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Saturday, 18 April 2015

Blast from the Past - Devon Wargames Show, 1992-93

Some of our younger club members can't remember 1992, neither can some of our older members for that matter.

This year with another Exeter Legionary Show looming next month, I thought it might be fun to show the origins of our local show and its very first incarnation back in 1992, when JJ still had hair and was known to like a beer or three.


In 1992, there was no Internet and the only way to get any advertising was to get the local press to come out and write daft stuff that might attract local people to see what our hobby was all about.

The Leader from 1993
So the next time anyone asks when the Exeter Wargames show got going, you can now say with some assurance that it was in August 1992 at the Clyst Vale Community Centre, Broadclyst, hosted by the Exeter & East Devon Wargames Group that became the Devon Wargames Group when the tanks rolled into Barnstaple and we annexed Chas, Clive and Nick in the North Devon anschluss.

Sunday, 12 April 2015

Shepherdstown, Virginia 1862 - Fire & Fury Regimental

"Berdan's" Sharpshooters covering the retreat of the Corn Exchange Regiment by Tim Kurtz
Following the bloody battle of Antietam, both battered Union and Confederate armies drew breath and held their respective positions the next day, near Sharpsburg and the Antietam Creek in Maryland.

General Lee, after discussions with his senior officers, had decided to withdraw the Confederate Army of Northern Virginia by crossing the Potomac River at Boteler's Ford, as the Shepherdtown bridge had been destroyed earlier in the war.

As the Confederate army conducted its withdrawal over the Potomac, General Pendleton posted the reserve artillery on the Virginia side of the river to cover these movements. On the 19th of September 1862 the Union Army of the Potomac closed on the crossing point with the arrival of V Corps under General Fitz John Porter whose initial probes were driven back by the Confederate artillery. Shortly before dusk, Union General Charles Griffin led a small force of 500 infantry and sharpshooters across the ford, scaled the heights and captured four or five artillery pieces, before being recalled. 

Map borrowed from the Civil War Trust site that is worth a thousand words in
understanding the relative positions of the forces involved - see link below

On the morning of the 20th September Union General George Sykes led two of his Northern brigades over the fords and moved up on to the heights forming a line centred on the Cement Mill. In the centre of the Union line the 118th Pennsylvania or "Corn Exchange Regiment" with 737 green recruits carrying wet defective ammunition advanced and took position in the open terrain. Further forward the US regular 17th Regiment formed an open order screen covering the road leading to the ford. The Union artillery, that was to have a telling effect during the upcoming battle, was massed on the heights on the Maryland side of the river, able to fire, in support, over the heads of the Union troops.

General Pendleton reported to Lee that Union troops were now on the Virginia side of the river and that he had lost part of his artillery. General Jackson ordered his rear guard, General Hill's 2000 strong "Light Division" to about turn and march the five miles back to the ford and drive the Union troops back over the river.

The Confederate battle plan, with General Hill's Light Division drawn up in its two lines preparing to advance on the Union forces. The Cement Mill circled was the objective for the battle. The large Pennsylvania Corn Exchange Regiment can be seen posted in the centre with the US 17th Regiment forward covering the road and fence line
Thus the scene is set for our classic bridge head battle set during the early years of the American Civil War.

As the commander of the Confederates in this game and knowing nothing of the history or the battle before playing it, I was pleased to see my overall battle plan broadly follow the original devised by General Hill. I decided to put the weight of my attack on the Union right and centre around the Cement Mill which was the objective, detaching a single brigade to pin, for as long as possible, the Union left flank, thus hopefully crushing the Union right and centre before their other forces could come to their support.

Union positions lining the Potomac River with their massed artillery on the heights on the far side of the river
With no artillery support and some weak, battered, but very effective veteran and crack infantry, the Confederates have little choice other than to run the gauntlet of the Union guns and close with the bayonet as quickly as possible.

In the end this proved relatively straight forward, with both flank forces covering the open ground in two moves to close with the Union line. However the centre proved to be more of a challenge and the corn and wheat fields interspersed with rail fences degraded my troops movements and caused them to linger under the fire of the Union guns longer than I would have chosen.

The two lines close as the Confederates brave the Union artillery fire
Not only did the terrain have its effects, but the stubborn resistance put up by the US 17th Regiment caused two of my charges to bounce off their open order line, which was a bit of a surprise, but that is what comes from rolling poor dice in the combat. Oh well better to get it out the way early, things picked up significantly after that.

With my forward line of infantry arriving pretty much together, the US 17th decided discretion was the better part of valour and retired behind the poor old 118th Pennsylvania boys, and boy did these chaps live up to their billing, all though the size of the regiment demanded the respect of giving them the attention of several of my crack rated Confederate regiments.

Pender's troops deal with the 25th and 13th New York Regiments and move into the gully on the Union right
On the Union right, General Pender's brigade made rapid progress and were on the two New York Regiments before they knew what the time was. Despite the attention of the Federal artillery the Confederate regiments drove the Union troops back to the banks of the Potomac and with no where to run, they surrendered en mass.

As Pender's men consolidate, the Confederate first line charges into the Union line
In the centre, the 118th Pennsylvania (I can see why the Americans shorten their states names to two letters) were hit on both flanks, front and centre by four small but very good Confederate regiments supported by a couple more behind. They broke and fled back across the ford, forcing the Union to commit a regiment of breech loading sharpshooters into the Cement Mill as the "do or die, last man last bullet" force.

A bitter fight developed in front of the Cement Mill
The fight in the centre rolled forward with the flight of the Corn Exchange Regiment and the second line of Union troops were locked into a battle of attrition as their right flank was turned at the gully and with a second line of Confederates crossing the fields starting to close on the fight.

As the first line was engaged General Archer was busy getting the second line up in the face of difficult terrain and heavy Union artillery fire
On the Union left, the second part of the Confederate plan started to kick in as General Gregg led General Thomas' brigade up the steep bluff against Warren and Lovell's Union brigades, overseen by General Sykes.

With a blood curdling yell, the grey line swept over the summit and smashed into the blue line driving it back but not breaking it.

Looking like the two forces would hold each others attention for a while yet, Lovell's brigade detached itself in a determined attempt to come to the aide of the hard pressed defenders around the Cement Mill.

General Brockenbrough's brigade was detailed to pin Lovell's and Warren's brigades on the Union left
With the forward line of veteran Confederate regiments stating to take casualties in the too and fro fighting in the centre, the second line of Confederate troops moved through the ranks to take up the fight, with Archer leading Turner's brigade (Archer on the map) forward and Brockenbrough's men moving through Edwards' (Gregg on the map). Leaving General Lane's troops clearing the fields and acting as the final Confederate reserve.

The Confederate second line starts to arrive as the Union troops are forced back to the Cement Mill

The tide of Confederate troops mass towards the Union forces desperately trying to hold the Cement Mill and protect the ford
The game was in the final moves as Union General Lovell led his men down from the heights on the Union left and poured on a mass of musketry all but destroying the flank regiment of General Edwards' brigade.

General Sykes pulls Lovell's brigade off the bluff to attack the Confederate right flank
With the Federal position around the Cement Mill becoming more precarious with each turn, the attack by Lovell's brigade was a major threat and had to be countered immediately.

Step forward General Lane, who giving a rip roaring plea to avenge all the wrongs committed by the blue bellies too date, pointed his sabre at the flank of the union brigade and personally led the first three of his five crack regiments in with the bayonet.

To counter the attack from Lovell, General Lane leads his Confederate brigade and attacks Lovell's flank
And then!

And then it was time to go home. With five turns played and the battle at its deciding point we stopped. On balance it looked like a Confederate win, with all but a couple of regiments still "Fresh" status and now given their proximity to the Union infantry, mostly away from the loving attention of all that Union artillery. With Lovell's counterattack met by the charge from Lane's troops, both sides had committed their reserves and the casualty count certainly favoured the Confederate cause.

On putting this AAR together I noticed a report from a Confederate commentator describing the fire from the Union guns as "a terrible storm", and after yesterday's game I can appreciate what he meant.
During the approach to contact and during the fighting on the lines, those guns kept picking away some very weak Confederate regiments that meant that every base removed really hurt. Without the support of the artillery, the Union infantry musketry was relatively feeble and their guns certainly kept them in the game.

Thanks to Steve H for setting up this interesting scenario and bringing along his figures and terrain. As a confirmed Napoleonic man I must say I quite enjoyed this little "Napoleonics on steroids" clash. The Fire & Fury Regiment level rules were good fun and like the original divisional level set easy to use and follow giving what feels like a good simulation.

For more information on the battle I have added the links I referred to

http://en.wikipedia.org/wiki/Battle_of_Shepherdstown
http://www.civilwar.org/battlefields/index/index/shepherdstown-september-20.html
http://www.battleofshepherdstown.org/Home.html

Saturday, 21 March 2015

New Kingdom Egyptians vs Hittites - Hail Caesar

The Battle of Kadesh - circa 127 BC by Brian Palmer
Time again for another run out with my first ever proper wargaming army, the New Kingdom Egyptians 
and after their recent fortuitous success against the Sea Peoples their opponents this time would be another 
army that has, shall we say, taken me a little time to get onto the wargaming table since its first initial
purchase 15 years ago (I’m a slow painter.)

New Kingdom Egyptians vs Sea People

The Hittites.  The Rules used were as usual Hail Caesar by Warlord Games and with the standard adaption’s for 
playing with 15mm.

Point’s value: 500 per side.



The Egyptians set up with all their chariots plus associated runners on their right, a centre consisting of 
medium spearmen and medium archers and with their left being made up of Light archers, Marines and 
Axemen.

The Hittites split their chariots equally onto both wings supported by some Long Spear infantry and 
Light archers; the centre consisted of the Hittite Guard, more Long Spears and the Canaanite allies. 
More Light archers screened the front along with the usual mix of skirmishers.

As is usual with our HC games everyone announced three moves straight ahead for their first move and 
equally as usual no one achieved this, the Egyptian right even managed a blunder first turn and then 
threw a 1 resulting in head long flight. Sensibly we let them stay on the table but Nathan playing his 
first game of HC didn't seam to realise that double 6 command rolls was not a sound tactic as he 
managed to throw another 2 during his time in charge, all be it not with such dramatic results as his 
first; in fact we had a total of five blunders thrown in the game, a new record. (I have to admit that the 
other two were done by me however a forced three moves headlong charge came just at the right time 
for an other wise reluctant division and the other roll only affected one unit).     


For this report it is easier for me to cover the game by describing each division’s action so first up is what happened on the Hittite left.

The Hittite chariots headed straight for their Egyptian counterparts who reciprocated but noticeably 
hung back a little to try and utilise their archery, tension mounted across the table as both sides careful 
jockeyed so as to time their charges along with the optimum positioning of supporting units. Strangely 
it was during this time that a well aimed Hittite javelin hit one of the Egyptian unit leaders and the rest 
of his men fled immediately causing a gap in the front line. (Nathan being a newboy to HC was given 
only one instruction prior to the game. Don’t throw double 1 and you will be OK. He obviously wasn’t 
listening.  

Seeing an opportunity the Hittites charged and their more powerful chariots pushed the 
Egyptians back, who quickly reforming (i.e. running away) onto the second line of Egyptian chariots 
charged back in to the fight and it was they this time that made the Hittite Maryannu unit flee by 
getting the infamous double 1 shooting morale roll. (see my opinion of shooting at the end). Desperate 
fighting continued for several turns with both sides soon teetering on division collapse however the 
imminent arrival of the Sherden Guard split off from the Egyptian centre looked like it would soon 
swing it the wrong way (for us that is)


Nick had one final chance to break the Egyptians and threw everyone that could fight into one last 
charge knowing that his flanks would be hanging but it was not enough, the Egyptians held and the 
Sherdens smashed their way in breaking the Hittite left.

Finishing off the story for this side, the Egyptians though victorious were badly wrecked and although 
valiantly trying to get across into the Hittite rear never made it in time, the Sherdens meanwhile rapidly 
counter marched back to try and shore up a now collapsing centre.

The Centre; by my cunning use of what appeared to be incompetent manoeuvring I had lured the 
Egyptians into an area bordering rough ground, I quickly occupied this with slingers and Habiru light 
infantry pinning several of their units, whilst in the centre my mixed spear/archers disrupted various 
Egyptians units and at a critical time saw one unit marooned out in front on its own. I smashed my line 
into it, having suffered six more casualties than inflicted, it had little chance of passing morale and broke 
immediately, this started a domino effect all along the front, the Egyptians were never able to get their 
whole line into battle at the same time and although my initial thrust was now weakening (medium 
infantry get quickly used up) I had the upper hand despite losing the odd unit.


Diverting a unit of Long Spears and a convenient but very confused (read: hopelessly lost) right wing 
chariot unit to guard against the possible intervention of the Egyptian right wing chariots , I consolidated
what usable units remained into a new battle line whilst waiting for the Hittite right to swing in.

The Hittite Right: There’s always one division that continually fails its movement dice and I suffered 
all day with poor control on this wing, after a while this division was horrible split up (remember that 
headlong blunder from earlier?)  and I was having to roll unit by unit every move , its surprising how 
often a 9 comes up on two dice and I must admit I forgot about the "follow me" command which might 
have helped to get things back into some sort of order . However the two Egyptian Light infantry 
archers holding the flank weren't going to stop my chariots for ever, who it appeared were otherwise 
engaged on an arrow collection mission, but eventually after a lot of cursing I finally got them going 
and proceeded to break both of those annoying Kushite units, victorious at last I pushed on into the 
Egyptian rear. Elsewhere the extra unit of Spears on this wing now helped by beating off the Marines 
and with that result we broke this division.


The Egyptian centre tried to re deploy away from the broken ground and form a new flank but the dice 
had decided enough was enough and wanted to go home so refused to give the Pharaoh sufficient 
moves to do so despite his repeated re-roll attempts. One unit of spears was also shaken so immediately 
became the target for anyone that could throw or shoot something pointy and if it broke, then so would 
the Egyptian centre .Oddly enough for two turns I either failed to hit it or if I did manage something 
then Steve saved everything and therefore avoid having to take a tricky morale roll but eventually after 
only getting a single move for his remaining infantry for the third turn running the Pharaoh decided to 
concede the game.


Thoughts on Hail Caesar:

I guess I must be in double figures now for games using these rules and having switched all my 
Ancient armies across to it and with more on the way it’s obviously my set of choice.

So far every game has been a bit of a blood bath with heavy casualties on both sides and I don’t expect 
that to change, also we are still getting some rules wrong or haven’t understood them correctly, this 
game for example we actually remembered that supporting units must also take a morale roll if its main 
unit breaks and that it should use the same difference in dice when doing so. Also we have finally got 
our head around the shooting morale rules; we have played around with it a lot as its felt that the effects 
are too significant. Only requiring a single 6 to cause a morale roll seemed overly harsh but it must be 
remembered that at long range you are usually hitting on 6 or worse (which therefore will require two 
6’s for a morale roll to be made) and if you are daft enough to be sitting in javelin range then you 
deserve all you get! Plus to get any really bad results for a normal unit then it’s only a double 1 (odd 
that we managed to get this twice), and that it’s also the best way to get rid of those pesky skirmishers 
who are treated more harshly on the shooting table.  


Finally, the rulebook which has been commentated on by several forums leaves, shall we say, some 
lack of clarity regarding various aspects. I spent the best part of two hours over the weekend trying to 
understand the rules on shattering units (it did come up in our game). To shatter a unit you need to 
inflict double its stamina value in one turn, so that’s 8 for small units and 12 for standard, not very 
likely. It appears that what we should have been playing is that once your unit reaches its stamina 
level (of 4 or 6) it can be shattered if you then score a further four or six hits in one turn on top of its 
carried balance. (Remember unless the unit had reached its maximum stamina level already then you 
will have to discard/reallocate surplus hits). I can see this changing our next game a bit.



Thanks to Nathan, Nick and Steve H for taking part.
The 15mm Figures are my venerable Egyptians from before the internet era and the Hittites are from 
the earlier Chariot Miniatures days finished off with the newer Magister Militum versions.


This has been a Mr Steve production.
Pictures by JJ

Sunday, 15 March 2015

Battle of Barossa 5th March 1811

The charge of the 28th (North Gloucestershire) Regiment against the 2nd Battalion, 54th Ligne
 David Rowlands.
David Rowlands.co.uk

Every now and then, it's fun to recreate a battle close to the centenary of the actual engagement, and so it was that we had the chance to fight out a very famous battle fought two hundred and four years ago this month, the Battle of Barossa or sometimes referred to as the Battle of Chiclana; fought between General Graham, leading the British contingent of an Anglo-Spanish army marching along the coast road to raise the siege of Cadiz, and Marshal Victor at the the head of his Corps who was conducting the siege.

David Rowland’s great picture that heads the post, brilliantly captures the close up, sometimes desperate nature of the fighting, where the first French Eagle was captured by British troops in the Peninsular War.

The Map of Barossa, shows the British counterattack against French forces on and around Barossa Hill

http://www.britishbattles.com/peninsula/peninsula-barossa.htm

General Sir Thomas Graham
Marshal Claude Victor Perrin - Marshal Victor
Recent photos of the battlefield today show it dominated by a golf course stretching down to the azure blue Mediterranean Sea, so I don't feel so bad having my game fought out on my unrelenting green Games Workshop mat, with Barossa Hill looking like the 18th hole.

General Graham, using the hand of God, makes his first moves towards Leval's division
I am a confirmed C&GII Napoleonic player, but am in search of a paper based set of rules that allow me to quickly put a game together for a club meeting and are easily mastered to allow for gaps in playing them due to my preference to C&G. Thus I inflicted the first play test of James Purky's one sheet "Der Alte Fritz Rules for 18th Century Warfare".

http://fifeanddrum-minis.com/rules--articles.html

There are aspects of the d10 stats for firing, melee and morale that are attractive and easily adaptable, but I needed to see how they play under "combat conditions". There are aspects that don't fit with Napoleonics  that needed changing, such as the troop classifactions, lack of tests to charge and respond to charges, no additions for Generals being with a unit. Things I tagged on.

Duncan's ten gun British artillery brigade dominated precedings
The final thing was an army morale system to cause a natural break point, so I simply tacked on the Army Morale from Sam Mustafa's Maurice, that ended up giving us a nail bitter of a finish.

The last piece of the jigsaw was to grab a ready to go scenario set up for the battle, as I haven't researched this battle and it's orbats for my own scenario, so I grabbed a copy of Dave Brown General de Brigade Scenarios with Barrosa.

General Graham (centre) oversees the deployment of Wheatley's brigade, with Dilke's and the Guards behind
Our game pretty much followed the historical battle with the two British brigades preceded by their light battalions, tackling the respective divisions of Laval and Ruffin.

General Wheatley leads the 87th, 67th and 28th foot forward as Browne leads the Light battalion into the woods
The British artillery under Dilkes is listed in the scenario as being ten 9lbr guns which when firing counter battery at the French 6lbr foot battery on Barossa Hill, quickly shot up one of the French gun teams, causing an army morale loss from fifteen to thirteen points, with the British starting on twelve.

Barnard's Light battalion attacks the French under Ruffin on Barossa Hill
The light troops of both armies were soon facing off, with the 95th Rifles and Guards light companies soon driving in the voltigeur screen on the hill, but Brown'e light battalion getting the worst of the battle in the woods and being driven back behind the supports of Wheatley's brigade.

95th Rifles start to bring the French under fire

The skirmish battle is taken up in the woods
The two formed bodies of troops closed on each other and with both sides artillery in support, bases of troops were starting to be removed from the table, with both side's army morale into single figures.

Wheatley deploys his brigade to contest the advance of Leval's Division
The Guards on Barossa Hill met furious resistance from the combined grenadiers and 9me Legere, with the 95th Rifles dealing with the 24me and 96me Ligne as they tried to flank the Guard line.

The Guards under Dilke's attack Barossa Hill
In the open ground near to the woods, Wheatly's brigade were locked in a battle of attrition with Leval's division and his leading battalions, and although able to inflict damaging losses on the first units, were suffering from attritional hits from the follow up units supported by their dominant voltigeurs.

An overview of the battlefield from behind Leval's Division
With army morale at six points each, the British grabbed the initiative and brought Duncan's artillery to face Leval's troops delivering a telling bombardment, taking out a battalion of the 54me Ligne and severely battering its sister battalion. The resultant army morale loss left the French teetering on three points and the British on six points.

The 2/87th deployed in line with the 67th and 28th guarding their right flank

The French on Barossa Hill used the cover of the ridge line to avoid the attentions of the 95th Rifles
The game was finely balanced as the fates chose to swing events in a different direction and the French grabbed the initiative on the next two turns. This enabled the voltigeurs of Leval's division to close in on and decimate Duncan's gun crews and dropping two points off British army morale.

The battle for Barossa Hill at its height
The 95th Rifles and Guards were desperately clinging on to the slopes of Barossa Hill, with neither side able to get a decisive hold, and thus it was that in turn 10 with the KGL Hussars and French 1st Dragoons appearing on their respective table edges; Wheatly's brigade collapsed taking the British morale to zero and ending our game with Barossa Hill still contested but with a minor victory to the French forcing the remaining British troops to fall back on the Spanish at Cadiz.

The British guns dominated their French counterparts reducing them to the single team replying to their fire
The rule set certainly has possibilities for use with Napoleonics. We didn't like the initiative system of opting to fire or move first in given phases and I will change that together with the troop gradings and use of Generals. The Maurice addition worked very well and with a few additional special events could add to that component.

I am looking forward to playing this battle using Carnage & Glory, but with action focused on the Talavera campaign, and Massena's invasion of Portugal to do, Barossa is away away yet, so yesterdays game made a nice little test run.

Sunday, 15 February 2015

Seven Years War - Koenig Krieg

Hanoverian Infantry
This month's meeting at the DWG, saw "Mr Steve" get his lovely SYW toys out on the table to fictional clash between an Anglo/Hanoverian - Allied army vs his Franco-Swiss using the rule set Koenig Krieg



The last time we played with these rules was back in September 2013, so needless to say we were a bit "ring rusty" when we got going, and some of us had never played the rules at all. If you want to get a better idea about them then follow the link to our previous game where Steve H posted a bit of an overview.
http://devonwargames.blogspot.co.uk/2013/09/seven-years-war-koenig-krieg.html

One of the principle drivers in the rules is the gaining of the initiative and using it to do something with your units immediately or to force your opponent to commit to an action before they necessarily would have chosen to do so. Actions are therefore not simultaneous and the classic situation is to fire before your opponent thus hopefully inflicting casualties that reduce the return fire, or to force an opponent to use his initiative with a force that allows you to approach to a closer range without interference.

In this battle the Allies were plus one on a d6 roll vs the French straight d6, giving the Allies a slight advantage.

French line to the left, Allied to the right - "here I am, stuck in the middle with you!"
As you can see in the picture above, the two sides faced each other across couple of valleys one with a town in the centre the others on each flank being broken with woods on the valley floor.

The French on the left of picture chose to keep their better Swiss infantry in reserve, with the Grenadier brigade nearest to camera, their basic French infantry and levies in the centre forming two brigades and their Foreign allied brigade further along, As with the Allies the French massed their cavalry on their left flank facing off against their Allied counterparts.

French Grenadiers hold the extreme French right flank

French line infantry with artillery support
The terrain caused both armies to choose a similar deployment. The interest in the game developed as the two armies wrestled to gain the upper hand in different sectors of the battle. The choices made in the initial deployment started to influence the success gained, or not, as the game went on.

French cavalry massed on the left flank
The only off table reserve force was held by the French, looking for an opportunity to force an advantage in the town sectors or to support an attack on the Allied left flank using the next best brigade in the French army, the Grenadiers.

Allied massed cavalry massed on the Allied right flank
The beginning of the battle saw the two armies seeking to grab a terrain advantage in the centre table area. The town sectors and hills gave advantages in protection and combat and became valuable pieces of real estate.

Hanoverian infantry and artillery massed in the centre
The French despite their initiative disadvantage managed to make good use of their successes by doubling up to the town and grabbing two thirds of the buildings, and their cavalry getting the best views out over the lower lying land.

A small but very effective British brigade of infantry with their heavy dragoons beyond the next infantry brigade

The French line infantry and Hanoverian Guards fought for control of the town

The Allied force had mixed success in the early clashes with their cavalry winning the first melees and pushing the French off their hills.

The French got possession of more of the town and had more artillery in support
The Hanoverian Guards sent into contest the town leaving their lower quality line comrades to defend in the open, had a torrid time as French guns and line infantry occupying more of the buildings poured on a withering fire that wore down the large elite battalions as the game progressed. The French were then moving fresh infantry into the towns to relieve damaged units and thus keep up the attrition.

More Hanoverian infantry held back to stop any flanking move on the Allied left 

The Hanoverian infantry had a small toe hold in each town sector 
The Allies sought to take advantage of their early success with their cavalry, by following up with the British infantry and break the Foreign brigade in the French centre.

The British and Allied infantry prepare to move forward in support of their cavalry to their right
Unfortunately the French grabbed the initiative pouring in galling cannon and infantry fire onto the British line and disrupting their attack.

The Allied cavalry make a general move towards the French

British cavalry break though onto the ridge forcing the French Foreign brigade to turn, whilst British infantry move forward
In addition the French cavalry started to win a few melees and cause the French left to stabilise just as the French Grenadiers and Swiss Line started to develop their attack to the right of the town.

In response to the cavalry attacks pressed on the French left, the Swiss and French Grenadiers attack the Allied left

The British infantry bring up artillery to support their attack in the centre right
French artillery played on the four battalions of Hanoverian line infantry, causing casualties on two of them as the eight battalions of Franco Swiss infantry closed on them. Meanwhile the fighting in the town was swinging to the French line infantry and with a rousing cheer the French charged in a bayoneted the surviving Hanoverian Guardsmen, clearing the sector nearest the French Grenadiers of Allied Infantry.

As the French infantry gain the upper hand with the Hanoverian Guards in the town, the Swiss lead the move to flank it
However it all proved too little too late as the janitor was threatening to lock us in and I had to get back to cook tea.

The Hanoverian line comes under French artillery preparation fire 
So based on the final situation who do you think would have grabbed the battle honour had we been able to play on?

Leave your thoughts on a comment.

The French attempt to stalemate the Allied cavalry attacks whilst their infantry start to apply pressure on the Allies left flank
Thanks to Mr Steve for bringing his figures along and running the game, or should that be "herding cats"? Also thanks to Ian, Steve L, Nick and Tom for playing.