Monday, 1 September 2025

'Road to Brussels' - SoN 1815 campaign, game 5 (finale) - Petit-St-Jean Farm

The grand final battle, with 5 brigades aside, 1,200 points in a Waterloo(ish)-style battle. Not a historical re-fight, just 'inspired-by'... or 'in the style of'... adapted a bit by the previous campaign games and model collections ( we know allied Germans aren't a thing, but getting the models out on the table is part of the fun, so today, they are!).

The allied British-Prussian forces were deployed on the slightly higher ground. Their five brigades were; General Bond's British division, of Flemming's infantry brigade (1 vet (highland), 1 light and 2 line battalions, with a 9 pdr battery and green-jacketed skirmisher support) placed on their right-centre, and Prices' light cavalry (2 hussars, 1 light dragoon, plus a horse battery) on their left, with a small 'scouting' brigade of Prussian landwehr cavalry (2 landwehr cavalry), also on the right (in front as the screen). In reserve, marching up and being rolled for arriving from Turn 1 (the campaign system had determined this), was General von Fuch's Prussians, his big-old infantry brigade (6 infantry/landwehr battalions and a foot battery) in the centre, and a mixed cavalry brigade (1 dragoon, 1 hussar and 1 uhlan, with a horse battery), arriving on their right. Army Breakpoint, after campaign modifiers for previous wins/losses etc. was 35, with 3 Command Points to spend.

The Emperor's 'finest' of the Armee de Nord consisted of; General Doubert's Division, seeing their first action of this campaign (at last!), with attached Ferri's light cavalry (1 hussar, 2 chasseurs and a horse battery) on their right. Vignal's infantry (3 line and two 6 pdr batteries) in the centre, but forward deployed to quickly contest the 'petit' farm. Wirtz' German allied infantry brigade (1 jaeger, 3 reserves infantry and 6 pdr battery) in lines on the left. The randomly rolled 'special circumstance' had this brigade forced marching to the field, so each battalion started with 1 point of Disruption, for the fatigue (out of breath Germans). Behind them, in reserve and rolling to arrive from Turn 3, was General Cheyrou's division, after hard fighting in the 4 previous games this was a battered, but well-experienced division, consisting of du Plessis' infantry brigade (2 vet, 2 line battalions and a 8 pdr battery) and Le Tallac's infantry brigade (2 vet and 1 line battalion and a 8 pdr battery). Army Breakpoint, after campaign modifiers for previous wins/losses etc. was, err, 35 too (including -3 for the very PO'd Cheyrou's men, fed-up of being the vanguard of this army all the time), with 2 Command Points to spend.

The Anglo-Prussians chose the 'steady advance' battle plan, whilst the cautious French chose to 'defend', although I had no intention of just sitting back, it would be more 'hold and counter' (and try to take that farm and hold it). The French thus started with the 'hold the line' objective. Still, as per the whole campaign, the Allies had more cavalry, but they can be stopped (and those Prussian cavalry regiments had been weakened in the previous games).  

The table set, it's time to dance...

First deployment and moves. The light cavalry face-off as both sides advance on le Ferme Petit St Jean in the centre. There would be an initial light cavalry sparring on the flank...

The cannonade began, exchanging long range fire and inflicting the first hits, as the British hussars came forward, through the landwehr lancers, and the French line cavalry advanced to match them. French gunners found the hussars range and inflicted some punishing hits, but as yet, neither committed to a charge.

In the centre, both the British infantry and French moved up, the French 'at the quick' to get to the farm house first, the British behind their thick skirmish line of light infantry, all sides deploying skirmishers which started to harassing trade fire. The veteran highlanders moved to oppose the French at the farm, along the road, pipes wailing. On the French left, the German allies just held in place and awaited the enemy's arrival.

Landwehr lancers screen the British hussars. The British would move through and take the lead. The landwehr just acting as their 'reserve at needs-must'.

Ferri's cavalry line up, chasseurs and hussars, with allied German light cavalry as their reserve unit just behind. Can either side win the coming cavalry fight?

Vignal's columns in the centre, to advance through the corn to take Petit-St-Jean. 

The British took the initiative in the cavalry face-off, with a 'fierce cavalry charge' from hussars, which was met by a chasseur counter-charge, they were driven off though, and the hussars swiftly followed-up with another charge, the beaten chasseurs withdrew to rally and regroup, having lost a few men. The British had scored a small first win on the flank, until more accurate cannonballs and skirmish fire from the farm buildings broke their second hussar regiment. Their hussar attack sudden looked out-matched, 1 regiment vs 3, and so swiftly pulled back. Stalemate for now. Should the French push the slight advantage and try to get after those too bold hussars? That would obviously bring the Prussian lancers into play, and it would just be 3 vs 3 again, only landwehr militiamen, but still, it wasn't enough for a decisive action here. The light cavalry on this flank would be satisfied with screening eachother off... and so it remained for the rest of the battle. Their little prologue was complete. No big cavalry melee today.

Things heated up, a lot, at the farm, as volleys were traded and both sides skirmishers did a lot of damage. The British 9 pdr battery on the ridge weighed in with highly accurate fire, and the French 6 pdrs got hot too. One French column had now occupied the farm, but the supporting one on the road was pounded by British muskets and cannons and broke... the red-coats pressed harder, and skirmishers, including riflemen (so green-coats too), saw the line battalion holding the farm thrown out and also rout/surrender. Soon, the highlanders had moved in and taking the farmhouse themselves. The French, holding a 'take a strong point' objective, could not claim it! Thwarted again (for now). Vignal's brigade had taken a severe beating and the last battalion withdrew to rally, their race run for today.

British hussars get aggressive and taunt the French cavalry to come and fight... they answer with accurate cannon fire, blasting one hussar regiment into a rout...

The French have taken the farm... with heavy skirmish fire as the British light infantry and veteran highlanders try to drive them out. The highlanders prepare to assault, bagpipes playing (in my mind).
Extended skirmish line of British Queen's Own light infantry lead the way forwards, down the slope, in the centre. 

The British assault the farm, the highlanders taking it as the French run or surrender. It is in British hands. Scotland's Glory!

Vignal's brigade is almost gone... the British light infantry and rifles about to break the isolated battery too. Farm secured.
British 9 pdr foot battery, way back on the ridge (so 3 orders to fire!), but still doing excellent destructive work all game. 5+ to-hit, no problem for the Woolich gunners!

Behind this fight at the farm, the Prussian had arrived, aided by a senior officer appearing with the British HQ (Gneisenau). Their cavalry galloped on at full speed, columns of march 'at the the quick', and the infantry did the same (but slower). That looked like a lot of troops, no French reserves had arrived yet. This gave the Allies extra action cards for the next turn, it would be a tough one for the French to endure. Their attack on the farm defeated, the French would just hang tough and rally, awaiting aid from Cheyrou's veteran division to aid them.

Prussian cavalry arrives on the Allied right, at the gallop, thundering forwards (horse battery too), to threaten the 'soft' southern German lines. We'll see... 
The Prussians are here! Marching columns at the quick "Schnell! Schnell!". They rush up in the centre to contest the farm too, and meet the incoming French attack. General Gneisenau urges them on.
Allied southern German lines, just hold here. Reservists will have to rely on the jaegers for backbone, but the battle for the farm means the British don't press their attack, much to the reservist's relief. It won't stay quiet.

The extra cards allow the Prussians to move up quickly, and the turn passes without too much terminal damage to the French (phew!), except the loss of a 6 pdr battery to British musket volleys. Then, their own reserves arrived, Cheyrou's two brigades of infantry marched on in columns, deploying their gun batteries and du Plessis' men began the advance to retake that farm. This time, with tough veterans leading. The arrival of reserves also meant the French could claim their 'hold the line' objective. On VPs, it was the Allies just ahead, on 12 needing 35. The French were at 11.

Last reserve, Le Tallac's veterans, they won't have much to do today, which makes a change from being in the thick of it all campaign.
The full field, mid-game... last reserve French infantry just deploying in their right-centre, but out of the battle's action. No more action on the French right after the first skirmishing, just keeping a wary eye on the enemy cavalry.

The second fight for Petit St Jean began, the French guns opening an intense cannonade on it and smashing the highanders, as four batteries concentrated fire. The highlanders broke (bagpipes silenced!), and the farm was suddenly empty again. The veteran French columns advanced 'at the quick' and along the road, and charged into the British light infantry, throwing them back in a heavy loss, skirmish fire added to the damage and Flemming's brigade had to urgently rally.

The Prussian cavalry, well-drilled, changed formation as they threaten the French left, the so far spared resevists were about to get into the action, with the red-coat's Nottingham battalion moving up as well. But, a well timed 'whithering volley' from the jaegers and reserves sent the Prussians hussars into full retreat to rally, and smashed the Nottingham column... not such 'soft southerns' these Germans. When the Prussians dragoons were 'stalled', pausing having just seen the impressive firepower, the attack dwindled out. Win for the German allies. 

The French pressed on and retook the farm. But the Prussian uhlan, spared the musket-death, made a surprise long charge and hammered into the German jaegers line, lances causing devastating losses. The jaegers fled back, but amazingly rallied, just saving themselves, but leaving just 2 stands from 6. The uhlan then paid, as reservist volleys and 6 pdr guns cut through them... and they also rode off to regroup, having lost men and horses - carnage in the wheat field. End Phase, and the French could finally claim their 'take a strong point' objective, and on VPs, they now had a narrow lead, 23-21.

German jaeger firing line, a very stiff volley sends the Nottingham regiment into disorder and confusion, they fall back to rally. Not so 'soft'! The Prussian cavalry are now here though... and their horse battery is deployed and beginning turns of galling fire into their fellow Germans,


du Plessis' grognard brigade storm the farm, attacking either side of the road. The British are sent reeling back at bayonet point. Flemming brigade is in complete disarray and needs to rally. The highlanders break... the Nottinghamshire battalion is in disorder, as are the Queen's Own light infantry. 

Into the denuemont, as the battle basically raged around the farm and along the road. The French had seen off the British infantry, they would now play little further part, but the Prussian infantry had arrived in force and deployed, to take over the front lines. The French charged again, and beat back the fusilier battalion, but they rallied and counter-charged to push the disordered French away. Two more line battalions moved up and they charged in too, a messy brawl... and it was close, the French were the better troops, but the Prussians had more men. Amidst the bayoneting and skirmish fire, both used cards to keep rallying (all costing VPs), but the French hung tough in the farm and kept it. No clear victor, but the VPs were mounting fast on both tallies.

The Prussians counter-attack in turn, fusiliers into the melee on the road, driving back a French column, before being broken by musket and cannon fire, another battalion consumed in the crucible.

On the French left, this is perhaps were it was finally decided. The Prussian hussars and dragoons had regrouped and returned to menace the southern Germans again, they formed square, as sensible troops must, and hoped the Prussians would not get a 'fierce cavalry charge' special event card to attack them. But those Prussian guns were hitting them hard, and the intimidation from dragoons and lancers, of the imminent charge, saw one square crumble into disorder.

The dragoons saw their chance, and used the 'ride them down!' event to attack, sabres out, they stormed into the disorganised men and cut them down. The square shattered and broke, the poor reservist routed in a bloody massacre. 

Adding up VPs, we knew it was close. The French had scored 33, so not quiet there. The Allies had 35, exactly what they needed. The dragoon's heroics had just turned it for them. 'A damn close run thing', and an epic fight. So close, so tense and exciting, proper drama at the end in repeated close melees around the farm and then the German square falling apart under cannon fire to be charged and routed. One helluva scrap... 

I'm obvously biased, but the SoN rules really shone, and created a story of a battle that feels like those in history books. The initial light cavalry skirmishing, which just petered out, two French assault on the farm which changed hands, the French cannons just blasting the highlanders to bits in preparation for the second assault was a highlight (for me, not the highlanders), my weak reserves desparately trying to hang-on at the end... heavy (well, medium) cavalry breaking a square... what more does a Napoleonic game need? One for the ages this, and a great end to the mini-campaign. The Anglo-Prussians allies sneaked it, again - but who cares when the games are such fun? 5 hours of top fun... many, many tough decisions, mistakes made, good dice and bad (notably, I rolled 3 1s trying to get a senior officer on the board and for reserves arriving, which cost me my command point re-rolls).


The Prussian dragoons, having stalled but now recovered, 'ride them down!' and shattered a German square with their sabres... the final act of the game, a suitable end. 'Soft' southerns slaughtered by 'true' Prussians...

One plus point, despite it being a big game with lots of troops, losses were at some realistic level. The Allies lost, 1 British hussar regiment, 1 veteran (highland) infantry battalion, 1 Prussian fusilier battalion, and had serious losses across their Queen's Own light infantry and the Nottingahmshire lads. 

The French lost, 2 line infantry battalions, 1 6 pdr battery, 1 allied German reservist battalion (the square massacre). Serious losses in the German jaegers, a veteran battalion (on the road) and 2 more line battalions. 

- No Imperial Guard, or Cuirassiers, required... more fun with just the line French troops...





 

Wednesday, 27 August 2025

'Road to Brussels' - SoN 1815 campaign, game 4 - the Battle of Faux

With the French advance checked south of Genappe (in game 3), they have diverted a division (General Cheyrou's) east, to investigate another viable route. Led by light cavalry, by evening they approach the village of Faux. That afternoon, this marching force has been spotted by von Blucher's Prussian cavalry rearguard, and they report the French movement. Papa Blucher immediately orders a strong spoiling counter-attack to stop the French, and von Fuch's division is quickly marched into position in the fields south-west of Faux, with orders to make an immediate counter-attack on evening of May 17th.

This would be a 4 brigade-sized game, with the Prussians having the 'All-Out Attack' order, with 1 strong and 1 weak infantry brigade (centre and left respectively), 1 cavalry brigade (right) and a reserve small landwehr cavalry brigade (arriving on the left). They have the 'with all haste' order and therefore must try and complete the Grand Assault objective by Turn 6 or give up a lot of VPs.  The French, of the weary Cheyrou's hard-fighting division, have 2 infantry brigades (centre and right) a strong light cavalry brigade (left) and dragoons moving up in reserve (in the centre). The French have the steady advance order, but faced by the Prussia advance, would fight a mostly defensive battle, infantry holding and relying upon their own cavalry attack to see-off the Prussian cavalry and landwehr. It would become a cavalry fight.

These cavalry would clash on the French left (Prussian right) throughout the game, as the Prussian mixed cavalry (dragoons, uhlan and hussars) brigade advanced. There would be charges and counter-charges, fall-backs to regroup and rally, and follow-up attacks and various ‘feirce cavalry charges’, that saw largely a swirling stalemate, both sides taking a few losses, but being unable to swing the fight decisively to them. Hussars, uhlan, dragoons and chasseurs would fight 7-8 repeated melees, winning and losing some, but never by too much. So, the rest of the battle would be fought out against this constant backdrop of the on-going messy cavalry melee, which neither side ever really won.

In the centre, the Prussian infantry advance pushed up into the cornfields and the skirmishers traded fire, but the landwehr infantry struggled to close in on the French. The one battalion that did force its way forwards was met by a stiff a volley and then refused to charge (5 times!) and eventual broke under the fire. The others would face an attacking dragoon regiment as it looked to breakthrough the Prussian centre, but ‘withering volleys’ from the Prussians cut-down the dragoons and their final charge saw both a line battalion and themselves broken… so again no real victor here.

The French attempt to swing the cavalry brawl to a win was the arrival of their dragoons, galloping through the centre, on regiment would launch a counter-attack, into the enemy cavalry.The dragoons met Prussian hussars, won a few melees but could not press that advantage before needing to rally. They would withdraw, under fire, and regroup to try again, but they had taken losses. The dragoon counter-attack had been costly.

On the left the Prussians sent forwards their small landwehr cavalry brigade, to threaten the French guns. This was met by French infantry skirmishers and then a few squares to keep the lancers at bay. The guns were limbered up and hauled to safety, to redeploy and open up n the cavalry… one landwehr cavalry unit, attempting to charge a square would be broken by fire… the other then withdrew. It had been a distraction attack.

All along the line, it was close, neither side was winning any clear advantage and attrition was very close too. On VPs it was very close (something like 15 vs 14, needing 21 and 23 to break the enemy). It seemed it would be a draw… except for that ‘with all haste’ instruction from von Blucher. The Prussians had to press to complete the ‘Grand Assault’ mission, otherwise the VPs lost for failure would, most likely, cost them the game. The Prussians, under that pressure, tried again with their regrouped cavalry. The fight on the French left reignited after its initial melees and a few turns in abeyance. Sabres out, the cavalry charged and counter-charged, and it seemed the Prussians might do it, with chasseurs were in trouble, until the French dragoons rejoined the fight and saw off the uhlan, with heavy losses (to avoid breaking). The Prussians had failed, despite desperate attempts to get 4 units to charge in a turn. The punitive VPs would go to the French, and surely the battle. Except, for salvation. Back on the Prussian right, a few infantry had been holding around the farmhouse. They moved up into it and by luck, could now claim the ‘take a strongpoint’ objective. Those VPs would be crucial…

Into the last end phase, adding up the VPs, saw the French scoring 22, needing 23 to win (you are kidding me?), and the Prussians on 21, needing 21! Somehow, they had scraped the most marginal of slim victories… another very, very close game… brilliant fun when it gets so tight and the pressure ramps up.  A bit unlucky to lose it, but then, the Prussians were so unlucky at times too... it all works out in the end (so they say!).

So, for the campaign, the Prussian counter-attack had stopped the French flank march outside Faux. On the campaign ladder, the British division was now in place for the final battle (falling back to a certain low rise south of Brussels). The Prussians would be marching to help them. The French 2nd Division would arrive at that field first, so would be deployed for the finale, in its first fight of the campaign (at least they are fresh). Cheyrou’s battered division would arrive from reserve.

That sets up game 5, the grand finale, our ‘Waterloo’ (or our small part of it). It will see a full 5 brigades meet in 1,200 points each… the British are already deployed and waiting, the fresh French division will face them, with their weary veterans coming on behind. Winner takes all in this one… that’s set for this weekend, should be good fun…  

Pics of the action near Faux...

 

The Prussian attack, all along the line, but the cavalry clash on their right (French left) develops into the main effort. The French dragoons lead the counter, as the French infantry basically hold the line..

 

French cavalry on their left, chasseurs and hussars... a tough day awaits.

Coming at them, dragoons, uhlan and hussars (in the trees).

French far right, a battery that would menaced by swift Prussian landwehr coming up that road. Limber up and redeploy... taking the full ammo caisson too. 

Massed Prussian infantry centre... their attack staled out, of the most, in the cornfield.

The unused Prussian left, infantry, but advancing and taking that farmhouse, unopposed, would prove the game-saver...

The Prussian cavalry close in to begin the battle.

Napoleon arrives to spend a few turns reviewing how General Cheyrou is doing. On his command, the dragoons deployed to counter-attack. But, the Emperor was then called away. 

Dragoons gallop on in marching columns, speed is required.

The cavalry brawl on-going... French pushed back a bit, but then charging back to regain the hedge line.


Skirmishers meet in the big cornfield in the centre.

The veterans on French left, form square against the threat of landwehr lancers. Behind, the dragoons and coming up. There attack would see them broken... oops! 


 

Sunday, 24 August 2025

Warhammer, Beastmen Brayherd vs Empire, 3,000 points

3,000 points of Beastmen vs Empire, as a savage Brayherd emerges from the Forest of Shadows and threatens to rampage through the villages and farms of Ostland. 

The terrain was randomly generated and placed, 6 pieces (small hill, woods, 2 buildings (farm and watchtower) and 2 fields with hedges), on a 6x4 table, and all painted miniatures... a hard rule! 

Beastmen list was, roughly:

Chieftain with Axes of Khorgor and Pelt of Midnight (with Bestigor)
Wargor (BSB) with great weapon and Rune of Beast Ascendant (with Bestigor)
Bray Shaman (lvl 3) - Daemonology with: Viletide, Dark Summoning, Daemonic Vigour
Ghoross - (with Centigors)

28 Bestigor, full command, with great weapons and heavy armour
26 Gors, full command, hand weapon and shield
26 Gors, full command, hand weapon and shield
10 Ungor with hand weapon and shield
10 Ungor with hand weapon and shield
10 Ungor with shortbows (ambushers)
10 Ungor with shortbows (ambushers)
9 Centigor (as Sons of Ghoross), full command, with cavalry spears and shields
6 Minotaurs, full command, with great weapons
10 Harpies
1 Cockatrice
1 Chaos Giant
1 Ghorgon


Empire list was, roughly:

General on Imperial Griffon, with lance, white cloak and sword of striking
General on barded warhorse with lance (with Inner Order Knights)
General on foot with great weapon (with greatswords)
Grandmaster on demi-gryph with lance (with demi-gryph knights)

30 Spearmen, with full command
20 Crossbows
20 Crossbows
20 Handgunners
30 Greatswords with full command, Griffon Banner
9 Inner Circle Knights, full command
5 Demi-Gryph Knights, full command
4 Great Cannons
A gun line, but with some potent counter-attacking units to strike out front.

The game was a real hard-pounding fight, with the Chaos Giant riddled with crossbow bolts, hit by a cannonball and they finished off with Inner Circle knight's lances, first casualty. As the beastmen surged forward en masse, taking hits from the missile fire, one unit of skirmishing Ungor out front (expendable musket-fodder - literally) wiped out by a solid volley from the handgunners. Behind, the main bigger hitters moved up.

On the Empire left, the demi-gryph knights advanced, aided by their general on his massive griffon, to charge a unit of gors, as the ghorgon and the imperial general also met. The demi-gryphs dispatched the gors with arrogant easy, breaking them and riding the last few down in pursuit. But their general was in trouble… and lucky to survive the ghorgon’s Monster-slayer on the first round (making a 5+ Ward to live, lucky!). Next turn, well, on the same Initiative, they fought again and the ghorgon was slain, as its monster-slayer took down the Griffon and lord… a great duel… so the ghorgon was handy and a far better pick that the giant I think - mutual destruction was memorable.

In the centre, the goat-hordes rushed up, the bestigor meeting the greatswords, but in doing so, allowing Ghoross and his sons to also charge them in the flank from the woods, they had drunkenly advanced through. Meanwhile, more gors rushed the handgunners taking the stand and fire and then loosing the combat by 1! The hand gunners held the line. The Harpies had sneaked up through the trees too, and charged into 2 cannons, flapping down to fight the crews and eventually claw them down (after about 3 rounds of combat).

On the Empire right, the Inner order knights and the spear-block met the minotaurs, but with ‘daemonic vigour’ cast on them… and the Viletide had already killed 5 inner circle knights. This gave the charging minotaurs the edge, and they gored more knights as the frenzied bloodkine fought the General in a duel, and taking 2 wounds, swung back to crush the foppish hero under his massive axe! But the spearmen only fell-back in good order… but 5 frenzied, daemonic, minotaurs were about to wail on them… it got very messy next turn!

In the centre, the big bash vs the great swords was another bloody mess, heroes hacking down many rank and file, and the the greatsword using their ‘stubborn’ to hold, but they were going down (still, from 28 Bestigor, after cannons and hand guns, and then great swords (now improved with Str 4 - ouch!) only 3 were left, slaughter… but Ghoross and his sons stomped hard and the greatswords were losing the melee.

On Turn 5 it was all over, the hand gunners were broken by the gors this time, the spearmen massacred as the minotaurs gorged themselves on blood (13 dead!) and the greatswords down to just 9 men and FBIGOing. The demi-gryph knights were too far away to help, turning to return to the centre, they wouldn’t arrive in time. The Empire troops were dying all down the line… and we called it, no need to prolong the inevitable – a Beastman win - Raagh! (or maybe Baa!)


It was a real slug-fest… but the gun-line had not held from the savagery. Men (cows ) of match? The daemonically-inspired minotaurs did some terrible damage… even the cockatrice managed to vomit on a line of crossbowmen and kill 7… no wizard for the Empire might have been a mistake, but it was much fun anyway. 

Ostland is in danger… send reinforcements!

 

Chaos Giant leads the attack the Empire right, and takes the punishment (but it saves the minotaurs behind from the same). The knights, being drilled, will reform and charge...
Empire gun-line, crossbows behind a hedge, unit a mutant cockatrice arrived and was sick on them!

Wall to wall goats in the centre, gors and bestigors, skirmishing ungor leading to take the fire... they are supposed to die, but didn't!

The Chaos Giant gets hit by the knight's charge... and down he goes. Timber! onto nothing... a bit useless really...  

On the other flank, by the farm, the demi-gryphs line up some gors, as the general and his Griffon go for the ghorgon (probably a mistake, but ghorgon's first game, so we didn't know the rules well).

Daemonic-minotaurs about to charge, horns down... frenzy, primal fury... the full works. They dish the damage...

Cockatrice flaps round the flank and vomits on the crossbows, who wheel round to volleys at it (doing 1 wound). It charged, they held, and the fight was a stalemate.

The big clash in the centre, on the hill, about to hit. Ghoross and his boys emerge from the trees as the bestigors match-up with the greatswords (in red), having endured a hail for fire to get there.

Harpies descend screeching and begin to try and tear the crews apart... still, its enough they stopped the cannons firing. In the end, they won the fight... it just took a bit.

Ghorgon vs big-wig general and big griffon... and they killed each other in an epic duel.

Huge brawl in the centre, the gors vs handgunners (making hard work of it), whilst the greatswords die-hard vs bestigors and centigors, defending those cannons.  Behind, skirmishing ungor just get out of the way (and then ran of to the woods to hide).








Tuesday, 29 July 2025

'Road to Brussels' - SoN 1815 campaign, game 3 - Rearguard near Genappe

The third of our 1815 campaign series, and it is now day two, with the British now retreating north from Quatre Bras and the French in pursuit. This would be a rearguard action (handily thrown-up by the campaign system). So, somewhere south of Genappe, General Bond's division has been given the task of turning, standing and delaying the French (again aided by the remnants of the Hanoverian landwehr), with General Cheyrou's hard-fighting (rather weary) French division in the van, aided by an attached (weak) light cavalry brigade of chasseurs, trying to force passage up the Brussel's road (again). It was 3 brigades per side. 

The French attack plan was simple enough, a refused left flank, the most powerful infantry brigade would assault along the road on the right, supported from the centre by infantry to cover their flank. On left, the light cavalry, a distraction/harassing force only, to try and keep the bulk of the British infantry from the moving across to interfere in the main assault. It would another game were I found myself having to attack against an enemy with superior cavalry forces. How to neutralise them? (Maybe shoot them, a lot!).

The French infantry began their advance, in columns, at the quick, and the cannons opened up, do some early softening-up damage. The British response was to advance their hussars over the hill, and into a returning storm of artillery fire (2 artillery bombards events) and an intense cannonade, which soon had them in disorder (joys of being identified as a primary threat!). The French voltiguers would also rush out and add to the pian and the hussars found themslevs withdrawing and needing to rally (they did). Meanwhile, their horse battery was deployed and opened up into the French infantry. Behind their log barricades, the German conscripts ducked down and avoided the cannon balls whizzing overhead. The British infantry on their right moved up, and sent their skirmishers out (there are a lot of them, all Skirmish 3). The light cavalry sent some rushing back with their harassing attacks... some restbite. 

The French right marched on, the hussars being held off and closed in on the barricades, cautious advances and voltiguers doing excellent work. The hussars came back, but did not like the odds of the charge, especially as they were soon back in disorder. The covering French infantry where also using their voltigeurs and the horse battery was under threat. Meanwhile, the other hussar regiment had advanced into the central woods (it was dense) and got a bit stuck getting through it. Both sides rolled for senior officers to arrived, both rolled a 1, so no help from the big brass today. 

After 4 turns, the French where now close enough to charge the barricades and so tried, their veterans rushing in and smashing the landwehr at bayonet-point, which broke and fled. The shot-up hussars now had to respond and, sabres out, rushed into the fray, finally, but the veteran French column only just lost the melee and the hussars paid with incoming skirmish fire from all round, breaking and fleeing... their lack-lustre charge had failed to stop the French infantry, as they also overran the Hanoverian gun battery. This also stopped the British from claiming the bonus VPs for their 'Hold the Line' objective (part of the rearguard scenario). The French were ahead on VPs, but the British were soon back in it, when horrid skirmish fire broke a unit of chasuers and cannon fire broke a line infantry battalion in the centre. It was close, but the French momentum looked like sweeping the poor landwehr away, just 1 battalion left (4 stands) and the brigade would also be wiped out. It look desperate. 

On to Turn 6, the finale in a very close fight. The French infantry tried to press on, but the lead unit 'stalled' on a special event (second game that card has been crucial and painful) and the line regiment did not charge (no command re-rolls left for either side by now either). Their volley also missed, as did the supporting cannon fire from way back (and 3 orders to use). Somehow, needing just 1 Disorder to break them, the landwehr stood, through shot and shell. With just 2 cards left each, I used the 'command chaos' event to put a final nail in the British coffin... and rolled... a damn 1! That left the British a card to charge their 'lost' hussars, (having finally got out of the woods) into my chasseurs and rout them in the melee... the end of the French light cavalry brigade, and then rally his light cavalry to avoid any further costly routing. I couldn't do the same and so, as we added up the VPs, the British had amassed 19, needing 19 for the French to break. The French had 19, needing 20 for the British to break... aargh!!


So close, so close, and the British looked in big trouble, but the heroic charge of the 'lost' hussars saved the day. The French infantry had almost pushed through the road block, but had to be recalled, the road behind under threat of being cut. A cracker of a game, real drama at the end, and on Turn 6, my dice just deserted me... I literally could roll anything but 1s and 2s... the command chaos (1, grr 1!) would have changed it all... even breaking the last landwehr, but every shot missed or was saved... these redcoats are hard to beat!


For the campaign, General Bond's division has done its job (just). The French pursuit is delayed and they will now have to find another route around. We worked through all the post-game stuff (lost units, gained experience, etc), and the next game will be against the Prussians again, but again with Cheyrou's division (4 games on the trot, so Doubert's division will be completely fresh come the big end battle). Looking at a map, with the French diverting eastwards, it seems they might run into a Prussian flank guard somewhere around the village of Faux. That's game 4. Can General Cheyrou's battered vanguard (I assume Doubert is swanning along somewhere near the back, well in reserve), see-off the Prussians before we get the the grand finale in game 5?

A few pics, not many, as engrossed in the gaming...

Open fields south of Genappe (randomly generated). French infantry assault up the road, as British hussars try to counter-attack, over the hill and through the woods. Chasseurs cover the French left, and try to survive (failing). It almost worked.

The French infantry columns begin their march up the road on the right towards the German landwehr position, manning ad-hoc log barricades thrown across the road yesterday.

von Kleb's poor German conscripts face the main French advance again. 2 weak battalion and 6 pdr battery, behind their logs, vs Napoleon's veterans in full cry.

Brigadier Fleming's light cavalry brigade, in the centre, to launch a counter-attack to spoil the French infantry advance, Hussars to the fore... and horse battery on limber to be towed up. The hussars advanced over the hill into a storm of cannon fire and swarms of voltiguers.

Out on the British right, somewhat out of the main fight, Price's powerful infantry brigade, their advance only faced the French light cavalry screen, just a harassing force. Here their skirmishers and attached riflemen clear the woods of French chasseurs... who's only task is to keep them from the fight for as long as possible (and survive).

The French in the centre supporting the main attack, by stalling the light cavalry and taking fire from the deployed horse battery. They are covering the attack's flank... hoping to draw in the British light cavalry and allow the main thrust to get to the barricades unmolested. Voltiguers doing good work vs the hussars. One battalion broke under artillery fire.


Storming the barricades, the French columns charge and drive the landwehr back, also taking their guns. Only one small battalion remains, it looks like being overwhelmed, but the landwehr show some mettle as a last ditched effort and did not break (a small miracle, and my crap dice!). 

 



Monday, 21 July 2025

Battle of the Menhir - Warhammer High Elves vs Warriors of Chaos - 3,500 points

A 3,500 point Warhammer pitched battle, just for an rainy afternoon's fun and to get some models on the tabletop. The only scenario addition was special terrain feature, the 'magical menhir', which gained extra VPs for the possessor, but apart from that just - FIGHT!  

We used our own house rule additions, and trialed a new rule, for 'withdrawing' from combat. This involves a leadership test and a free flee move away if passed, which is automatically rallied. Units can thus attempt to escape bad fights, but frenzied troops can't do this (for obvious reasons). It only happened three times all game: the dragon-mage withdrew from fighting the warpfire dragon and chariot, to save itself, the prince withdrew from fighting the chaos warriors, to flap around and get a charge at the daemon-prince, and the Ellyian reavers rode off from a losing melee at the menhir stone, saving 5 of them (I don't mind fast cavalry escaping from infantry, it's sort of their thing). It worked fine, but the fear is of over-use... i.e, too much running off if losing. We might have to limit it somehow, maybe 1 withdraw move max per turn?

Also note, magic as well very nerfed throughout, by drain magic from the high elves and chaos' infernal puppet, resulting in few actual casts. Chaos got off 1 summoning and 1 steed of shadows all game. The elves got off shield of saphery, and several drain magics, but the dragon-mage cast zippo - despite trying).  In total, maybe 5-6 spells cast in 5 Turns.

On to the blood-shed, but first, here are the two rough army lists: 

Khorne's Slaughterers

Daemon-Prince with chaos runesword, might of khorne
Sorcerer-Lord (lvl 3 - daemonology, steed of shadows, daemonic vessel, the summoning) with the infernal puppet
Aspiring Champion with giant blade, master of mortals

32 Marauders with full command, shields, mark of khorne
20 Marauders 'cultists' with full command, skirmishers, mark of khorne
10 Chaos Warhounds
20 Chaos Warriors with full command, additional hand weapon, mark of khorne
8 Chaos Knights with full command, lances, shields, mark of khorne, sword of might
5 Marauder Horsemen with javelins

2 Chaos Chariots with mark of khorne
2 Chaos Spawn 'Gorbeasts' with mark of khorne
20 Chosen Chaos Warriors with full command, shields, mark of khorne
3 Dragon Ogres with champion and great weapons

1 Gigantic Chaos Spawn with mark of khorne
1 Warpfire Dragon (lvl 1, battle magic, hammerhand)

High Elf Protectors of the Stone

Prince on Griffon, with talisman of protection and star lance
Dragon Mage (lvl 2, battle magic, pillar of fire, arcane urgency), seeds of rebirth
Arch-Mage (lvl 3, high magic, shield of saphery, drain magic, walk between worlds), arcane familiar, power scroll

Handmaiden of Everqueen with bow of the seafarer

28 Sea Guard with full command
28 Sea Guard with full command
28 Sea Guard with full command
11 Ellyrian Reavers with champion, short bows, skirmishers

20 Swordsmasters with full command
11 Shadow Warriors with ambushers
8 Dragon Princes with full command
11 Archers of Avelorn with champion

2 Repeater Bolt Throwers
1 Giant Eagle


The action consists of an all-out attack by the Khorne worshippers, with the weight of it on their right, knights, chariot, warpfire dragon and dragon ogres, then the infantry up the centre, behind a screen of cultist skirmishers and a chariot, marauders and gigantic spawn on the left, behind the screen of warhounds (which broke and fled on turn1 after vanguarding first). They did their job, one turn of an elite archer unit not targeting the main combat units.

The high elves responded by stepping forward somewhat, (bringing all the war bows into range) and using their dragon princes and swordmasters aggressively. Bold, maybe foolhardy, but you don't have to just stand, wait and take it. By turn 2, there was melee, the dragon princes charging into the dragon ogres and just losing (some unlucky bad dice here), but the fight by the ruin continued after a 'give ground'. The dragon ogres would win it. The two dragons clashed (after a warp-firey breath attack - we allow these after a march move, just so they get some use) then the dragon-mage withdrew, only to fly back later on, with the angry warpfire dragon still in pursuit.

In the centre, the swordmasters clashed with the wretched cultists and just caved them to bits, but their prince didn't like the odds after charging the chaos warriors 'khorne berserkers' behind, leaving them to then do battle with the swordmasters, in attritional fight that the 3-attacks each berserkers eventually won, leaving just 2 fleeing swordmasters at the end of the game. This was something of a surprise, but it is landslide of attacks at S4.

On the Chaos left, the High Elves did better, seeing off the sacrificial warhounds with a stiff Avelorn volley, then killing the charging gigantic spawn with a block of sea guard, and defeating the chariot with the other, solid stuff. The Ellyrian reavers got caught by a spawn (need an 11 to reach them and did) and then marauders, but 'withdrew' and galloped off, with only 5 remaining. That left the marauders in possession of the menhir and its VPs, so the sea guard pressed on, and in another big melee, lost their champion to a challenge with the aspiring chaos champion (big hairy barbarian dude), and could not quiet beat the marauders in a stalemate (both blowing horns to break it). Still, the elves had held well.

The other flank was were the real disaster happened, the dragon princes sadly defeated, the big charge of the blood-thirsty Chaos knights hammered (and some) the sea guard line, killed the arch-mage on a lance, and shattered the unit, which fled and was ridden down... Only the wounded dragon-mage could save the day, but when the chosen warriors magical moved to intercept it, it then lost the resulting melee and was killed (taking a fair-few chosen Khornates warriors with it). But, there was little left now, and the High Elves had to thrown in the towel. The hammer-blow charges had shattered the line here, although the elf Prince survived (having star-lanced the daemon prince to death) and he could rally the right flankers and other survivors. 

So, the magical menhir of power was in Chaos hands, and they could dig it up and take it anyway for their own infernal/diabolic uses... solid Chaos win, and great fun. 

 

Khorne's followers in all out attack (what else?), but the high elves step-up (a bit) to meet it. In the end, the Chaos right/centre attack would crush the HE left/centre, whilst their right held out well, but the battle was lost.

The Chaos right, fast movers (knights, chariot and dr-ogres, not in pic), led by a sacrificial spawn (more attraction arrow fodder), and the daemon-prince and warpfire dragon can flap this way too if required.

Facing them, around the ruins, the high elf left, dragon princes, dragon mage, sea guard and the arch mage (with white fox familiar).

Chaos left-centre, first wave of warhounds and marauder (cultists) skirmishers, with infantry blocks and mega-spawn (first outing) behind.

Facing them, sea guard, elite Avelorn archers and their hand maiden, skirmishing Ellyrian reavers, which once they move, sea guard behind will march up to fill the gap on the extreme HE right.

Raargh! The two dragons line up for an epic clash. Behind, the eagle intercepted the 'gorbeast spawn'... but lost the fight and fled! Rubbish eagle.

Swordsmasters and their prince hold the centre as the red-clad death-cultists lead the advance in the centre. They are supposed to absorb elf arrows and just die... but no archers facing them.


The forces both move to secure the magical menhir stone, for a few bonus VPs. Warhounds already broken and fleeing, tails between their legs.

First clash in the centre, as the prince over-flies the swordsmasters (as they massacre welcoming cultists), to hit the Chaos warrior 'berserkers' behind.

Dragon-rage... super cool, both deal 2 wounds to eachother, and the chariot impetuously joins in... for just 1 more wound, still, the dragon-mage is in trouble, and tests out our 'withdraw' rule (it's not running away, honest!). It is...

Fight at the menhir, reavers get caught by the spawny gorbeast (2 wounds taken from archery) and charging hairy marauders.

Mega-spawn begins to eat sea guard, after speeding across the table (they are quick). But that is a lot of spear attacks back (21). Sea Guard win, and begin the 'poke it to death' attrition that killed it.

On the other flank, more dragons meet - ogres and princes. Heavy casualties on both sides, but ogres get the best of it (some poor attack rolls from Caledor's finest). Dragon Ogres mulch heavy cavalry. 
 
The chariot arrived and charges into the sea guard block (HE extreme right here), and is well defeated by the forest of spears... and flees!. Sea Guard are such good basic infantry... just all round, good.

Over by the ruin again, can they stop this? The frenzied knights line up a crushing charge. A head, the lone spawn rampages on, and will attack the eagle-claw bolt thrower (and then fail to do much). The resulting frenzied knight charge would be carnage, seaguard blown away (15 dead!), arch mage also dead... the flank has collapsed.

Dragon Ogres beat down the princes, just 2 left, great axes slicing up the heavy cavalry (they are massive axes).

The Prince, sees a chance for glory, and charges the daemon-prince, general vs general. The star lances does the business and 'kebabs' the daemon before it gets to even swing its rune-sword back! Could this victory swing for the good-guys? 

No!. Another challenge, the aspiring champion cuts down sea guard champion... as the marauders hold the menhir stone and the elves try to take it back at spear-point, but can't drive them back.

The chosen warriors of Khorne finally get some action, having been magically transported, they face the wounded dragon-mage (and got a dose of fiery breath in the face first), but cut it down in revenge. Khorne is pleased, a mighty skull for the brass throne... and this decisively turns the battle, Chaos are well on top now. Glory to the Blood God! The High Elves sound the retreat...