Saturday, August 31

"Firing into the Brown" #58 - Floating cannons, the Tannhäuser Gate, Chartres and stuff

"So Carnehan weeds out the pick of his men, and sets the two of the Army to show them drill and at the end of two weeks the men can manoeuvre about as well as Volunteers. So he marches with the Chief to a great big plain on the top of a mountain, and the Chiefs men rushes into a village and takes it; we three Martinis firing into the brown of the enemy".

Kipling "The Man Who Would Be King"

Time for another update..
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Ever wonder how they did it??  Wonder no more.. 😏

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"I've seen things you people wouldn't believe... Attack ships on fire off the shoulder of Orion... I watched C-beams glitter in the dark near the Tannhäuser Gate. All those moments will be lost in time, like tears in rain... Time to die".

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Another in the occasional "regiments of renown" series featuring the histories of various regiments painted in haste at the beginning of a project but not documented here for posterity.. so we come to French cavalry regiment "Chartres", part of my War of the Spanish Succession collection.. 
 

There is a very (very) good potted history of this regiment on the Kronoskaf WSS site (link below) so there's little point in me repeating the good work completed there, but by way of a framework to hang some 'rabbit holes' on (😏), the regiment was one of the "Princes de Sang" (princes of the blood) regiments - named after the aforementioned Princes, these were a sinecure belonging to the King and awarded to his Nobles.


This regiments claim to fame though was this became the property of Philippe d'Orléans (the II), Duc de Chartres (a powerful man - his uncle was Louis XIV, and he became regent on his death in 1714). It was ranked 15th in seniority in the French cavalry.


During the War of the Spanish Succession, the successive mestres de camps (ie. battlefield commanders/Colonels) of the regiment were:
  • from June 1690: Nicolas-Antoine de Grouches, Marquis de Chépy
  • from 1702: according to Kronoskaf , Claude, Bailli de Forbin (for the lack of any evidence to the contrary I believe this may well be this guy [clicky], a  most interesting character if so, and well worth a read!) - looks like he 'passed the baton' when the regiment was sent to Italy. Jury's out as to whether that actually is the fellow identified as the one I read up on was commanding a trio of ships in the Med at the time! I think it more likely to have been this fellow [clicky] - who was related to Claude..
  • from 1705: Comte de Messey - I think this guy:            

  • from 25 March 1710 to October 1734: Anne-François de Harville

In 1701, at the beginning of the War of the Spanish Succession (1701-13), the regiment served in Germany, but in 1702, was transferred to Northern Italy (where it remained for about 5 years), and it fought in the Battle of Luzzara. 

In 1703, it took part in an engagement near Castelnuovo, and in the capture of Asti and Villanova d’Asti; in 1704, in the sieges of Vercelli, Ivrea and Verrua; in 1705, in the Battle of Cassano; and in 1706, in the battles of Calcinato and Castiglione. 

In 1707 & 1708, the regiment returned to France and was assigned to the defence of Dauphiné (which is south eastern France). 

In 1709, it was transferred to the Rhine. 

In 1710, it went to Alsace and occupied the Lines of Wissembourg. 

In 1711, it was in the Lines of Ettlingen.

In 1712, it took part in the Battle of Denain and in the Siege of Le Quesnoy; and in 1713, in the sieges of Landau and Freiburg.

In 1714, and the end of the war, the regiment was in camp at Saône.

...so that would mean that they missed Blenheim, Ramillies, Malplaquet and Oudenarde - so another foobar on my part 😏. 


Despite their illustrious beginnings then, quite a low key regiment in the Flanders theatre of  war..  probably no bad thing! They were however, very active in Italy.

Regiment painted some time in 2007 (pre-Blog!) and comprising 15mm Dixon Miniatures..

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     Laters, as the young people are want to say...

    Monday, August 26

    The Wagon .. ♥♠♦♣

    Some gaming has been going on .. 😏

    Background/narrative:

    Following their comically disastrous attempt to free Zeke [clicky]Robbie and Buck have been locked up with their old comrade. 

    In the morning, after a breakfast comprising only a cup of cold coffee they are told to get on the horses corralled outside their makeshift jail, they are to be transferred to more permanent quarters - the nearby prisoner of war camp.

    The three have had their hands firmly tied in front of them to the pommels of their saddles - what their guards don't know though, is that Zeke has managed to secrete a knife up his sleeve, and on the journey manages to cut his bonds, before then passing the knife to Robbie and Buck who do the same.

    At the first rest stop the three overwhelm their unsuspecting guards, tie them up, take their weapons and escape - in the chaos of the fight to overwhelm the guards however, the horses have bolted, so they are on foot.

    Confederate lines are a couple of days away, and while Zeke is happy they can last that long on the small stock of food they have managed to take from their erstwhile captors, he is less happy with the lack of water.

    A day later though, as they are laid up to avoid the worst of the midday sun, they hear the sound of an approaching wagon - quickly giving the other two orders on what they need to do, Zeke prepares his ambush - if it is a Union supply wagon as he suspects, they'll take what they need by force, anything else they'll have to play it by ear... 

    Game mechanics/setup:

    • For this game then, some of our old 'friends' are reunited but the Union side are new characters - prepare to meet Shorty and Bill..  😏
    • The Union supply wagon has a crew of two (Bill is the driver, and Shorty is riding shotgun) both armed as standard cavalry of the time with a Sharps single shot rifle - interestingly though, and for extra fire power, Shorty also has a revolver.
    • To simulate the effects of surprise neither Shorty nor Bill can react until either 
      1. Zeke, Robbie or Buck fires, or 
      2. Zeke, Robbie or Buck is within 9” of the wagon, but
      3. there is a chance that Zeke, Robbie or Buck might be seen anyway, so roll once per turn (D10); on a 1 or 2 the nearest character is seen. 
    • Ground is considered generally good with the following exceptions
      • bushes block line of sight but don't provide cover; 
      • the rock outcrops, the gully and the hills are rough going, block line of sight and also provide hard cover (providing you are the opposite side of it to who's shooting at you!)
      • the road/track is marked by scrub.
    • If Shorty or Bill manage to get the wagon off the table at either end of the table, they have won
      • I have given the wagon a nominal speed of 9" on good ground. 
      • It takes an entire turn for the wagon to reverse direction
      • Bill is considered fully occupied while driving the wagon
      • One action to mount or dismount from wagon
      • Horse casualties as per the rules (any three hits and they drop)
    Solo amendments and experiments:

    As per the last game, and because it worked well, rather than deal a hand of 5 cards per side (or in this case per character, as I am using the rule writers suggestion to allow individual activation, rather than everyone on the same side activating on one card):
    • at start of turn just turn over one card from the top of the deck and place it by each character, then action in sequence as normal
    • to allow the "jump the gun" action to work (as the characters don't have a deck of five to play cards from) I just used an opposed D10 roll - if the guy being shot at rolls higher, he gets to fire first if his weapon is loaded (NB. Snapshot trait adds to the die roll)
    • to allow the "recovery from unconscious" action to work (again, because the characters don't have a deck of five to play cards from) 
      • I allow any character on the same side to exchange cards 
      • I also give the unconscious character one roll per turn to recover (D10); 1 or 2 and they recover.
    The Game:

    Initial positions pre-move 1..


    Move 1:

    Zeke Q♠, Robbie 4♠, Buck A♠ (the Dead Mans Hand again [clicky]😏), Bill 3♥ and Shorty 7♥

    Zeke has positioned himself in a cluster of rocks nearest the entry point to the wagon, with Robbie and Buck in the gully - his plan is to disable the wagon by killing at least one of the horses, which should stop the wagon going anywhere. 

    Bill and Shorty throw their D10 to see if they spot anyone which comes up a 5, and as the Rebel boys are all over 9"away they remain hidden ready to spring their ambush. 

    Unbeknownst, Bill and Shorty carry on their dusty way while the "three amigos" lie doggo....

    As the sun continues to beat down Zeke peers out carefully from the rocks where he has taken up position - just across the way he can see Robbie and Buck crouched in the gully rifles ready. Despite the haste, it's a good position, they are all concealed either by the gully, the brush, or the rocks - no way they are going to be seen. The only question is, what's coming down the track? Holding his breath he carefully cranes his neck further to see, and grins - it's a Union supply wagon! No escort and it looks like only the driver and his guard riding shotgun...

    Move 2:

     
                 Activation order... Bill 9♥, Buck 8♥, Shorty 5♠, Zeke 5♥ and lastly Robbie 3♦.. Shorty and Zeke tie but Shorty wins due to suit of card..

    The wagon moves further down the road, which brings them within sight range of both Robbie and Buck.

    "Rebs!".. spotting the enemy ambush, Bill shouts a warning to Shorty, yanks the reins, and the wagon jerks forward. Buck takes aim, fires, and hits the nearside horse..

    Buck threw a 10 on a D10 😏, plus bonuses for an aimed shot, so no surprises.. 

    Shorty jolted by the increase in speed, swears, turns round, and takes a snapshot at Buck over the back of the wagon but misses

    I allowed Shorty one action for turning and preparing to fire, so the shot had to be a snapshot as that was all he had actions left for. He then threw a 9 on the firing D10 which normally would be good, but Buck is in hard cover and Shorty is shooting from the back of a swaying wagon.

    It looks to be going well as Zeke aims and shoots and also hits the horse - the beast is in a bad way, but Zeke swallows his conscience, they need water or they'll die. Over on the road, the wagon stops, and Robbie shoots and also hits. The horse drops dead in its traces...

    Move 3:

    Activation order... Shorty Q♥, Bill 10♣, Buck8♠, Zeke 8♦, Robbie 7♠ - again -Buck and Zeke tie but Buck goes first because of suit.. 

    Shorty and Bill get the drop - their cards are by far the best so they get to activate first..

    A fusillade of shots rings across the defile as first, Shorty drops his rifle into the wagon, pulls his revolver, and fires at Buck - "damn, missed!" Bill then turns and also fires at Buck with his carbine but with the same result. 

    Zeke, Buck and Robbie all reload and take fire at Shorty - each of them has enough experience to know that the revolver could be dangerous (as he'll get multiple shots per turn if he doesn't aim). Buck and Robbie miss, but a snapshot from Zeke hits Shorty in the chest.

    Move 4:


    Luck of the devil -  Zeke, Robbie and Buck all have better activations, but meanwhile with one horse dead in the traces the wagon is going nowhere, and Shorty and Bill are faced with a choice of staying where they are in cover, or getting to the ground to try and get a better shot at the Rebs.

    Further shots ring out in the defile as everyone fires at either Buck or Shorty depending on allegiance..  from his vantage point Zeke can see they are causing hits, but given the response not serious (Robbie and Buck both manage to hit but only grazes, so no effect) . In the wagon, Shorty and Bill return fire, and from the gully there's a cry as Buck is hit twice  once in the chest, and once in the arm - Buck curses and drops his rifle, grabbing his arm in agony...

    Move 5:

    Activation order... Bill(A♦), then Robbie, Zeke, Buck and finally Shorty..

    Bill gets the drop, loads, and aims at Robbie as he can see Buck is out of the game... he misses, "damn!". Both Zeke and Robbie reload and return fire. Robbie misses but Zeke plugs Shorty who falls from the wagon, dead... Buck, still groaning, drops to the bottom of the gulch out of sight

    Move 6:


    The Rebs get the (final) drop - their activations are better..

    As the firing drops in intensity, Robbie fires at Bill but misses, but seeing that it may be all over, Zeke shouts to the Yankee..  "our business is done, it's you or the wagon, Yank, but we'd prefer the wagon. You just skedaddle and we'll not fire!".

    Bill takes a look at Shorty to confirm he's dead..  "three to one, bugger that", and drops to the ground next to him on the other side of the wagon to the Rebs and makes a run for cover, and out of the defile..  he's got a long walk home, but he'll live to fight another day..

    Game over..

    Post match analysis and damage done..
    • Another fun game but I forgot to do the toughness test after any hits - happily I don't think it would have made much difference to the outcome as Buck was out of the game anyway due to the nature of his wounds, and the weapon he had. Shorty was a different matter, but he was hitting on 10's anyway and a failed toughness test only causes a -1 shooting modifier until you pass the test/recover.
    • Zeke and the boys get their water, and having removed the dead horse from the traces, bandaged up Buck, and put him in the back of the wagon - make off to Confederate lines - albeit at a slow pace.. 😏

    Saturday, August 17

    "Firing into the Brown" #57 - Lines, stats and stuff..

    "So Carnehan weeds out the pick of his men, and sets the two of the Army to show them drill and at the end of two weeks the men can manoeuvre about as well as Volunteers. So he marches with the Chief to a great big plain on the top of a mountain, and the Chiefs men rushes into a village and takes it; we three Martinis firing into the brown of the enemy".

    Kipling "The Man Who Would Be King"

    Time for another update..
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    In 1882, the 'London Illustrated News' printed this drawing of a group of people looking (west) towards Portchester Castle (the square tower in the distance). Looks like it was taken from the crossing at Portsbridge - but the view is unrecognisable these days - due to land reclamation, the new road access, and land fill you've got to get a bit higher to be able to see Portchester Castle! 😏

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    I have no idea what drives these things, but there are probably cleverer people than I 1 who could drum up Powerpoint2 presentations until the point I lost the will to live, to explain the reasoning....

    So I was just typing up my last post and spotted that a review I did of the Zvezda Pz. II kit had an implausible3 number of page views, so on a quiet afternoon, and after 1061 posts (😲) I thought I'd look and see which one was the most popular...... I wonder what drives these things???  I can only assume someone on a more popular blog has mentioned the following for some reason.....!

    ....astonishing..... well.... anyway, it passed an interesting 5 minutes....  😏

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    1 you know who you are - shiny silk suit, two sizes too small, loud lining, much taken with talking loudly on latest model Apple iPhone (or whatever is considered must have gadget of that time) while wearing those very pointy shiny leather shoes....
    2 in the words of the BBC, "other presentation tools and applications are available"...
    3 I'm amazed anyone reads this drivel so anything more than 3 (that's me, my mum, and one accidental hit) is implausible .....

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    Laters, as the young people are want to say...

    Saturday, August 10

    "Firing into the Brown" #56 - Reinforcements, Lumley's and revenge stuff..

    "So Carnehan weeds out the pick of his men, and sets the two of the Army to show them drill and at the end of two weeks the men can manoeuvre about as well as Volunteers. So he marches with the Chief to a great big plain on the top of a mountain, and the Chiefs men rushes into a village and takes it; we three Martinis firing into the brown of the enemy".

    Kipling "The Man Who Would Be King"

    Time for another update..
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    Little metal reinforcements have arrived to help (or hinder) Corp, Zeke and the boys.... 😏


    The are Newline Designs 20mm - so same scale and make..


    ...they're kind of interesting in a sculpting kind of way, though.. first they have those fairly pronounced oval bases c/w the bases you see on the ACW range [clicky], also the faces are not quite so defined as those on the other ranges..  that taken with the moderate flash and I'm wondering if these are an old sculpt range of Sean's???

    No matter - they scrub up very nicely..  the flash was only moderate, 15 minutes with a sharp blade and a file and they were good to go..


    Better get some paint on them!

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     "My name is Maximus Decimus Meridius, commander of the Armies of the North, General of the Felix Legions and loyal servant to the true emperor, Marcus Aurelius. Father to a murdered son. Husband to a murdered wife. And I will have my vengeance, in this life or the next.".  😎

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    Regimental standard
    Another in our occasional 'regiments of renown' series... this time the notable British cavalry regiment, "Lumley's"..

    The regiment was raised on 6 June 1685 by Sir John Lanier as the "Queen's Regiment of Horse", named in honour of  James’s wife, Mary of Modena and ranked as 2nd Horse (which goes to show how small the Army was at the time of the rebellion)..

    They were then another of those regiments (some of which now can trace their ancestry to the most senior regiments in the current day British Army) raised by James to face the rebellion led by Monmouth. The first duty of Lanier’s new regiment was to escort Monmouth as a prisoner from Winchester back to London after the battle of Sedgemoor (1685).

    So where does "Lumley's" come in?? Well as was common in the regiments of the time they were known by the name of their then Colonel, and Sir Henry Lumley became Colonel of the regiment from 1692 after Lanier was killed at the Battle of Steenkerque. He remained in the role until 1717 but given his fairly steady rise in promotion terms I suspect it was largely an honourable role by the later years. 

    Lumley was a bit of a military high flier - he was promoted lieutenant-general on 11 February 1703 and commanded the British horse at the Battle of Schellenberg, and all the cavalry on the left wing  at Blenheim (comprising 3 Brigades, and  including this regiment) where they supported the attack of the infantry on the village of Blenheim. He was promoted general in 1711, but eventually resigned his colonelcy in 1717 (and from what I can tell this was not done happily, or voluntarily, as it was all tied up with the political shenanigans following the Hanoverian Succession). 

    He had the position of Governor of Jersey from 1704 to 1722 (when he died),.

    The regiment was present at all four of the major battles of the war, Blenheim, Ramillies, Oudenarde, Malplaquet, and carries those honours on their standard.... 

    The regiment still exists today - albeit after many, and usual for the British Army, name changes and amalgamations..  it was first renamed the 2nd King's Own Regiment of Horse in 1714 in honour of George I, but then became the 1st King's Dragoon Guards in 1751. In WW2 it was mechanised (they had armoured cars), but after the war (1959) was amalgamated with the 2nd Dragoon Guards (Queen's Bays) to become the present 1st The Queen's Dragoon Guards.

    Interesting snippets.. Banastre Tarleton served in this regiment before volunteering for the American War of Independence, and Lumley's older brother raised this regiment [clicky] that also servers in my little project..

    Regiment painted some time in 2007 (pre-Blog!) and comprising 15mm Dixon figures probably from that first batch DG gifted me at the beginning of the project..

    References: 

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    Laters, as the young people are want to say...

    Saturday, August 3

    "One Hour Wargames" - Scenario 25 - "Infiltration" - Set Up and Game

    Deviation from the usual format this week... 

    The recent 'regiments of renown' update on the French cavalry regiment Souastre reminded me how LONG it had been since the Marlburian troops had deployed on the table (November '18! My first thought was "surely not!", but that is the case... 😏😖) decision made then; the little metal men of the War of the Spanish Succession project would march again...

    This is an(other) interesting scenario; in essence/summary, a slightly smaller raiding force seeks to escape a numerically superior defending force by exiting the opposite end of the table to the one they enter. Things are further complicated for the raider/attacker in that the defenders are not only numerically superior (4 units vs 6) but also come at them from multiple directions...  Apparently, the scenario is based on Kernstown - so I was quite tempted to get my ACW boys out for a run - but for all the the previous reasons given stuck with my first choice of period...

    Forces for each side were diced for on the relevant table in the book - any results in the skirmisher column I made elite regular foot (+1 morale), I also diced for attacker and defender, and the Allies came out as Blue/attacker (with the 4 units) and the Franco-Bavarian as Red/defender (with the 6 units)

    • The Allies threw a 3, giving them 3 Foot (one of which is elite) and 1 Cavalry

      Name  Modifier Type Strength
      Danish Lifeguards
      +1
      Infantry
      5
      Churchill's
      0
      Infantry
      5
      North and Grey's
      0
      Infantry
      5
      Schomberg's
      0
      Cavalry
      5
    • The Franco-Bavarians threw a 6, giving them 5 Foot (one of which is elite) and 1 Cavalry (got to be Souastre! 😁)

      Name  Modifier Type Strength
      Royal Italien
      +1
      Infantry
      5
      Agenois
      0
      Infantry
      5
      Champagne
      0
      Infantry
      5
      De Foix
      0
      Infantry
      5
      Toulouse
      0
      Infantry
      5
      Souastre
      0
      Cavalry
      5

    Rules were my go-to Will McNally ones (details as ever in the WSS Project page in the side bar) - fifteen moves as per the scenario, but my thinking is that is on the low side so I may play it by ear... 😏

    Table set up as follows - NB. 4' x 4':


    Attacker will enter from bottom (south) left table edge..  exit point for attacker is the road top (north) right edge.. The only significant terrain features (ie. everything else is just table dressing) are:
    1. the road which crosses south to north…
    2. the wood - classed as light/open - top left of the picture
    Defenders set up first - but just the one unit at the bottom/south edge of the hill on move 1, the rest of their forces arrive on turn 3 and then 6..

    Turn 1.. Allies deployed for maximum speed..  Italien looking on in consternation..

    No surprise really but I chose Royal Italien as the first/only deployed unit - figured the French could use the +1 they get as a Guard/elite regiment in the event the Maritime powers attack.. I also held back the cavalry to be part of the second/last wave of reinforcements as I figured they would do better in a pursuit role, or mopping up disordered units, than being in the front rank..

    On to the game...  following is about move 3 as the first French reinforcements have arrived at top of page (two battalions of foot), while Royal Italien have debouched from the hill..


    The British plan ("plan"... 😂) was to ignore Italien for as long as they could while pressing on at top speed for the top of the table and the exit road.. they had put Schomberg's out to cover their rapid advance..

    ...this one's for David [clicky]...  Lifeguards carry their/his standard into battle for the first time.. 😊

    Three moves later and the final  French reinforcements enter the table - two battalions of foot and the cavalry - Italien have moved into march formation for speed:


    Everyone is moving fast in column of march - rubbish for fighting, but optimal for speed, which at this point is the name of the game..  

    Pursuit...."on y vas, mes enfants!"

    ....and so we come to the main course - following - this is where the battle was won or lost, depending on your point of view.. 😏 

    Schomberg's deploy into line and head round the two French regiments (Foix and Toulouse) who are covering the road, causing Foix to pivot and face..  for the Allies, the Lifeguard have deployed to cover the attack by Churchill's and North & Grey's and try to delay the French advance - one against four, brave lads!


    The Italien are forced to deploy to face the Lifeguard's - their plan is to feed everyone else round them as the main target is still those advancing Allied regiments ..  


    Schomberg's have Foix pinned in place (following)...  now, can Churchill's and North & Grey get in their attack in time? The Lifeguards are being outflanked as per the French plan, but still causing casualties to Italien from musketry; they are firing and retiring by turn..  for the French, Souastre are being squeezed out by the woods, likewise Agenois behind them.. they can move through the woods but that would slow them badly..


    In goes the Allied attack - following - North & Grey get the coveted flank assault, but against all the odds are sent packing!! 😲 

    Churchill's, however, crash home on Toulouse and send them routing from the field - first blood to the Allies, and one less between them and the exit..  in the middle of the picture, the Lifeguards continue to crash home their volleys - there's a yellow dice, so Italien are shaken..


    Foix face off to Schomberg - top left following - who are as yet un-blooded but doing sterling service as the permanent threat..  bottom of picture North & Grey's have routed from the last melee and run, Churchill's have won their melee but now need to re-face. 

    Mid right - Italien and the Lifeguards continue to exchange volley's but the Lifeguards are being flanked by rapidly advancing French infantry and cavalry. North & Grey are in a parlous position from that French cavalry!


    Had to decide what to do with the French cavalry in such a target rich environment - following - and clearly they had a number of options, but what swung it was that North & Grey had passed their morale test and reformed (albeit still shaken), whereas Churchill's offered the possibility of an attack in the rear - with no time to deploy, they charged as they were....and....  North & Grey's fired, and hit. Cavalry shaken, taken casualties, attack stopped..

    Elsewhere in this very busy picture - 
    • Italien have finally broken and run (top right) under the effect of the concentrated volleys of the Lifeguards
    • Champagne (green flag/white cross) have fluffed their test to deploy into line and are milling about in a disorganised (hence blue dice) manner - very bad timing!
    • top left Schomberg's have charged home on Foix
    All in all - things hang on a knife edge, oh, and it's move 12 or 13..  😏


    ...and then - following - it all falls apart for the French - they were very, very, unlucky with their dice..
    • top of picture - Foix were handled badly by Schomberg's in the melee - the 'black horse' take no prisoners (literally) and send them packing - they are routing (red dice)
    • Souastre (the French cavalry) flunk their morale test and also run - they should recover quickly but the distance they rout will mean they can no longer have any meaningful part to play
    • Italien (out of picture) are removed from the table - in summary, they routed to zero points
    • Champage finally get their sh*t together - shake into line and charge home - but are stopped in their tracks by an absolutely mahoosive volley from Churchill's (it was boxcars.. two sixes on 2D6) causing double damage and stopping them in their tracks
    Not all bad for the French though - the Lifeguards, having done sterling service throughout, finally break themselves - one morale test too many - BUT - their rout destination is towards the exit point..  could be, will be, off the table whether they recover or not


    End of the game - following - this is turn 15..  only Agenois (bottom right) are still in a position to try and stop the Allies - but they are exchanging volleys with North & Grey's who stop their charge to contact in its tracks with musketry, and also cause them to become shaken.. game over..


    Post match analysis:
    • With three out of four Allied units all within 6" of the exit road, and no real threat to any of them, I called this an Allied victory despite the fact that it was turn 15 and they hadn't actually exited..
    • HUGELY enjoyable game, and balanced on a knife edge for at least the last four or five turns - 
      • the British 'plan' I thought worked well - I'd do the same again, but possibly have two blocking units as effectively the could close the gap, Thermopylae like - between the hill and the wood, delaying and causing the French to have to fight to get through
      • the French also did what I would do again - they were very unlucky with the morale dice in this game and that caused them most of the issues - every recoil/rout/shaken result either delayed their advance, or more importantly moved them backwards, as distance covered was the aim of the Allies..
    Once again the Neil Thomas book delivers in spades..  the best ten'ner I ever spent..