Showing posts with label Wargames. Show all posts
Showing posts with label Wargames. Show all posts

Saturday, 12 September 2026

Ox Carts for the Peninsular

 I have been building French wagons for the BBB Napoleonic Scenario books and, as I had a wagon spare, I thought I would make a British wagon (for the peninsular).  According to the internet the lack of horses in Spain and poor roads meant that Wellington's armies used pack mules for logistics, so the utility of a British wagon model was negligible.

The same research indicated that the British (and Spanish and Portuguese) used ox carts.  As I had bought a pack of Tumbrils (EQU02 in the Baccus catalogue) I decided to make some Ox carts.  The Tumbrils are modelled by Baccus as 1 x horse wagons.  My previous purchase of Ox wagons, in order to use the wagons, meant I had already got a herd of Oxen.

I made three adjustments to the wagons:

1 - Balance - my first wagon (Mk1) was very finely balanced, so at the last minute I drilled holes into the wagon and inserted fine staples inside the wheels to provide a bit of extra fixing.  The Mk2 wagons got this mod from the start.

2 - Change the shafts - the tumbril comes with two shafts as it's a 1 x horse wagon.  These were removed and a single pole inserted at the front.

3 - Harness the oxen - the oxen got neck collars to make them look like they were harnessed to the cart.

I also lengthened the base to 1 and 1/4 inch, as I felt the Mk1 only just fit on the base and I was concerned that the wagon was too near the edge.

Here's the base models:



Here's the based oxen and painted carts with loads:





Two carts have covered loads, one has round plastic strip cut in 4 mm lengths to represent barrels of olives, or perhaps Spanish red!

Here's the finished carts:




I have not based drivers with the carts - my plan is to make single figures of the 4 main armies to show which nationality currently owns the carts.

A fairly simple bash to give some attractive logistic units.  I hope that this encourages you to have a go!



Saturday, 11 July 2026

Waterloo Bloody Big Bash Day North - 27th June 2026 - the AAR



 Two weeks ago a group of like minded folk gathered in Sheffield for Bash Day North, which was held at Crookes Social Club

Bash Days feature a number of games using the BBB ruleset, usually using 6mm figures, with a spread of historical periods.

A number of luminaries from the Oxford Club supported the event - Chris - who wrote the rules in collaboration with Dave W, Crispin, Bruce, Mark J and Mark Smith, who wrote the Waterloo scenario that we were using.

I have posted about previous Waterloo games before here, here and finally here.  

Set-up - Mike and I set up the terrain and waited for interested parties to turn up and take charge:


For the French we had Russ and Chris, for the Allies Matt and Mark J, later Emily joined this team.  North is to the left of this picture, I umpired for the Western side of the table and Mike B (the other Ilkley Irregular) umpired for the Eastern half.


Turn 2

The French went for a left hook and besieged the chateau of Hougoumont.  In the centre they formed a gun line and pushed into the British left.  The mass of troops to the middle right of the picture is the French Guard, who move on turn 3.


Turn 4

By turn 4 the French were putting pressure on the Allied right and centre, whilst sending the Guard to deal with the Prussians arriving from the East.


Turn 6

By turn 6 the French had taken Hougoumont but the tempo of the left hook was slowing.  at the far side of the table the Prussians were shaking out into line as the Guard deployed to stop them.


Turn 8

After a ding dong battle in the French centre and left, France had taken La Haye Sainte & Hougoumont.  The Allies still held the ridge and retook Papelotte, whilst hooking up with the Prussians.  At the start of turn 9, either side could still win.


Turn 9

The battle closed with the French centre and left wings, as well as the Allied right, able to defend well but unable to make further headway.  On the Allied left the Prussians made headway against the French defenders, but were unable to breakthrough.  The game ended in a draw.



Afterthoughts

Firstly, a big thank you to my fellow umpire Mike and our worthy contestants.  Win or lose, it looked like they were enjoying themselves.

BBB once again delivered an exciting re-run of a historical event, close enough to actual history but with opportunities to do better on the day.  

Because the BBB rules are fairly simple, Generals spent more time making decisions and reacting to the game than micro-managing their armies in detail, there was definite ebb and flow as the battle progressed.

It was still all to play for till the last turn - the French left nearly launched a cavalry strike to get Mont St Jean, in the British rear, the Prussians nearly got behind the French lines.

I hope that this inspires you to have a go!

Allied & Prussian troops from Mike's collection, I provided the French.













Thursday, 2 April 2026

ACW interlude - Antietam 17th September 1862 refought 27th March 2026

 Mike and I were joined by Charlie last Friday for the battle of Antietam.  The Confederates are dug in around the town of Sharpsburg.  The Union forces surround them but are rated as passive and have no Generals.  In BBB terms this is a bit of a handicap, as units didn't quite get enough on the die roll to move swiftly, the Union made either half moves or, in the case of some of my units, no move at all....

Move 0 - Set up 

Sharpsburg is the town centre left, with the Confederates dug in.  Mike's troops were held until turn 3, so I was going to give a right hook into that nice big gap.  My troops were an interesting bunch, with some aggressive musket troops (green counters) and some fragile (orange counters).  The musket troops got a bonus on their first shot, so I needed to make that really count.


Move 2

Mike still can't move his troops, mine are getting strung out as two units didn't move at all and the others were a little haphazard.  Charlie thoughtfully filled the gap with dismounted troopers and a back up unit.  On the hill to the right I formed a gun line....




Move 4

At this point, on the US right, I was struggling.  Charlie's troopers in the woods proved a tough nut to crack, I continued to roll low for movement and could not get those aggressive musketeers into range for that devastating blow.  I then tried to move the gun line as I had run out of targets.  Passive applies to gunners too, so this also straggled...


Meanwhile Mike pushed across the creek and headed for Sharpsburg.


Move 6

On the Union left Mike stormed across the bridge and started a series of assaults against Charlie's left on the hills blocking the road to Sharpsburg.  In the middle Mike pushed the Confederates out of their defences and off the hill.  

I eventually cleared the wood full of dismounted troopers, but my troops were still slow to move, so my assaults were piecemeal.  Charlie then retreated to behind fresh troops and a nice defensive gun line - one of my infantry units evaporated....   I still hadn't used the aggressive musketeers and now the enemy had gone out of range!


Move 8

By move 8 my troops had taken the woods, but now a nice clear space separated them from Charlie's gun line.  Not going to cross that, no siree bob....


Mike had fought a ding-dong battle over the hill but Charlie held him at bay.  The Union losses had piled up and Mike and I were not able to continue the assault.  We had enough Victory Points to declare a draw.


Final Thoughts 

ACW battles are more complex, in that troops can be armed with different shoulder arms and so range is an issue.  My best troops had a 3" range, so Charlie's 9" range troops could stop or slow down my advances.

I waited too long to use my devastating bonus, so one unit never actually fired a shot.

The Confederates had Generals and we had passive troops.  The boys in blue had motivational problems, so Charlie could retreat faster than we could follow.  One of my units (the tortoise brigade?) didn't move for 3 turns and then failed to move every other turn.  This ensured they all got medals without actually getting involved at all....

Well done Charlie for making good use of the terrain and troops to slow us down and spoil our attacks....

So, if you want an interesting battle, don the blue and grey, break out the starry flags and give it a go. 

Sunday, 22 March 2026

Borodino for Joy of Six - 7 Sept 1812 - fought 20 Mar 2026

This year Ilkley Irregulars will be hosting the battle of Borodino, 7 September 1812, at the Joy of Six  Wargames Convention in Sheffield on 28th June.

Friday 20th saw Mike, Charlie, Mark and myself refight the battle as a first run through.  We had all last met at the excellent Battleground show in Middlesborough, where the Irregulars were hosting Waterloo.

Mike and I played Borodino in October 2024 (AAR here) and I played it with the scenario author, Mark Smith, way back in October 2022 (AAR here).  On both occasions the Russians won (merely by not dying too fast....).

OK, so what happened on Friday?  Mike and Mark led the French, Charlie and I took the Russians.  Team Rodina is hampered by having some poorly armed troops (pikemen) and having the right wing pinned until turn 3.  The French (plus the Italians, Saxons, Polish, Westphalians, etc.) have lots of well armed troops - but they have to climb 2 two level hills and assault the Russian entrenchments.

Turn 0

Here's the starting picture - Mike has made some bespoke scenery and I am planning to make suitable buildings and defences.


Turn 2

On the Russian right Charlie defended the Redoubt and Borodino, however, with most of his troops fixed till turn 3, the action was mainly trading shots with the advancing Italians.  There was a fair bit of banter that despite much shooting and Borodino changing hands, neither Charlie or Mark lost any bases for several turns.


On the Russian left my plucky defenders counter attacked and I tried to get various Cossacks and Pike troops to move.  As half my flank is a huge forest, there was much opportunity for my troops to delay.


Turn 3

At the end of turn 3 (lunch break!) the Poles, backed up by heavy cavalry, had pushed my front-line defenders into the woods, however I still held the village and my reserves were moving, slowly, to bring their pikes and ragged muskets to bear.  In the centre more reserves were supporting the Fleches (left hand defences) and I had even advanced to take on one of Davout's assault units.


On the right Charlie had advanced his troops (released at the start of turn 3) and was pressurising the Italians in Borodino.  It was around this time that someone finally lost a base....


Turn 4

Fortified by Baguettes and Borsht (OK, it was filled rolls - very good!) we pushed on.  

On the left, Junot's Westphalians destroyed the Cossacks and advanced against my reserves.  My heavy cavalry support rolled low enough to not move.  Around Ultitsa the Poles got wiped out at the cost of two of my units and Davout stormed the Fleches.  My reserves (lower right) are waiting for the next turn to swing into action.


On the Russian right Charlie moved to contact with the Italians and the cvasualties mounted on both sides.  Ney went straight ahead to assault the Redoubt.


Turn 6

By the end of turn 6 I had lost the Fleches, but had halted any onward moves by Davout by sending in my decent reserves.  In the woods my good cavalry finally turned up to support my exhausted reserve troops and my regulars, whilst low on ammo and disordered, managed to be sufficiently hard to kill that they were still fighting.


On the right Charlie held the redoubt and the Italians were only just across the stream from Borodino.  the column you can see at the top of the picture is the Guard moving to shore up the French left, as the Italians started to take casualties and holes opened up in the line.

Turn 7/8

At the end of French turn 8, with the Russians having completed turn 7, we decided to end the game.  It was decided that the French were unlikely to make any further gains, so we concluded with a draw.  

The Russian left - the Russians are still hanging on in the woods about 9 inches from Ultitsa.  The French have the Fleches defences, however the next objective is unlikely to be taken.


On the Russian right the redoubt is firmly in our hands and a solid line of troops blocks the French direct advance.  The French Guard has reached the stream at Borodino, but the French left flank has some pretty big gaps that the Russians can use to slip troops through.

Conclusion

It was great to have a new player - Mark has played a lot of games under different rules, so was quick to get the mechanisms sorted and start making decisions - he also had some good questions that meant Mike and I were busy checking the rules.  Welcome Mark!

The game is similar to Waterloo, in that the French need to move far and fast to envelop the Russian defences before the Russian reserves are released and the numbers move towards the Russian favour.

On the French left the Italians need to take Borodino AND hold that flank.  On the right, the French need to push through the woods to get behind the Fleches, in this game my aggressive counter attacks destroyed the Poles and slowed Davout's troops.  

It was a lot of fun and I am looking forward to our next play test!

French, Italians, Saxons Colin's BBB collection, Russians & Poles are Mike's.  Figures Baccus 6mm.











Sunday, 14 December 2025

Jolly Good Show! - Waterloo at Battleground, Middlesborough - Sat 29 Nov

 The third and final BBB rules Waterloo run by the Ilkley Irregulars was on Saturday 29th at the Battleground Show, Middlesborough, UK.  The show is run by Leon from Pendraken Miniatures and had a range of games - different periods, scales & genres.  We were pretty busy all day, so apart from trips to the loos, I didn't get a lot of time to look at the other games and gamers.

The Battleground show is held in the Middlesborough Sports Village, a large sports hall that featured heating and lots of lighting.  It's easy to get to (Motorway or Dual Carriageway pretty much door to door for me) and Google Maps got me there in good time.  It is also FREE

On the day the Irregulars (Mike and I) were joined by Charlie, who provided an excellent Wellington inpression.

I have described the games we put on at Joy of Six and Fiasco in previous posts, so check these out for more details of the scenario etc.

We found the organisers, traders, gamers and public to be really friendly and we had an early joiner in the form of Alan, who played till about 1pm as the British left flank.  He enjoyed his game and has already asked to be part of our Joy of Six Game (we've filled in the forms for Borodino....).

We also discovered several gamers in and around Ilkley - we hope to welcome these gentlemen at a later date to join us in battle.

The battle of Waterloo - participation game 3

Charlie was keen to be British (with Alan for the morning), so Mike commanded the French left and I was the French right.  As this was our fifth fight (you can see the practice games here - game 1 and here - game 2) we had finally mastered the scenario rules and the game went well.  We were also joined by another couple of players in the afternoon, keen to roll dice and try BBB.

I was busy gaming and talking, so only took 4 photos, as follows:

Set up  - troops deployed waiting orders....


Turn 4 - the Prussians arrive at the bottom of the photo - in the centre the Allied defenders of Papelotte hang on by the luckiest of die rolls and repel repeated French attacks.  

The view from the French baseline.  The French right has run out of steam, in the foreground the Guard heads right to repel the Prussians.  

On the French left Mike's massive left hook has fully developed and Charlie (thinking that this is different game) tries to phone a friend.  



In the end, the Allies held three objectives, so the battle was classed as an Allied win. 

All that remained was to pack up and head home....


Reflections:

It has been interesting to fight the same battle five times, we have certainly road tested the scenario.  It is tough for the French - they need early wins against the Anglo-Dutch, followed by a slow Prussian advance.  This did not happen at Middlesborough!

By the time of this game we had got setting up and packing down into quite a slick operation, so there was a small opportunity to look at the rest of the show.

We have enjoyed the games more with a greater number of participants, as one of us can Umpire and the other field questions.

Most of the participants had bought the rules and started to try them out - it is great to see how quickly gamers on the day become familiar with BBB - spending less time looking at the rules and more time planning ahead and interacting with other gamers.  

BBB combines simplicity with a high level of nuance.  It also makes both combat and movement variable - so you can never rely on your troops, or opponents, being always able to perform manoeuvres and assaults.  The more complicated the assault or more units involved, the more likely it is to unravel somewhere along the line...

As mentioned above, we are planning Borodino in the Summer at Joy of Six.  Book your seats early!


Monday, 10 November 2025

Leipzig, 16-18 October 1813, refought Sunday 5th October

 Mike has been keen to fight Leipzig ever since he got his hands on the BBB Napoleonic Scenarios Book , so the other week 3 of us went to the Mike's games room to fight this, the biggest Napoleonic battle.  

As an indicator of the numbers involved, Mark Smith's scenario uses a ratio of 3000 men/72 guns to a stand in order to fit this massive battle on a 6' x 4' table. 

Firstly, the map.  We had a French Commander and an Allied Commander on both the East & West sides of the table, I was French in the West.  All photos will be from the West.


Set up   The southern half of the table.


The northern half of the table.


Move 2 

On the southern front the Allies discovered that the terrain is not in their favour - the French hold the river crossings and have slowed the Allied right hook through the wood.


On the northern front the French under Ney attacked Blucher and checked his advance.  In the middle the garrison in Lindenau hold out against Gyulai.



Move 4  

By the end of move 4 (end of 16th October) the southern French were doing OK.  The Allied right hook had worked its way through the woods and then got stopped there.  The French still held the river crossings at Kannewitz (middle of picture), Krostewitz & Gulden Gossa (middle right of picture).  So long as they can keep the the Allies bottled up, they are in with a chance.




On the French left & middle it's also OK.  Ney has bottled up Blucher's forces and the defenders of Lindenau hold their own against Gyulai.  As night falls, the French hold the villages and all is well.




Move 6

At the end of move 6 things have taken a turn for the worse in the south.  The Allies have broken out of the woods and crossed the river,  The French still hold Kannewitz, but have lost Lieberwolkerwitz on the hill in the middle of the picture. 


In the north the French are under pressure.  In Lindenau (bottom of picture) Gyulai has managed to get his cannon up and extend his line.  Ney has retreated to cover Leipzig and to use a unit to cover the gap in the French lines, where an Allied hand is pushing assorted troops forward!




Move 8

In the south the French held on to Probstheida village, having evicted the Allies earlier.  The defenders of Kannewitz held out against the Allies, who found it hard to deploy enough troops to assault and push the defenders out.


In the north things went badly for the French.  The centre defensive line was just about holding, but Leipzig itself was now under threat.  More importantly, Gyulai had taken Lindenau, so there was no longer an escape route for any of the French.


It was at this point that the French decided to surrender.  It had taken 4 of us most of the day to game the battle, it had been intense and engaging to the end.

Thanks and thoughts

Firstly, thanks to Mike for hosting four of us and to Chris and Charlie for an excellent game.  It was a fun day, with the game in the balance until the end of move 8.

It's a big game, the French need 51 infantry, 8 cavalry and 7.5 gun stands.  The Allies need 90 infantry, 16 cavalry and 13.5 gun stands.  

It needs at least 4 players.  I had play-tested an earlier version with Mark, the scenario writer, with just two of us.  It took a much longer time to play on that occasion and a lot of maths!  Playing with 4 players speeded up play and made the battle manageable.  6 players would have been easy to accommodate.

So, I hope this inspires you to give the game a go.  Get 3 friends (or 5), lay out the table and go for it!



xxx

Friday, 7 November 2025

Waterloo at Fiasco - Sunday 26th October

FIASCO, hosted by Leeds Wargames club, is our nearest big wargames show.  Having already run Waterloo at Joy of Six (see here) it was a much simpler option to organise than last time.  I had also got a proper French Guard Commander stand painted (see here) and was keen to get him in action.  See here for the map and more details.

This time Mike and I were joined by Ned and Charlie, who took the French.  Neither had played Waterloo before, whilst Mike and I had several games under our belt.  So, how did it go on the day?

Set-up - the picture from the British right.  I apologise in advance for the graininess of some pictures - we didn't stop playing for photos.  The French mass is top middle.  The British hold (from left to right) Papelotte, La Haye Sainte and Hougoumont.  Mont St Jean & Plancenoit are further objectives, as is the destruction of the French Foot Grenadiers & Chasseurs of the Guard


Move 2 By the end of move 2 the French had taken Papelotte and surrounded Hougoumont.  The British right had advanced the Brunswick & Dutch troops.



Sideways view - along the line of the battle, British to the left, French to the right.


Move 4  On the British right Charlie has successfully stormed and taken Hougoumont.  His left takes on the Brunswick & Dutch troops.  Ned has started to redeploy to face the Prussians.


The start of the Prussian arrival - forcing Ned to start building a defence line!

  


Move 6   By the end of move 6 the British were under threat - Ned had broken through the hedge line and Charlie had made progress against my large units, causing both of them to go spent.  In the middle the French gear up for an assault on La Haye Sainte.  To the left of the British the Prussians move steadily forward, as the French deploy their cavalry reserves to counter this attack.  



Move 8 On the British right my spent troops had retreated to cover.  Charlie had attempted to assault my part of the ridge but without success.  His lefthand troops were also now spent.  In the middle the Guard assaulted La Haye Sainte. 


On the left Mike's British had sent the french back down the hill and his Prussians advanced steadily on Papelotte and Plancenoit.


Move 9  The last move saw the French assault on La Haye Sainte fail, as did the Prussian assault on Plancenoit.  As the Allies held two objectives the battle was deemed a draw.  




Thanks & Thoughts

Thanks to Mike, Ned & Charlie for playing on the day, rolling the dice and engaging in Banter!  Thanks also to the Leeds club for organising FIASCO and hosting us for the day.

Waterloo provides a challenging battle, with tension for the British in holding on to their defensive line, decisions for the French about where and when to attack the British, as well as the crucial decision over when to pivot against the Prussians.

Charlie and Ned both did well as the French, with Charlie taking out Hougoumont and Ned breaking through the hedges.  Charlie then struggled to assault my defenders (hiding behind the hedge) and his left hook got blunted and stopped.

Ned's offensive ran out of steam and then had to be abandoned as the Prussians threatened the French right.

As with all BBB games, most of the players were acting/reacting most of the time and it was tense all the way down to the wire.  On the very last move Mike's Prussians could have taken Plancenoit, which would have given the Allies a win, rather than a draw.

Waterloo will be offered again at the Battleground show, Sat 29th Nov 2025 at Middlesborough Sports Village TS4 3AE.  Doors are open 10-3 and entry is free.  Come along and release your inner Napoleon!