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Saturday, 26 July 2025

Alarms & Excursions in Northymbra (Free Kernow) - Burrows and Badgers.


At the repeated insistence of our chairman**, I agreed to offer another game of Oathsworn’s Burrows and Badgers at club this month. The game is a small-scale (in model count, not size) skirmish game written by Michael Lovejoy (who also sculpts all the figures), that offers something like a cross between Mordheim and Redwall. 

** Editors Note - 'A slight exaggeration!'

Burrows & Badgers, Second Edition - Osprey

This was our first outing with the new second edition, and while some elements have been made more complicated (there are more possible Actions than before, every character has two Actions per Turn, Fate points play a bigger and more varied role, the post-game sequence has been extended, etc.), others have been streamlined (most notably Hiding/Searching/Ambush) and some of the synergies more prone to abuse have been tightened up (no more machine-gun crossbows with Haste and Fast Shot, for example, or extremely profitable equipment factories through the Smithy or Jeweller’s Workshop Den Upgrades - not that I imagine these were ever a massive problem: this is not a game for those who prefer competition over narrative). 


Overall, it retains the same intuitive structure of play and flavour of the quality dice; if the added complexities have raised the barrier of entry slightly, it nevertheless feels just as comfortable once you get going, and my role as umpire quickly receded into the background as the players got to grips with the mechanics. The whimsical, if quite violent, anthropomorphic animal setting of Northymbra (this month topically transferred to Free Kernow) is still quite special, and a substantial treat of the game is playing with Michael Lovejoy’s beautiful figures (which are also some of the most enjoyable to paint
that I’ve ever done).


Our first match was a straightforward meeting engagement between the Royalist Escanceastre Garrison, under its hare captain, Sir Erembald the Hardy, and and the Rogues of the Haldon Chancers, led by the otter outlaw Alfred Silvertail. 


The garrison deployed inside the walls of Escanceastre on one corner of the table, while the Chancers’ camp lay in the opposite corner. 

We played a simplified version, without the additional objectives or side quests. The addition of the support quests (taking opponents Out of Action in close combat for the Royalists, successfully Searching terrain for the Rogues), however, were very helpful in encouraging the different factions to behave as they ought. 


The Chancers won the Initiative for the first Turn, and started pushing toward the road leading to Escanceastre. The garrison scrambled, with some heading for the main gate, others through a gap in the wall. Galland de Pomeroy, crossbow-hare extraordinaire, bounded up the steps to the parapet, followed closely by Br Muslinus, the mouse monk. Etheldreda Chitterbeak, sparrow, and Pernelle the Flash, kingfisher, flew across the field to a quiet homestead and began ransacking the place for anything interesting (in accordance with the Rogues’ support quest), but to no real effect. 

A trumpet sounded from Escanceastre as Sares sans Peur, the shrew knight errant, rode out on his trusty stag beetle steed, Black Beauty. However, a worryingly accurate shot from the bow of Tekakwitha Powhatan, the visiting American raccoon, punched through Sares’ armour, and he suddenly remembered that he had forgotten something back in the city. Fearless, indeed. The hares edging round the west side of the city likewise thought better of their foray and went back through the gap in the wall.


The Chancers, pleased with the effects of their suppressive fire, gathered to the north of the city but remained wary of getting within range of Galland’s crossbow. Br Muslinus decided to break the stalemate by casting a transposing spell, placing Greta Broadstream, the otter mage, in the midst of the garrison, while replacing her with Erembald among the Chancers. 

The startled badger healer, Br Alun Brochod, ran to grapple with the Royalist captain, along with Gonff the mouse thief, while the unarmed Greta ran back out through the city gate as fast as she could. Erembald, for his part, found the sight of a badger bearing down on him more frightening than he had expected, though in the event he managed to hold off the angry teeth and claws with his broadsword.

While the birds continued to rummage through the bins (Etheldreda even managed to ‘liberate’ some coins from under a mattress), Sares found his courage and rode down the fleeing Greta. Another hare, Crockern, Guardian of the Two Bridges, ran after him to support, followed by Sr Clementina, the mouse nun. However, Alfred was waiting and plugged Crockern with two arrows that sent him limping back to the safety of the gate. Etheldreda, reminded that a battle was going on by the death rattle of Greta, flew toward Sares, only to disappear in a cloud of feathers before his countercharge.


Meanwhile, Alfred had strayed into Galland’s eyeline, and a crossbow bolt reminded him that he was not the only one with a ranged weapon. Erembald was ignoring the scary badger—who was anyway preoccupied with casting healing spells at Alfred—and instead raining down blows on the mouse thief.

Alfred, feeling better after Br Alun’s ministrations and now out of range from the wall, lined up another shot at Sares, which took the shrew knight from his saddle. Br Muslinus, who had been repeatedly muttering his transposing spell without result, cleared his throat and tried again, placing Galland in the vegetable allotment and bringing Pernelle onto the battlements, though not before she found a few carrots she thought worthy of resale. 

With Gonff now lying bloody on the ground and Br Alun wandering off, Erembald took the opportunity to charge Alfred, cutting down the Rogues’ leader with a swing of his broadsword. The Chancers thought better of their chances, and decided to quit the field.


After lunch, we had another engagement, but this time the two parties had a common enemy: a bear who was wandering toward Escanceastre, looking to set up camp for the night in a nearby abandoned mill. While the garrison held themselves in reserve in case the bear attacked the city, the Chancers’ bravely but foolishly rushed out to stick the bear full of arrows. 


He did not take kindly to this, and marched up to Alfred, grabbed him, and stuffed him in a sack at his side. As the Chancers panicked, they began running toward the mill, though Tekakwitha scattered behind the bear. Thinking that they ought to have whatever the bear was having, Greta cast a spell of
Bear’s Strength on Br Alun, causing the already strong but unarmed badger’s biceps and chest to swell. About this time, it began to dawn on the garrison that they had better work together with the Rogues, so they began to pour out of the gap in the city walls.

Noticing that Etheldreda had flown to the roof of the mill, Br Muslinus began muttering again, but not much happened. General pandemonium continued as everyone converged on the mill, before Br Muslinus finally transposed the sparrow with the bear. The mill was unable to support
the bear’s weight, and he crashed through the floor, taking enough Wounds to nearly enrage
him. 


Much discussion was now had about what to do next, and a consensus was to try to put in some more pain, despite the fact that he was at the limit of the hares’ charge range, for fear that the bear would recover by the next Turn. Unfortunately, the surprisingly brave kingfisher, Pernelle, was unable to land any damage before the bear swung his club twice, bashing her badly, killing Gonff, and wounding Erembald, who had trapped himself in the entrance hallway of the mill. Everyone retreated to a safe distance, as Br Alun and Sr Clementina worked to heal their companions. 


Greta began calling on Bear’s Strength, but now, in a spirit of co-operation, she gave it to Erembald, who was universally recognised as the strongest warrior in hand-to-hand combat. The bear, absorbing crossbow bolts from Galland on the ramparts without hurt, smashed his way out of the ruined mill and headed for Br Alun. 


A well-aimed crossbow bolt, however, made it through his thick skin, causing the bear to skip being enraged and go straight to being heavily wounded. Erembald, now thoroughly swole from his magical steroids, charged into the bear, along with the rest of the nearby beasts. The bear stomped on Pernelle, then picked her up and threw her at Alfred (who had fallen out of his pouch in the meantime), but she
managed to hang on, a mangled conglomeration of blood, bone, and feathers. Summoning all of the strength of his own inner hare-growth-hormone-bear, Erembald raised his mighty sword and thrust it into the monster, finally slaying it. 


Having put aside their differences and found unity in the face of a common enemy, the two bands decided to part amicably, rather than fight it out amongst themselves (to the mild disappointment of the umpire).

Many thanks to Mark, Mark, Mike, and Owen for two very entertaining games played in precisely the right spirit!

Friday, 18 July 2025

The Battle of Ravenna 1512 - Furioso.

Battle of Ravenna - Giuseppe Rava.
 
The Battle of Ravenna, fought on the 11th April 1512, was a major battle of the War of the League of Cambrai, and saw a Papal–Spanish army under Viceroy of Naples Ramón de Cardona defeated by France and their and their Ferrarese allies under Gaston of Foix, who was killed during the battle.

The Death of Gaston of Foix, nicknamed 'The Fox'.

The battle was exceptionally bloody and saw both sides making a previously unseen usage of artillery,  and although the Spanish artillery and infantry inflicted massive casualties, Ferrarese general Alfonso d'Este initiated a decisive French flanking of the Holy League with their own guns, defeating the exposed Holy League cavalry and making their line collapse. 

Gaston of Foix then died in action when he attempted to rout the retreating infantry with a cavalry charge.


It was on Good Friday, April 9th 1512 that Gaston's artillery commenced a bombardment of the walls of Ravenna, which eventually caused a breach sufficient enough for the French commander to order an assault by his infantry, however the ferocity of the Spanish defence held despite repeated attacks, forcing the assault to be halted for the day, only to have reports delivered the next day from scouts that a Spanish relief force had arrived from the south and were hastily entrenching on the east bank of the Ronco, one mile south of the French camp. 


At the same time, Gaston received word that the Venetians had fallen on the French supply line and intercepted a crucial convoy of food and ammunition. In a council of war called to assess the situation, Gaston argued that time was against the French; they must attack the Spanish relief army at once. 

Our battle setup was based on the suggested arrangement as set out in Helion's Italian Wars Wargaming Guide - All is Lost Save Honour.


with the following key to the units shown.
Spanish - 1. Papal Men at Arms (Fabrizio Colonna), 2. Spanish Men at Arms (Cardona), 3. Spanish Men at Arms (Carvajal), 4. Spanish Infantry, 5. Spanish Infantry, 6. Papal Infantry, 7. Spanish Infantry, 8. Spanish Infantry, 9. Papal Mounted Arquebusiers, 10. Jinettes, 11. War Carts, 12. Artillery

French - A. French Gendarmes (de Palice), B. Artillery, C. Gascon Crossbowmen, D. Landsknechts, E. French Picard Pikemen, F. French Gendarmes (de Foix), G. Italian Pike and Crossbowmen, H. Mounted Arquebusiers, I. Stradiots, J. Mounted Crossbowmen, K. Artillery, L. French Gendarmes (d'Alegre), M. Italian Pike and Crossbowmen, N. Light Artillery (only if this option is taken) *these were omitted for our game.

The French nobles and mercenary captains agreed to march south and strike the Spanish relief force on Easter morning, before it could reinforce the garrison at Ravenna.

Our game setup ready to go based on the battle map above.

For our game of Ravenna we were using the setup guide from the Helion Wargamers Guide on the Italian Wars, using their battle map as seen above, together with the rules Furioso from Alternative Armies, designed specifically for 15mm which supports their own range of Italian Wars miniatures, but for which we have repurposed for use with the 28mm collections you can see.

https://www.alternative-armies.com/

Italian Wars is well known for its ability to produce a feast for the eye in terms of the colour and variety of units involved and it was certainly a pleasure to just take a moment before we started play to enjoy the eye feast we had after setting up.


I had the pleasure of assuming the roll of General Ramón de Cardona, with John and Matthew allotted commands around the perimeter of the Spanish lines from right to left, allowing me to form a reserve in the rear of the Spanish defence of the two units of Spanish Men at Arms and the rearward Spanish and Papal Infantry, looking to use them to plug any gaps in our line should the need arise.

The Papal Men at Arms under Ramón de Cardona, together with the two units of Spanish Men at Arms under Fabrizio Colonna and Pedro Navarro respectively guard the Spanish left flank and the nearby gun line.

After setting up approximately on the historic arrangement, it seemed likely that the French might try to bombard our flanks and lead with their mounted units, to force that reserve to be committed before attempting to assault the main Spanish line.

Opposing the Spanish left flank French Gendarmes under the Grand Master of France, Jacques de La Palice, form up on the road.

Both French flanks of mounted units advanced menacingly, accompanied by skirmishing Gascon crossbows and firing from nearby French guns that started to cause annoying casualties on Spanish units moving forward in preparation to oppose the threat.

Landsknechts ready to advance.

However the Spanish gunners were able to inflict a bit of return pain as both John and then Matthew advanced on the Spanish left and right with the Papal Men at Arms and Spanish Jinnetes as the plan developed to take the fight to the French beyond the ramparts and to see if we could so tie up and damage the French flanks enough to force them to commit their infantry earlier than planned.

Spanish infantry man the bank and ditch on the Spanish right flank

The Papal Men at Arms got the drop on the Gascon crossbowmen who attempted to evade their charge but were not able to get clear and were brutally ridden down, before the Papal knights were counter charged by the French Gendarmes under de Palice resulting in a to-and-fro melee for several rounds, that eventually broke the Papal troops but left the French badly battered.

Italian pike and crossbows out on the French left flank.

The early fighting on the Spanish right proved very useful for the defence, restricting as it did the ability of the French to bring more units forward along the road by the bridge, passing over and trying to negate the road ditches to their front. This led to a bit of a traffic jam as the following unit of French Gendarmes under d'Alegre managed to throw an activation die roll of 6 seeing them go impetuous but unable to advance past the crush of infantry and guns in their way to get into the cavalry fight going on ahead.

French artillery out on the extreme left flank. These guns would prove problematic for the Spanish defence until their Jinettes (Unit 10) advanced and defeated the French Stradiots seen to their immediate right, and then proceeded to crash into the French gun line, survive the attempted close range shot and then wipe out the French gunners.

On the Spanish left flank the gap beyond the defence lines and the marshy ground beyond served to channel any advances into or out of the clear ground beyond and the French gunners on that flank were made good use of taking pot shots at rearward Spanish units as the French advanced with mounted crossbows to cause yet more discomfort to the troops manning the embankment.


The threat to the flank was only too obvious and so Matthew sent his Jinettes forward to deal with the crossbows, losing a stand in the advance, but managing to pass his morale checks and close with the enemy, to destroy them in the ensuing close combat.

French Gendarmes under the man himself, Gaston de Foix observe the Spanish lines to their front.

The destruction of a unit in melee offers the chargers the opportunity to carry on and contact other units within range, which the French guns were, but only just, and they would get the opportunity to blast the Spaniards with a bit of close range grape and flint before contact. That said the opportunity to severely disable the French threat on the Spanish right flank seemed a risk worth taking and so both Matthew and I watched in anticipation as the French gunners seemed to lose their nerve and miss with all their dice.


The retribution for that miss was not short in coming as the Spanish-lights hit with all but one of their dice and the French gunners failed to save any of the hits received, seeing the surviving gunners take to their heals with the Spanish in hot pursuit as both units left the table, but seemingly forcing an immediate advance by the French infantry towards the Spanish line as their flank attack evaporated in a single turn of combat.

The Papal Men at Arms catch the Gascon Crossbowmen as they attempt to evade the oncoming charge, whist to the left of picture French units are in a traffic jam trying to get forward of the ditched road to their front. 

With the hors-d'oeuvre of the flanking cavalry manoeuvres out of the way, the pace of the game now shifted towards the main-course which saw the French infantry enter stage centre as massed pike blocks moved inexorably forward towards the Spanish embankment, that prompted in return the movement of the Spanish and Papal troops held in reserve to be edged a little closer towards the most threatened areas of the defensive line.

Spanish Jinettes ride out to take on the French mounted crossbows, the start of their dramatic charge that would see them carry on into the French rear and destroy their guns on this flank.


This was the moment for the Spanish arquebusiers to show their worth as the range shortened and the requirement for rapid fire at the approaching enemy columns took precedence in an effort to reduce the impact of the charge to combat and the attempt by French Pikemen and Landsknechts to get over the defences and enter the rear lines.

Midway through our game and the Spanish reserve is committed with all but the mounted men at arms in the centre pushed forward, as the fights on the flanks have started to become stalemated and the French are now going all in against the Spanish embankment.

The Spanish heavies attempt to keep the left flank in a bottleneck allowing their infantry time to win the fight on the embankment.

Each time the French infantry closed on the defences they were met with withering fire which was taking off bases as well as pushing back the attacks, and the mechanism Furioso uses for deciding precedence in the activation sequence took on an even greater importance as both sides attempted to make sure they got their 'fastest and with the mostest' to quote a later historical commander, with supports at the most threatened section of the defences.

Things are getting tense as the initiative dice get placed, and which will determine who gets to punch first in the upcoming assaults or defensive fire rounds.

This also required opposing Generals to be at hand to be able to effectively influence that activation sequence by the use of their added command rating used to increase the activation scores for the most important infantry group as required.

The infantry struggle starts to get up close and personal, as Spanish reserves move up to support hard pressed friends.

The tense struggle to achieve superiority on the line continued for several moves, but in the end the combination of Spanish, firepower, the protection from their defences and the addition of the reserve infantry at the appropriate moment proved superior and one by one the French attack columns were either driven off badly depleted or routed from the table entirely, leaving the worn but victorious Spanish in command of the field, and not having had to resort to using their organ guns, or ribauldequins once as the enemy failed to get over the barricades.


With the main course served and devoured with delight, their now remained the decision to see if the players had room for desert, given that the French were in very short supply of battle fit infantry, light cavalry and skirmishing crossbows, but still possessed some very fine and enthusiastic Gendarmes elite heavy horse, which they were eager to test out, and so the waiter was summoned and the Gendarmes were duly served.


What remaining Spanish heavy cavalry there was trotted forward to contest their advance and proved the benefit of the earlier traffic jam on the ditched road at the bridge, in that The Fox and his knights were the force to be reckoned with and after a short fight drove of their Spanish opponents, threatening in their wake to get in behind the trench works.


However it was all in vain really, as the Spanish infantry were still in relatively good order and still full of fight and the likely break-off by the French compelled by the army losses caused us to end the game at that point, not to mention that one or two of us were looking forward to the game wash-up in the pub combined with a few after-club beverages.

The Papal Banner is on display at the heart of the Spanish defence to let the Spanish infantry know that God is on their side.

Furioso continues to impress as a set of rules in terms of its playability and intuitive systems that are easily acquired with little reference to the QRS, and both Steve and Alex are to be congratulated for sorting out a basing arrangement for 28mm that better suits the rules and formations required in that scale of figure.

However with a big game of Pavia planned for the end of the year perhaps some further thought is needed on the activation process, which is all part of the drama of the game, but may need adjusting from unit level to a battle group arrangement, and I am sure the chaps will be considering options for future games.

The Spanish infantry are victorious having driven off, or about to, their French opponents, with the three '1's for saving dice throws, seen here, indicating another French attack about to fall apart.

Thank you to Stephen and Alex for pulling this very entertaining and enjoyable to play game together, and to John, Matthew, Mike and Sam for their company and creating the drama and fun of playing it.

JJ

Monday, 16 June 2025

Battle of Telegraph Hill October 1776 - Rise & Fight Again

 
This weekend at club, myself Jack and Steve M, pooled forces and rulesets to organise a 28mm AWI scenario using the rules Rise & Fight Again (R&FA) from Stand to Games, link below.

I've recently restarted my AWI project to build a Mohawk Valley collection of figures, mainly using the Perry range of miniatures, for the small actions along the Hudson and Mohawk rivers, which has seen the plan broadened to enable the collection to facilitate field forces for the bigger battles that were a feature of the war in its early years, particularly in the northern theatre.


At Jack's prompting and with Steve M up to speed with the rules I hastily pulled together a scenario loosely based on the Battle of Chatterton Hill from the larger Battle of White Plains, using the scenario from the British Grenadier scenario book as a guide to my setup and replacing the Hessians with a British brigade instead, renaming this fictitious action after a very familiar local landmark and coming up with a selection of commanders to replace their historical counterparts.

A map of the Battle of White Plains, the inspiration for this particular scenario

Steve and I last played a game using R&FA back in September 2018, using Steve's 15mm collection, soon after their publication, and on the back of our playtesting a series of Peninsular War scenarios for the sister rule set Over The Hills for Napoleonics, with a lot of similarities between the two sets, but including a few significant changes to capture some of the unique aspects of the AWI theme.

Steve M's 15mm collection in action during our first game using R&FA back in 2018.
JJ's Wargames - Rise & Fight Again

If the rules are unfamiliar to you then you can follow the link above to my personal blog where I covered our first game getting our collective heads around them and highlighting some of the key changes from the Napoleonic set but equally importantly retaining the original concept of Fatigue as a way of representing the strength and quality of individual units and using the Fatigue Score (FS) as a way to measure the morale of units during a battle, with FS lost through combat and stressful or difficult manoeuvring, which could be rallied off when the opportunity presented, and if enough command capability was available to do so.

https://standtogames.co.uk/shop/ols/products/rise-and-fight-again-rules

With my new additions adding to a growing collection of figures, bolstered by extra units provided by Jack, I arranged the table for our game as seen below, based on the scenario map above, seen here at the start of play with the Rebels set up on the position as indicated on the map and the first British brigade entering from top right of picture.

The British command table with brigade cards arranged together with reinforcement units yet to arrive on table.

I was keen to reacquaint myself with the orders and brigade morale system which I facilitate with my own command cards, illustrated below, using dice to record the FS points for each brigade that are reduced as combat FS, not movement penalty FS is inflicted during the game, which as mentioned can be rallied off by units on the table, but is simultaneously deducted from the brigade and army total which cannot be remedied by rallying. 

Thus once the dice are removed from the card the brigade is considered broken, and when more than half the army FS has similarly been affected by broken brigades, the army as a whole is forced to break off.



Each brigade commander is numbered as per the card number, bottom right on the national flag, and centre bottom a six-sided 'orders' dice is placed to show what orders the brigade is operating under at any given time, with a similar orders dice placed next to a tabletop commander to indicate new orders having been dispatched and reminding the owning player to test for receipt in the subsequent turn or turns, with successful communication resulting in a new order indicated on the brigade card.

Orders are very specific about what units in a brigade must do, can do and cannot do and how many units have to comply with those orders at any time, and the system is one of the best paper based ones I have come across for modelling orders without the tiresome need to write specifics on a separate note.


The British order of battle together with mission, deployment and brigade orders details. The artillery under Erskin is off table on the edge nearest to camera in the picture below, and was able to fire along the forward edge of the hill including the emplaced militia under Scott, whilst the summit and rear slopes were masked by the wooded rocky slopes nearest that table edge. 

With the players briefed about the respective positions of the two sides, with the British looking to clear the hill of Rebels to turn a more stronger nearby Rebel line, but keen to avoid a heavy casualty bill whilst doing so, and with the Rebel command likewise acting as the proverbial speed bump, whilst hoping to crack the British sump with accurate cannon fire and massed musketry against assaulting redcoats, before being forced to surrender the ground.

British Light Infantry supported by Jagers and Light Dragoons of Mathew's brigade enter the table to commence our game

The Rebel order of battle similarly arranged as the British one above. For my standard games using R&FA I assume an average battalion of 16 figures equating to 320-men with a Fatigue Score (FS) of 7 for Confident Regulars, and with the FS increased or decreased by 1 for every 60 men over or under that strength. Thus I have rated the Delawares FS 8 to reflect their quality over other similarly sized units of Continental infantry.

The British attack developed on the Rebel left as the light-bobs, jagers and 17th LD closed on the flank of the hill with the Jager skirmish line clearing the rocky slopes of militia skirmishers making full use of the range advantage of their rifles and their 'Good Shots' firing capability inflicting the first Rebel FS losses in the game as their skirmish screen fell back.

Combined British Light Infantry, Jagers and Light Dragoons were the spearhead of the British attack to clear the hill of rebels.

As the British entered the table they were supported by overwatch artillery preparation which also inflicted the occasional FS hit from the three 6-pdr and three 12-pdr guns deployed to support the attack.

Scott's Brigade of Massachusetts Militia supported by the 6-pdr guns from Woodfords Continental brigade defend the forward slope of Telegraph Hill. The emplacement and artillery support provided much needed bolstering for these very nervous militiamen.

The British artillery support was limited though, simply by the fact that once the redcoats got level with the militia emplacement their fire would cease in that direction and similarly once follow up brigades moved onto the forward slopes their fire would likely cease entirely.

The 3rd New Yorkers deploy in open order to avoid overshoots from Erskine's British guns on overwatch on the front slopes of Telegraph Hill

However round shot bowling along the forward approaches to the hill caused a level of discretion from the 3rd New York Continentals as they opted to become a more difficult target by deploying in open order and later falling back into dead ground to await any redcoats heading their way.

Graham's New York Militia skirmish from the woods on the front slopes

The main British assault for their two brigades of 'hatmen' would commence from turn two to turn four dependent on a D3 die roll and the British roll determined their march would delay their on-table arrival to turn four, leaving the light infantry to tackle the defences alone until that time.

Woodford's personal command and his force reserve of Continentals on the rear slopes, ready to repel any British breakthrough onto the summit of the hill

The British attack starts as British light bobs look to flank the militia emplacement as the rebels pull their guns back to meet the threat with Jagers now skirmishing from the rocks, extreme right and with the 17th LD on overwatch as the combat develops

The attack by the light infantry was pressed with typical elan one would have expected from an elite unit as they crested the forward slope only to have their subsequent charge met by blasts of cannister from the Rebel 6-pdrs turned to face their approach.

After a long cross country march, the British line brigades make their appearance as the light bobs press their attack.

Close range combat is referred to as combat contact in the rules and combines the effects of close-range fire-fights as well as the occasional crossing of bayonets, with charging infantry having to pass a morale check to press their attack, simulated by rolling less than or equal to their current FS on a D10.

The militia and supporting skirmishers open fire on the redcoats as they press their attack on the hill

Similarly defenders have a range of options facing a close combat, ranging from standing to deliver close-range fire to evasion and similarly requiring a test of nerve to manoeuvre accordingly.

The 3rd New York Continentals are held on the Rebel right flank to slow down any British march attempting to turn the position from this direction. The marker indicates some loss of FS likely inflicted by the occasional hit from the support British artillery and recommending their new position in dead ground

The first charge by the light-bobs was met by resolute gunners standing to their guns and letting fly with their cannister rounds inflicting two Fatigue Hits (FH) stopping the charge in its tracks but not sufficient to cause them to fall back, needing 3FH for such a response.

With the battle reaching a climax, Woodfords Continental brigade deploy forward onto the summit ready to repel any British breakthrough

However as if to emphasise their determination to stay put the Rebel guns were supported by their nearby skirmish line which added another FH to the total that went with one more FH gained by the British light infantry for charging through disruptive terrain to get at the gun line.

The British have broken the militia and driven off the Rebel gun crews as redcoats press forward on the front slope with another brigade on the march to get around the hill on the British left flank. The attack has taken its toll though with the British light infantry pulled back to rally after having suffered multiple casualties from skirmish and cannister fire whilst pressing the attack that drove off the gunners.

The British lights were barely holding their ground on 5FS remaining from their starting total of 9, and to rub salt in the wounds their commander Brigadier-General Mathew was one of the casualties in the first attack.

The militia are broken and redcoats threaten to push forward onto the summit as Woodford's Continentals prepare to resist their advance.

The fight for the forward slope was in the balance as the support brigades of 'hat-men' under Brigadier-General Frost pressed forward in their support towards the emplaced militia, causing 2FH on the unit with fire from supporting Tory militia, and as the Continentals of Colonel Woodford's reserve moved up to meet the impending attack, the next round of fighting commenced around the guns.

The Continentals move forward as the militia on the right of picture rout back to the rear.

The British light infantry successfully passed their FS test to charge in again, now requiring the Rebel gunners to successfully stand by rolling 7 or less on a D10 but managing to roll an 8 seeing the gunners nerve fail at the worst possible moment and causing them to run back a full move deserting the guns.

The British have cleared the Rebels from the emplacements and driven off the gun crews as Continentals move forward to oppose them

On the emplacements the redcoats seemingly recognising nervous militia to their front stormed forward after firing a volley at the rebel defenders using their British 'Three Cheers' special attribute and seeing the resulting casualties break the militia who fled back in rout before contact could be made.


The only bonus for this collapse of frontline units was the open ground created for the first of the supporting Continental battalions who poured in a volley against the light-bobs and closed to combat contact, but with their FS3 total leaving the British unit wavering very close to rout, they wisely opted to evade the charge and streamed back down the slope to reorganise and rally in the wake of the other British line units.


It was at this stage of play we decided to conclude the playing of our game and our discussions about the rules down the pub, but I thought it would be interesting to see how the battle was progressing with regard to opposing objectives at the end of play seeing where the respective FS scores were and with one Rebel brigade (Scott's Militia) already broken.

The starting Army Fatigue Score Totals at start of play were 83 for the British and 53 for the Rebels, that saw combat losses in FS for each force equal 18 (22%) for the British and 13 (24%) for the Rebels, a result indicating successful progress by the British and leaving an uphill (no pun intended) challenge for the Continentals to bleed the main British assault sufficiently before retreating rather than being forced to break which would also meet the British objective.

Stand out units in the game were the Light Infantry and Jagers who took the fight to the enemy and paved the way for Frost's brigade of hatmen now coming up the forward slopes in the picture above as the Militia rout back, begging the question as to would Woodford's Continental brigade be able to blunt their attack?

Thanks to Jack, Steve M, Paul, Lawrence, Mark and Owen for all the fun.

JJ