Advisory Note

Please Note: This blog contains poorly painted toy soldiers that may offend those of an aesthetically sensitive disposition.

Monday, 14 July 2025

Mapless Mini Campaign - Finale

 For the third and final battle I rolled a 3, Flank attack. The Federal Army (Attackers) are attempting to outflank the advancing Rebel force. The CSA's scouts have alerted their Commander, who takes refuge on a defendable hill. Both sides objective in the game is total control of the high ground. The bulk of the US Army force arrives on the flank of the Confederate Army and straight into the fray.

I decided at the start that this was going to be a very difficult task for the attackers, so I gave them a numerical advantage and, as this was the deciding game, I set EP at 50%. This all proved to be unnecessary. 


The US Army piled in from their flanking position and the Rebs were in trouble from the outset.


The CSA cavalry, despite their reputation, were quickly dispatched and the Federals got down to business.


Outstanding dice rolling from the Blues rapidly reduced the Confederate force to EP (not that they were going to move from the hill...)


The Union regiments surrounded their adversaries and demanded surrender.

A bit of an anti-climax as a game, probably due to my generosity towards the attackers, but a success as a Mini Campaign system and one I'd like to use again; "Chapeau!" to Mark.



Friday, 11 July 2025

A Mapless Mini Campaign - Battle 2

 After his defeat at the hands of the Confederate Army, Colonel Baudebridges falls back towards the Federal lines with his remaining force. Realising that they will soon be over run, the US force makes a stand...

For this game I threw a 6 (see rules on the previous post) and set up the OHW Bottleneck scenario (more or less). The US Army (defending) has a smaller force but may enter the woods (on their right). The objective for the CSA is to clear the road of Union forces to allow their main force through.

Start of the game - the lakes are impassable

CSA cavalry rush off to clear the road

The CSA cavalry limp back after a catastrophic encounter.
The Union's Zouaves take to the trees 

The Union's line holds and the Zouaves create holes in the
Reb's flank, despite his artillery firing blindly into the woods

The CSA reach Exhaustion Point
Despite having a numerical advantage, the Confederate Commander (let's call him Colonel Sanders) was forced to withdraw. This defeat puts the Union back in the lead and they will be attackers in the third (and final) battle of the mini campaign...

Wednesday, 9 July 2025

A Mapless Mini Campaign - Battle 1

 


I started a three battle mini-campaign over the weekend, squeezing in a couple of games between work and domestic distractions. I was inspired to use my ACW figures by Ross Mac's recent games. The rules for the mapless mini campaign are from Mark Cordone, originally posted on the PW FB page, and are his intellectual property:

For the first game I rolled a 5; Seize Ground. I used inspiration from OHW to layout a battlefield but gave a slight advantage to the defenders (CSA) who started a little closer to the objective (the hill). The winner must have control of the objective once both sides reach exhaustion point (EP).

The chocked gully on the right of the hill is impassable

The CSA grabbed the objective whist the Federals attempted to out flank them

Despite reducing the CSA to EP, the Union Army could not get on to the hill

The Blues reach EP and victory goes to the Confederates
So the Confederate Army wins the first battle and, buoyed by their success, go on the offensive, pursuing their retreating adversaries...  

Monday, 7 July 2025

General Wells - An early defeat

 

The General, from H G Well's Little Wars, has been my Army Blue Leader for some years. Here follows a brief description of an early battle from his illustrious career in which he was defeated - it has to be brief as the General doesn't like to dwell on it.

Battlefield promotion to the first reader to spot the actual field of battle

Army Blue arrived from the South; their objective, to push through the defending Army Red (advance 4 units across Red's baseline). Red has reinforcements arriving (on a die roll) between turns 7 and 9; Blue has an additional unit arriving on turn 7 and another on turn 8.

Red established his defence on a ridge

Red's Light Infantry hold the LH BUA and hold out for a LONG time

Blue manages to get a unit across Red's line (top left) but otherwise is struggling

Red is reinforced on turn 7 by 3 regiments from Army Black (top right)

Blue is unable to break through despite his own reinforcements

A few holes have appeared in Red's line but Blue is unable to capitalize on them
General Wells admits defeat and withdraws.

A nice scenario and a tough nut to crack for Blue - thanks to Old Trousers for the inspiration regarding turning this battlefield into a grid. David Crook has also played this battle on a grid and you can find details on his blog.

Wednesday, 2 July 2025

This and that

 Below are a few of the things I've been fiddling around with between game reports - hopefully something may be of interest...

First off, I found a couple of buildings to make on Hugh Walter's Small Scale World blog (here) that are quite fun and would look nice for a 20th Century game or Railway layout (if made better then I managed of course); Matchbox cars for scale.

I tried an Inter War period Portable Wargame using block units made from MDF bases with images from the Junior General site stuck on to them which worked ok and seemed a good way of testing out a period for which I didn't have two completed forces - not everyone's cup of tea but really no different from playing a Boardgame (and its a very cheap option!)



Many years ago I created a game called Giant! - I've since lost the rules (that were on the back of an envelope) however I found some of the figures (6mm from Irregular and Bacchus) and scenery (6mm buildings from Irregular) which are quite fun. The stand-in Giant is a Prehistoric Man in 28mm.



At the time I'd started making a couple of Fantasy game armies in 6mm (my eyesight was better then....)

Army of the Dead

Elves

Talking of Giants, here are a pair from many years ago - both are still available (Hinchliffe from Broadsword Miniatures, and MiniFigs from Caliver Books)

On the Left Hinchliffe Giant from 1980. On the Right MiniFigs Giant 1973

Next post will hopefully be a game report...


Friday, 27 June 2025

Arnor Project - Battle of the North Downs

Harl the Helmless led what was left of the fleeing Arnorians towards the North Downs after their defeat at the hands of Angmar's vanguard (see HERE). 



The Orcs were moving faster than their quarry and caught up with them at the very feet of the hills. The Downs Guard, regular soldiers of Arnor, could see the two forces from their earthwork defenses.

Men of Arnor turn to give fight


The Orcs, once again led by their fierce Captain ('Orrible 'Ornblower), rushed forward and battle ensued.



The heavily outnumbered Arnorians fought bravely but slowly gave ground, falling back to the more defensive position and the fresh soldiers guarding the Downs.



The Arnorians finally reached Exhaustion Point, but were at least now uphill of their enemy and able to defend themselves. The Orcs fought on but they too fell at last to exhaustion.


The battle of the North Downs was over.

Next time, attention turns to the main force of Orcs whose passage West has bypassed the hill country and now begins to progress South towards the City of Fornost.




Wednesday, 25 June 2025

SKOMC Part 4

 Year 7

In Year 7, the Mythicans struck back at Pseudo-Klasica. Terrain randomly rolled for this battle was board No.2 in reverse (see HERE). 


Pseudo-Klasica fielded 4 Infantry units and 2 units of archers. Mythica, 3 Infantry, 2 cavalry and a unit of archers.

The defending Pseudo-Klasican General, with his left flank covered by the woods, awaited the onslaught.


The Mythican General led the assault in person, and the Pseudo-Klasicans were soon reduced to Exhaustion Point. 

Surrender would mean losing the campaign and the absorption of their territory into that of Mythica; the Pseudo-Klasicans fought on.

The Mythicans, desperate to finish the war, closed in...

and suddenly, it was all over

Mythica wins the battle and the Simple Knock Out Mini Campaign.


That was fun! There will be some adjusting of the Campaign rules, utilizing ideas from Mark Cordone, before the next one of these is played.

Next up, another battle in Arnor...