Monday, 20 October 2025

Warhammer, 1,000 points, Wood Elves vs Beastmen

To escalate up our series of Wood Elf vs Beastmen games, we've came up with a bit of backstory and each created 1,250 points of 'named' characters (using the standard army list rules). These are the main characters of our campaign, each with a single nominated overall general, and a maximum of 3 wizards (any other unnamed wizards have to be level 1 max). These character can then be selected in future games, and can reappear (if they survive). We plan on a series of 5 (ish) games, each escalating by 500 points each time - as the Wood Elves max out at 2,500 points.

The Wood Elf army general is a Treeman Ancient (Greyroot), aided by a level 4 Spellweaver (Faenir of Argwlon), a Branchwraith (Willowif), a Waystalker (Yssion the Faun) and 3 Glade Captains (Maedhros, Isdril and Iorwyn) (all have pre-picked magic items and upgrades, etc, which cannot now be changed).

The Beastmen are led by a Minotaur Doombull (Gardak Gorfeaster), aided by a level 4 Bray Shaman (Ulkark the Hooded), a level 2 Bray Shaman (Kygrh Two-Heads), a Centigor Chieftain (Nrak Blackhoof), and 3 Chieftains (Avukr, Gkurg and Rutgor) (one is the BSB). Again, mutations and magic items are now set.

The other restrictions are on 'Rare' units, which have a limited number for the games, and once they are gone, they are gone. So, 1 Chaos Giant (for example), and 9 Giant Eagles (owls). Core and Special units can be picked as normal, per game, no limits below the army list ones. 

So, after the roving Beastmen patrol (in game 1) found a route down from the Grey Mountains, following a stream into a valley of the Argwlon region of Athel Loren, game 2 would see the Wood Elves quickly muster to stop the Beast's vanguard as they moved down a pass, seeking to break into the valley below. 1,000 points were picked for an evening's game, using Battle of the Pass scenario, here are the basic lists:

Wood Elves
Glade Captain Isdril
Branchwraith Willowif (level 2, Elementalism)
3 x 5 Glade Guard archers
5 Deepwood Scouts
16 Dryads
3 Treekin
2 Giant Owls

Beastmen
Bray Shaman Kygrh Two-Heads (level 2, Daemonology)
12 Bestigor
30 Gors
10 Ungor archers
10 Ungor
10 Harpies
1 Cockatrice

 We randomly rolled up some basic woods, rocks (and the stream) for 'wilderness' terrain, and deployed.

Deployment, along a 5' x 4' board.

Wood Elf battle lines, Dryads in the centre, flanked by the small archer blocks, back up by the giant owls and the Treekin on the far right. Deepwood scouts, scouting into the far trees - obviously.

Big block of 30 Gors, to charge right up the middle, through the woods...

It started with the Beastmen advancing, and the Wood Elves shooting them... some Ungor died, but they did not panic. The cockatrice (mutant death chicken), flapped up, and was immediately charged by an owl, which quick found out that that chicken was no joke... and died, losing the bird-on-bird fight... and leaving the cockatrice free to rampage about, backed up by the harpies, which also took some archery losses, but again, passed their panic test (damn them!).

Turn 1, Giant Owl swoops on the mutant death chicken... and is killed, with ease... OK, it is far too tough for a single owl to handle, noted.

From there, it did not get much better for the defenders of Athel Loren. In fact, it got a lot worse. The cockatrice flapped on into archers, and although they were not terrified by it, they lost the fight and rolled double 6 to Break, fleeing (Glade Captain and all), to be caught. Disaster. Meanwhile, the harpies feasted on more archers, wiping out a small band of 5.

The Cockatrice wins by just 1, but the rolled break test is a 12... good grief, the archers (and their glade captain) flee, are caught, eaten and destroyed. The cockatrice is on a rampage!


The main fight was coming in the centre, were the Dryads and Treekin had advanced to meet the Gors and Bestigor. This clash would surely decide the day. The Treekin charged and hammered the Gor (8 died, as did the Bray Shaman to a tree-whack) and they broke. The Gors just beat the Dryads, but they are 'Stubborn' and just fell-back a bit. The restrained and reformed Treekin could now come in from behind the Gors and hit them with a rear charge. It seemed they might yet win the day. The Branchwriath's spells were even useful... killing some Gors and giving the Dryads 'earthen ramparts', immovable trees (so I thought). 

Around this melee, the last giant owl charged into the harpies, but rolled terribly (all misses) and was killed in turn. Best harpies have ever done in any game I have seen. The cockatrice was turning around to comeback...  and it charged into the Dryad's flank. That big central melee would seal the deal.

It was disaster for the elves, the Treekin somehow all missed (!), the Dryads failed all their 6+ armour, 6+ regen and 5+ ward saves (zero passes - 6 died), and killed 1 – 1 poxie Gor. The break test was a rolled 11 (why?), they all broke and fled and, betrayed by my dice, cursing the gods and generally feeling well stitched-up, it was over in Turn 4. 

The game was a massacre, only 4 Elves and 1 Branchwraith were still alive... the Wood Elves had broken or wiped out no (zero) Beastmen units (the Bestigor rallied, the last Ungor, shot-up by the scouts, seemingly could only roll 5 or less for panic). The pass into the forest has fallen, and the main Beastman force, led by the Doombull, can now swarm into the valley beyond. The Wood Elves will have to fight better than this to save their valley from becoming a stronghold of chaos.

3 Treekin charge the Bestigor and, tree-whacking the shaman, before dispatching 8 foul beastmen (for 1 lost Treekin in return), the Beastmen break and run... the Treekin restrain and reform, to charge the back of the Gors... maybe they can turn it round?

Dryads and Gors meet in a big melee in the centre, winning this can turn the day in favour of the Wood Elves. Go little trees...

The Harpies pass their panic test and fall upon a small archer line, tearing them to pieces. Wood Elves, apparently, are no match for even a harpy in melee. And their 'swiftstrike' arrow shooting  isn't that strong... hmmm! New arrows please.
 
The wounded owl tries to fend off the ravenous harpies, but they roll well (again) and it dies too.

Charging Treekin make 7 attacks, needing 4+.... what! Shocking dice in this one... talk about out of luck... and the crucial melee is badly lost... 

The end, as the combat is lost and the super-rubbish dice continue, an 11 for the break test and the trees flee. The Dryads run 3! and are destroyed by the cockatrice. The Treekin run 6, and are caught by the Gors... end of game, utter massacre... bar-humbug!


Next time, we'll increase it to 1,500 points and I fancy trying the old 'Woodland Ambush' scenario (from 6th Edition), just because its characterful and themed. The Wood Elves will try to thin down the Beastman hordes. But, atm, it looks very grim, how do the Wood Elves stop Beastmen from just taking Athel Loren? Better dice will help... they can't get much worse...

 

Sunday, 12 October 2025

Warhammer, 500 point Border Patrol, Wood Elves vs Beastmen

I have just completed my 4 month Wood Elf painting project, and so, for a Saturday evening's entertainment, we set-out a Border Patrol to give them a first tabletop outing. The foul Beastmen are raiding into Athel Loren,  and thus must be destroyed. We both picked 500 points, using the (very good) 'Border Patrol' restrictions, rolled a random terrain lay-out (stream, 2 woods, 2 big rocks) on a 4 x 4' board. 

Here are the army lists:

Wood Elves - 498 points

Glade Captain Maedhros  
with hand weapon, light armour, shield, asrai longbow, trueflight arrows, Daith's Reaper
Altered Kindred - Aspect of the Cat

10 Glade Guard   
with Lord’s Bowman, trueflight arrows

8 Dryads
with Nymph

5 Deepwood Scouts
    
with Lord’s Bowman, trueflight arrows

Great Eagle (Owl)

 

Beastmen - 500 points

Wargor Gkur
with great weapon, heavy armour, pelt of the dark young

17 Gor Herd
with truehorn, standard bearer, hand weapon and shield

10 Chaos Warhounds

6 Centigor Herd
with cavalry spears, javelins

12 Ungor Herd
with halfhorn, hand weapon, short bows

 

Having deployed – to battle!

Well, the first turns started well for the Wood Elves, the Dryads and Centigor just rushed forward and they met in the melee in the woods, in which the Dryads (in their element, I feel they should get an advantage for this, like say -1 To-Hit, as you can't see the Dryads for the trees, but hey!), tore the Centigor apart (a big fluke dice roll helped), even after they went into Frenzy (smell of blood and sap). We forgot the remaining Centigors 'stomp attacks' - aargh! Drunken horses forget to trample living trees - shocker!

Meanwhile, the charging Chaos Hounds in the centre, losing a few hounds to arrows, charged the owl, which cunningly flapped off. More arrows ripped through the hounds and the Glade Captain charged them, magic spear in hand. Magic spear or not, he fluffed his lines (dice) and took a wound - oops! Don't worry, owl to the rescue, it saved him.

The Gor block (and Wargor chieftain) were running after the Deepwood scouts, who shot them, obviously, then used 'fire a flee' to escape back into the woods and 'skirmishing' moves to evade the gors. They gave up that chase and waded the stream into the centre, seeking something to hit. Coming the other way were the Dryads.

The Ungor had, by now, ambushed on to the back corner and were engaged in an archery duel with the wood elf archers, which didn't do much, but did whittle down the elves, by game's end, only 2 remained. Paff, losing an archery contest to Ungor - oh dear!

The game's climax was in the centre, were the big Gor block looked unstoppable, except maybe by every Wood Elf left... it had already charged into the glade captain, who tjought hard about fleeing, then stood and instead challenged the Wargor, a hero! He wounded the beast leader, but was cut down by its great axe. Now the elves piled in from all round, Dryads to the front, giant owl in the flank, Deepwood Scouts in the rear, and desperately tried to break the Gors. It didn't work, they were too tough, even after the Wargor was killed by the Dryad Nymph. The beastmen hacked back hard and won the fight (ranks, standrard, etc), and saw the break test roll an 11... oh dear, the elves/owl fled, living to fight another day... but the Beastmen had obviously won the day, and would soon be defiling Athel Loren - the wood elves demand their revenge!


The game lasted maybe 90 minutes (if that) and was good fun, we agreed to play again soon and escalate the Beastmen raid into 1,000 points next time, and just see what happens, and then link some battles together – this makes a good start. The Beastmen, flush from their fresh kills, will become bolder and move on deeper, hoping to seize new land to set-up their own herd-stones. I feel inspired for a mini-campaign (or at least series of linked games), to tell that story (and use all the wood elves I've painted). 

 

The Beast attack across the boundary stream (difficult ground), with the ambushing Ungor sneaking in at the side.

Centigor and Chaos Hounds, just charge!

Wood Elf archer and their Glade Captain leader, hold the centre

To their right, Dryads and Giant Owl (t'wit-t'woo).

Lurking in the trees, camo'd Deepwood Scouts.

The Gor block and scary Wargor leader, the main strike force, on the Beastman right.

Centigor and Dryads (all skirmishers) meet in the woods.

Owl faces the hounds, and then flees their charge, leaving the dogs an easy target for the archers behind.

Gors are hit by arrows from the Deepwood scout skirmishers, and come after them.

Dryads win the fight and tear apart the Centigor (with some very good dice). An even(ish) fight is one sided.

Glade Captain Maedhros leaps into the hounds, but only kills 1, and is wounded in return, he needs help! Bad dogs!
Ungor archers arrive and target the elf archer block over the stream. Arrows fly back and forth.

Help arrives, the owl charges in and tears the last hounds to bits. The Wood Elves are well on top...

..until the big Gor block crosses the stream (dodged by the scouts), and the Glade Captain boldly stands and challenges the Wargor, wounding him, but being cut down in turn... and the tide shifts...

The finale, all in on the Gors, Dryads, Scouts, Owl, but the defenders of the woods can't do enough and are beaten (but not before the Wargor is killed by Dryads in vengeance). The owl and scouts flee, leaving the last stubborn Dryads to fight and be cut-down. The Beastmen claim a narrow win.


The Wood Elf scout survivors can warn of the Beastmen threat and bring more elves to the next fight... 1000 points then, in a pitched battle, soon.


 

Saturday, 4 October 2025

El Sakhari Gap, Tunisia '43 with Battlegroup:Torch

This was pick-up game, 750 points per side, US Armour vs DAK, set in '43, somewhere near El Guettar. The random scenario generated was Attack/Counter-Attack, and we rolled for random table corners for deployment. 

The forces were, roughly – US:

FHQ in jeep
FSU, M3 HT
FAC in jeep

Dismounted Armoured Inf Platoon
Armoured infantry squad in M3 HT
Medium mortar and loader team

3 x M3 Lees
3x M3 Stuarts
Recce HQ in White Scout Car

2 x T30s (75mm)
2 x T30s (75mm)
2 x T19s (105mm)

2 x Supply Trucks
3 x Timed P-39 Air Strikes
2 2nd Priority Artillery Requests
1 Counter Battery Fire Mission

5 Officers, 43 BR, 1 Scout

Germans:
FHQ in PzIHQ
FSU radio truck

Pz Grenadier Platoon
HMG team
76.2mm PAK with loader team and truck tow
1 x Pz Grenadier squad in 251/1

2 x Pz IVs
1 x capture Valentine
1 x Pz II

FAO in heavy car
2 x 105mm guns (off-table)

Recce HQ
SdKfz 234/1
Sniper

88 with loader team and HT tow
20mm AA on heavy car

Resupply truck

1 x timed 80mm mortar barrage
1 x timed JU-87 air strike

4 Officer, 43 BR, 3 Scouts

The early turns of build up saw the Germans arriving in greater numbers than the US, and their first timed mortar stonk, on the US ridge (an objective) wiped out the US recce artillery spotter team (others would have to fill in the role for the rest of the game). Behind them, far away, the 88 set-up for its long range ambush fire sniping role, out ranging anything the US could shoot back with, until they did get it pinned with a good mortar stonk. Still, it made the US tank's movement a bit hair raising, even if no hits were actually scored. 

The Germans quickly built up units on the hill to their left, first the armoured car taking the objective (then bombed by a P-39), with the PzII, Valentine, AT gun and Marder all arriving too, with an infantry squad, to secure it. The US armoured attack towards the high ground ran into the capture Russian AT gun, which scored 2 kills, suppressing 20mm cannon fire, and the Valentine's gun, which wrecked an M5 Stuart in the trading of fire, definitively won by the Germans.

The DAK didn't get it all their own way though, as a big 155mm strike called in from Corps guns, thunder across the gap, but failed to get any direct hits, much pinning though. By now, the T19's 105s had rolled in and were on-station to lay down some harassment, with their own dedicated supply truck keeping the shells coming. They opened up on the panzers across the gap at the spring (another objective), and would continue to, but with few results. The first T30 battery waited on the ridge on ambush fire, so should the Pz IVs appear, they were ready.

As 105 artillery traded back and forth, the US forces tried to push up again, but the infantry were driven back (using Fall Back!) by MG fire, and the M3 Stuarts found that AT gun on ambush fire too, and it smashed a light tank to wreckage with ease! The US force was pinned in, each attempt to move, left or right, being met by accurate fire. Then the Stuka showed up and its shrieking bomb-dive scored a hit on a T30, wrecking it... and that was about all the US could take today, with 2 counters taken (both 4s).

The US BR losses had build up to 44... and so it was solid DAK victory. 'Old Ironside' had been taught a harsh lesson... the Germans had 3 out of 4 objectives, out scouted, air attacked and all these counters all added up to make a big difference. The Germans had taken around 30 BR, mostly from unpinning and few losses, but nothing serious (like say a tank, or that 88!).

Throughout this game we tested all the version 2 rules tweaks, and a few trial new rules... and all worked well. Nothing radical in the changes, but tweaks to improve AT guns (both German guns used them and it helped a bit, the captured Russian gun scored 2 kills and was still going, even if its loader team was gone). All positive, unless you're an American tanker... 3 dead M3 Lees, 3 dead M3 Stuarts... hmmm! This armour ain't great...

Few shots of the sharp action at El Sakhari Gap.

The Germans split left and right, taking 2 objectives en route. The US, slow to arrive, don't get far, their left armoured attack, coming to an abrupt end.

US recce HQ get behind a rock to view the gap from their ridge. Hidden, but not for long.


Early, timed 80m mortar stonk brackets the ridge, the White Scout car is destroyed. Spotter team wiped out.

US responds with P-39 bombing runs, the first pins the armoured car, the next is driven off by AA fire, the third, well, missed! Not great from the USAAF.


DAK armour arrives and goes right, with tank riders.

German forces build up on their left, an objective secured. AT guns just arriving to deploy with good lines of fire from the high ground.

US armour moves up, to attack that hill, but faces heavy and accurate fire.

First 'Lee' goes up in smoke, hit by the AT gun. Get that pinned down quick!

DAK armour reaches the little spring, another objective and take up defensive positions, mostly on ambush fire.

Marder, pinned by hitting a mine, that did not destroy it (must have been an anti-personnel one). Long range sniping so far scoring no hits. 


More armour lost... the US tanks are having a bad day!

Stuka dive bombs the ridge as well, wrecking a T30... OK, the yanks have had enough!



 

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...