 Guard foot)

Over on the French right…Steve and Alan had combats going on endlessly. The French line on the left managed to lose 4 or 5 combats in a row…. but the break tests started as 12.. then 11…9…10…each time with a -2 on the roll…so they stayed….meanwhile units around them on both sides were clocking up casualties.

On the left…..I destroyed the Dragoons…and got carried away and decided dice gods must favour me eventually…and swept into the column behind…..9 attacks v 8…both on 3+ saves…. who was I trying to fool…D3 combat resolution to counter his supports…..nah…didn’t work!

Both sides wearing each other out.

On the right.. Austrian unit has popped.

End of game..on left…..my fantasy end move…planned to put the 3 guard units in line.. battery in middle and shoot up Austrians…then him them when shaken with the Cuirassiers…but neded a couple of turns that were not available!

Because over the other side Steve had thrown everything in…..

Which against the odds…seemed to have gone Alans way!

So that was a great days gaming…..Epic is such fun…its a different game to 28’s and thankfully with Alan spending his retirement generating armies… we are having some decent sized games already.

Whisky of the Week time !!

Recently I sent a few days at the Tourist Mecca that is Queenstown. I have never tried a Macallan 15 so I sampled one. I bought my partner a Macallan 12 a year or 5 back as was the only whisky she liked(her palate is now much more educated)…so was interested to see the difference(they are overpriced bottles frankly).

Toasting notes curtesy of ‘Masters of Malt’.

They also describe it as a ‘Stellar Addition’, but I didn’t quite see it as that.. but then…I am a peasant at heart.

Happy Days.

March 2025 – Hail Caesar Game Rome v Carthage

Late last year we played a couple of games of Hail Caesar to get back into the period.

In this game Goldie and I were Romans v Alan and Rob’s Carthaginians.

Below are Romans. Goldie on the right and me on the left.

The Enemy are below with Rob on the left and Alan on the right.

These look gorgeous!

Centre of line with Elephants, Warbands and heavy infantry with skirmishers out front.

Waiting them my staunch legionnaires! We deployed the units 2 deep…..which we need to reconsider as the Auxilia Infantry can get easily beaten up!.

Battle starts with the war of the skirmishers…..ours had longer ranges!

One elephant lost its skirmish cover so it started taking wounds.

Crunch! Warbands and Elephants go in. The Warbands get 9 attacks when charging and in their first combat reroll all misses to hit. Coupled with Elephants, the Romans needs to make above average saves!

And they did! Holding on.

Couple of rounds in and one unit of legionnaires has popped……but the Warbands and Elephants are being worn down rapidly.

The Romans have the centre!

Shame about their flank though. I had auxilia infantry and cavalry on this flank…..the heavy infantry and mercenary hoplites made short work of them.

End of game and Alan has won this flank…. center still contested but call this an Alan win.

On the other half of the battle where I took some photos, none of which are good enough to share…Goldies legionnaire outfought Rob’s foot…however Rob’s cavalry were very slow to get moving but by games end were getting into combat and there were a lot of them! So give this a marginal Roman win.

Well that was fun….rusty on rules but they are getting clearer. This was the second game in a couple of weeks and will be playing a few more this year. More armies are being painted so a few Macedonian themed armies will be making appearance, and Goldie has both Republican and Middle Imperial Roman armies to paint!

Until next time.. Terry out.

February 2025 – ACW Game

Friend Brian who lives a good 3 hour drive away has been adding more units to his ACW armies and requested a game so we had one at the Club for him.

Union players were Brian, Robert and Goldie with the Reb’s being Russ, Mike and I(Dave arrived from up country later in morning for a few hours so gave him command).

Scenario had Confederate cavalry defending a town….a larger Union cavalry force is to attack them and then both sides have an infantry division marching on from each corner. Again, the Union had superior numbers but the counter to that was they were commanded by Slocum, so I gave them a possible movement penalty on the first two turns.

Russ commanded the 2 Confederate cavalry brigades in/around the town along with their light artillery batteries…and a battery of 3 rifled batteries on a hill behind the town. Brian also had 2 larges cavalry brigades, with 1 light battery. Russ and Brian were the Army commanders and they the ability to pinch a brigade of infantry frm their sub commanders it the so desire…they did of course1. View below is South to North.

Turn 1 and Union went first…all except the Cavalry who didn’t move…for 2 turns(Brian has corrected me…was 4 turns)!! There goes the plan of Union charging into the town!

Robert arrived on NW road…he placed his 3 batteries on a low hill on edge of table.

My command opposite Robert a couple of turns in…..joining up with dismounted cavalry… I have 2 brigades to Roberts 3…. but my guns will be going into front lines to maximize hits!

Robert moving up to the still stalled Cavalry regts.

In NE Goldie quickly advanced towards the Town and farmhouse in SE comer. Mike coming on from the SE corner had Goldie in his face before he got ready for him….thankfully Russ used the 3 batteries on the rear hill to bludgeon the advancing Union…… oh…and getting cavalry unit in to the flank was fun……this inflicted casualties and stalled the Union advance.

Mike holding Goldie at bay while his 2nd and 3rd brigades advance onto table behind them.

Woohoo…Brian finally got the Union cavalry to move…..and they charged some dismounted cavalry.

Roberts Union and my Reb’s start their firefight.

Robert has beaten up the dismounted cavalry but got shaken and has retired.

Rush of blood..Robert charged across the road!

Beside the charge…….the Reb artillery firing at close/medium range was doing the damage.

The casualty makers and disorder marker tell the story……a charge on an undamaged unit is…fraught with peril.

Brian is fighting in the town….it had 4 modules and as only thin skinned buildings……attacker has the advantage.

Union cavalry on the charge……buildings are all Alans printing/painting efforts….lovely.

Over in the NE…Goldie has had his high water mark and is getting pushed back.

Robert also is getting pushed back……

Mike’s recalcitrant brigades are now in position and ready to clear Goldie from the table.

And there we called the game…Confederate Victory. Was clubs AGM so we lost some playing time……but enabled us to sit downstairs in bar and chat……had forgotten was AGM…..focused on the game!

Scenario kind of worked…..the Union cavalry not moving for 2 turns really threw it out sadly……I probably overdid the number of Confederate batteries….but Union could have used their batteries better….but everyone seemed to enjoy it…and other club members do seem to like our games.

Bonus for day is one of those attending was selling 20+ lots of figures at great prices. Goldie picked up an Epic ACW army box for NZD$100…, retails here for NZD$190+. I was tempted by several offerings but held off and was staunch until leaving when looked at a Warlord Games Macedonian Pike offering, 48 painted figures(not great paint job) and 24 on sprues. ….this elicited an offer to me I could not refuse! Had a play inking with one figure…..came up okay….so another unit for Pyrrhus is on its way.

Thankfully…Goldie getting the ACW box saved me having to take one for the team and buy it… so StephenC has been painting up an Army Box…Goldie now has one…and we noticed Alan that sneaky chap has been printing and painting some as well……so another favorite period in a different scale beckons!

Until next time…Terry out.

Jan 2025- FrancoPrussian War Game

Due to bouts of ill health and to much work I have not been able to post for a while…..so a few to catch up with.

This week we played a FPW game. Keith had added 3 more bttns of French and I added a mitrailleuse to the French forces.

We as usual played Black Powder rules with the following period adjustments:

  • Prussian infantry shoot 12 inches and have 4 shoots with stamina 4 with 8 attacks.
  • French infantry shoot 24 inches, have 3 shoots, a first fire bonus and stamina 3 with 6 attacks.
  • French Zouaves/Turco’s reroll misses in first round of any combat
  • All artillery are 2 shoot howitzers. Prussians shoot 60 inches, French 48 inches(all hits -2 on save). Prussian artillery is grouped in combined batteries with a separate commander.
  • Mitrailleuse shoot 24 inches, 2 shoots, any dice 4+ rolls again. Target has -2 save.
  • Any units charging take shooting for each 12 inches of the charge

So for the French side Keith was on the left v Alan, and Me(Terry) on the right v Goldie. Each player had 2 brigades(5 to 7 bttns in each). The Prussians had the advantage in artillery(even when the French used some reserve artillery!)

Below French right where Goldie is sending a brigade down his flank at full speed!

In center more Prussians advance on hamlet, mitrailleuse hiding from artillery behind building.

Keith’s first brigade hiding behind wall…hamlet and small hill. You can see 5 batteries looking at him from Prussian ridgeline(there were 2 more to their left). Alan is rushing a brigade at the hamlet.

Keith’s left flank brigade where another brigade is advancing on the wood and Prussian artillery has his flank bttn well and truly in their sights.

More scenic view of that flank.

Back on French right…a French bttn is moved to block the Prussian flank advance. Disordered and 1 casualty so far.

In center the mitrailleuse has moved to confront the advancing Prussians. They are close enough that the Prussian artillery can no longer target them. You have to hide from them! This piece managed to inflict 2 casualties 3 turns running before being destroyed. They are such fun, in the right place!

On French left and the flank bttn is destroyed….2 Prussian batteries fire 4 shots a turn, hitting on 4s and target can only save on a 6. So any unit in the open is going to quickly be destroyed to average shooting, let alone above average die rolls! Prussians are assaulting the wood…it did not go well for them.

Back on French right and I moved 3 Zouave units to bolster defence ….. plan was to shoot up and then charge in and turn flank…..no plan really makes it past first contact does it!!

In center Prussians are losing units, the mitrailleuse has been destroyed after doing its bit….out of picture on French left are 3 bttns shooting at 24 inches and holding off the Prussian advance… Keith moved his reserve mitrailleuse into that side as well.

Alans attack on the Prussian right has been pushed back. He then re oriented his attack to support Goldie in the centre.

Back in the centre…..the Prussian gun line on the ridge had a less than average day with shooting…which really helped the French defence. When it did go well…we lost a bttn at a time. Bottom right there are Zoauves fighting Prussians. Previous French turn they charged the flank of the Prussians… 6 attacks.. reroll misses…managed 2 casualties only on Prussians… good saving throws by Goldie….the Prussians held….the target was just to tempting…I should have just put another 9 shots onto them and not charged! But wheres the fun in that!!

Game end… Prussians are still attacking hedge line in centre……but I feel French would have held……French left was a bit shot up…but Alan lacked troops to push through.

French right and I am one shooting round away from breaking this brigade(well average dice at least needed!).. then would push Zouaves around flank

So that was a fun game…..decided was a fighting draw for both sides. I think we have the rules sorted now. The deciding factor in each game now really hinges on how good or bad the Prussian artillery goes…how well the French are at hiding their forces from the Prussian guns… and how good or bad the mitrailleuse go.

Until next time.. Terry out.

October 2024 – Napoleonic Game- Mockern 1813

So we visited the new location for the Wellington Warlords at the Johnsonville Club to play another Leipzig 1813 scenario, this time Mockern.

Sadly, the level where games are normally played had been taken over by Wellington’s Disfunctionally, totally inept Councilor’s and and some disgruntled ratepayers!

We were therefore banished to the bar area where we managed to fit a 12 foot by 5 footish table instead of the planned 14 x 6 foot table. Picture disgruntled gamers!

Anyhow… the ladz seemed to have a good game, I was unwell so watched and offered sagely advice and Terry interpretation’s…welcome or not!

Below is the map for the game.

The French are in Mockern…along the ridge and can extend to the western edge of the table. The Prussians are on southern table edge.

Objective is for Prussians to take all 3 modules of Mockern and Objective ‘A’ for a decisive victory, and Mockern alone for tactical. French gain tactical by holding A and at least 1 module in Mockern.

Due to the table being only 5 foot wide and not the correct length, the 2 sides very quickly got into combat. Below are Poles who Dave had recently purchased, so they got a game in place of French. Dave’s command was the 22nd Division with 7 infantry and a battery. Opposite Dave and part of Robert was Goldie with the Prussian 1st Brigade of 5 infantry, a Leib Hussars and a battery. He also had the 2nd Brigade of 5 infantry and a Hussar and the cavalry reserve of 2 Dragoons, a Landwehr cavalry and a horse battery.

On French right and Robert is facing off against SteveT who is using Russians as we did not have enough Prussians in group to field.

Troops between Poles and right flank of French.

Rob had the French cavalry and horse artillery, a force of the 25th Light Cavalry Brigade of 2 Wurttemberg Chevau-legers and the 5th Light cavalry Division of 4 Chasseurs. Prussians formed square after being charged by the Hussars..juicy target for the artillery.

In Mockern, Brian was defending the 3 modules with his battery adjacent beside the Polish battery. It took me a few turns to realize he had only 5 units on the table, not the 9 he should have……much to the shock of the Prussian Commanders……there were special rules for combat in the Village modules…you fought a combat to its conclusion……so it was going to be a meat grinder….and the Prussian Corps Commander had placed Alan with the Advance Guard to attack it…that meant 7 infantry… 4 cavalry and horse battery to take the 3 modules….cavalry cannot attack buildings. The reserve 12pdr battery was there as well.

At the other end of the Prussian line…. SteveT had the 7th brigade with 8 infantry and a landwehr cavalry unit, and the 8th Brigade with 7 infantry and a battery. Opposite him was Robert with the 21st Division with 8 infantry and a foot battery.

Alan charged straight into the village. There was a module each side of the road with another to the rear of the right one.

From the other side.

In the centre Dave sent a bttn into the side of a Prussian square, Rob then charged the front now it was engaged…the French did not win the combat!

To the South, SteveT roars into the attack.

The Prussian Leib Hussars then joined the combat…..

The Prussians…somehow…lost the combat…….the dice rolls below are the break tests…to survive you need more than a modified roll of 4……all 4 failed! Goldie was not a happy wee Prussian……

So a large hole appeared in the Prussian lines…thankfully the French lacked the manpower to take advantage.

Although it did open up the flanks to Rob and his cavalry to charge in!

Back in Mockern the fighting raged…..

Rob was having fun hitting units in the flank…..sadly only light cavalry so they lacked the hitting power to do to much damage….

Rob’s cavalry are forced to retire from combats…not best place to end up…..

The attrition in the Mockern keeps mounting.

Poles hanging on in the centre….

Prussian artillery advanced to close range on Polish column….needed 2’s to cause hits…..oh dear….wet powder.

On the French right SteveT is wearing Rob’s French down.

Alans cavalry in front of Mockern….French batteries on ridge beside village.

Endgame and Prussians getting advantage in centre…to late….

Endgame on Prussian left and SteveT has taken objective ‘A’, and realigning to role down ridge…but …time is up.

Endgame…and Mockern safely in French hands.

So by Endgame the Allies had taken objective ‘A’ but failed to take and hold any modules in Mockern, there fore game is a decisive French Victory!

We will refight this again on the correct sized battle and I will command the Prussians….who will implement my original plan…which is sure to result in a spectacular Victory!!

Until next time.. Terry out.

September 2024 – Napoleonic Game Probstheida(Leipizig 1813)

So Friend PaulW was back for a visit from Vanuatu so we had Saturday game followed by an evening Whisky Tasting(my partner was away on a Girls weekend).

Rob, Alan, Goldie and Finn(later in day) joined in.

For this game we played the Leipzig Probstheida scenario from the Steve Shann book that is JUST SO GREAT!

The Scenario has the village of Probstheida defended by Victors 2nd Corps, with some Young Guard artillery supporting. The Village has 3 modules and is on a ridgeline with the Objective of the game is for the allies to take all 3 modules to claim a victory. The Allies are Kleist’s 2nd Corps along with Wurttemberg’s 2nd Russian Corps. Various reinforcements are available to each side through the game. Should the Allies call on an optional reserve of the Divisions of Duka and Pisareff then the game is a Draw at best for the Allies.

Paul W/Alan/Finn are the Allies with Goldie/Rob/Terry as French.

Start positions with the French on the right. Goldie has the left flank Division, Me(Terry) the Village with a Division and Rob the right Division. The 2 Young Guard batteries are in Goldies force.

Alan had the Allied left and PaulW the right. Finn arrived later in day and played on right.

The Village had a bttn in each module with a legere bttn skirmishing on front of it.

Russians advanced quickly….with the legere taking advantage of this and charging the artillery in the flank and destroying them. I normally prefer to play Russians so taking out the large batteries is a priority if an opportunity presents its self.

Prussians chasing off French skirmishers.

Prussian artillery assisted by Russian column approach the village.

View from village … Cavalry reinforcements have arrive for Russians.

PaulW starts his attempt to turn Goldies flank.

On French right Rob had a long line to defend while he awaited our cavalry reinforcements. Alan is pressing the line.

Oops…Goldie has been forced off the ridge faster than we hoped!

French cavalry arrived and the 2 armies cavalry forces went hard at it. As expected with Cavalry v Cavalry….mutual extinction is often the outcome.

A prefect attack by Alan…Uhlans to front…then when French engaged send Cossacks into the flank. Cossacks cannot charge formed cavalry to its front.

I confiscated the Cuirassier Division when it arrived and used it to do as much damage/distraction I could in the center. Would have preferred Uhlans but we had none. The -2 save on a lance attack against infantry is better than extra attacks on infantry in column who are saving on a 3+.

Alan wins the cavalry combats on the Allied left.

Having picked on Alan I now turned to PaulW…aim was to destroy the column I have hit in the flank…as it could not form square…the artillery would auto pop…and I would rumble on into the skirmishers and destroy them as well. They were facing this way as my other Cuirassier regt had broken through Alans line and they were shooting at it.

Sadly the dice Gods totally deserted me …my dice were rubbish.. Pauls were not and I bounced….how…humiliating!! But… I was distracting them from the Objective!

Alan closed in on Rob’s open flank.

On the French left PaulW with Finn now in attendance is attacking the French reserves who now man the ridgeline.

Prussians have taken the front Village Module….my bounced Cuirassiers to their rear!

On French right Alan has sent his Prussians in again against Rob’s line…..Alan makes 5 hits…Rob saves all of them!

French left where continuous Allied attacks have failed to take the ridgeline.

And that’s how it ended…..the French still held 2 of the 3 modules of the Village and its a French victory. We managed to tie up and distract the Allies long enough to win the game!

The Whisky of the week is a beauty.

PaulW bought this glorious liquid with him as a Bday prezzie for yours truly

The Glendronach 25 year Old Port cask..

This handsome rascal is a 25 year old single malt from GlenDronach, released as part of the distillery’s 17th batch of single cask releases. It was distilled back in May 1993 and aged in a single Port pipe until 2019, when it was bottled with an outturn of 835 bottles. We love a good Port cask-matured single malt, and this one looks to be exactly that.

Tasting Note by The Producer

Nose Intriguing richness and depth of redcurrant, bramble jam and cherry cake balanced with bitter orange, black grape and a hint of tropical fruit.

Palate Long, silky and persistent as juicy blackberry and apricot liqueur build to mango and guava. Currant, papaya and mixed nuts linger in the fruity finish.

Drinking this reminded me of the first time I went to the tasting of some Bordeaux Reds and the revelation in the taste and complexity of it….and then was even told was meant to spit it out…like…NO!

THANK YOU PAUL!

Until next time…Terry out.