Monday, March 17, 2025

Couple of new PBEM games initiated.












PBEM games with Mike and John renewed.













Mike chose Command & Colors: Ancients on Vassal and we have started with basic 'intro/learning' scenario 'Battle Of Akragas - 406BC' with Mike as Carrthage and I as Syracusans.

The Vassal module is new to me but pretty straight forward so far, only issue is Evades but nothing too onerous (really only an extra file exchange)



























With John it is good old Combat Mission again this time a randomised Meeting Engagement in Western Desert in 1941 with John as Krauts and I as Brits.

Early days in this one and not seen enemy yet just and approaching dust cloud


My armour support such as it is.....................



Combat Commander - 'At The Crossroads' solo

A quick solo game of Combat Commander with 'At The Crossroads' scenario from Mediterranean supplement.

This has Germans defending against Poles (using French deck and units) in 1939.

Forgot how hard it can be with 'French' single discard limit especially if several dud cards in a hand.

But the main objective turned out to be 5 due to random chit draws (I done these after set up) worth a whopping 15VPs per side and with it being the most forward of all the objectives it was soon taken by Poles and Huns never got close to taking it back.

Such a great system







Wednesday, March 12, 2025

Glory Is Fleeting - French vs Russian Spring 1813

Another try with Glory Is Fleeting Napoleonic set today with Stephen using 1813 Russian Infantry Corps and I tried a Spring 1813 French Cavalry Corps list which made for a different game vibe.

I had 15 units of which 6 were Light Cavalry with 2 Dragoons, 2 Cuirassiers and backed by two Infantry Divisions from Infantry Corps with 3 Conscript and 2 Regular units, all were average with only 2 Skirmish attachments and no artillery (only 2 available in Cav Corps).

Russians had mainly infantry in mix of average and conscripts with couple of large units, 2 large Dragoon units and 2 Artillery units (nasty)

After the set up procedure I was on Flexible Defence and and Russian on Prepared Attack (I would have liked Probe or Envelopment but Ivans manged to take both these off the menu !)  

This meant his artillery units could set up up to half way and got 2 preparatory bombardment rounds which proved effective.

Good game and we learnt a few more nuances of rules including our misunderstanding the Reaction rules as we had been treating this like Interception Charges (from older editions) but this is no longer the case as no Assault Phase as such and such React options now occur after all Charges/Moves.  

We failed to finish (mainly due to waffling/discussion) but French in dire straits as most cavalry Spent, Disordered or Hors De Combat.













No Retreat! The Russian Front - Vassal game ends

Vassal game of No Retreat! The Russian Front with Mike has just ended with Soviet (Mike) Auto Victory on Turn 24 February 1945 has he was 2 VPs beyond the 8 required on this turn.

My Germans came close to auto-win in 1941 and 1942 but once Soviet replacements started to crank up I tried to form a solid defence line as far east as possible.

This worked for a time but when Strategic Initiative shifts to Ivans (better card events a real boon) a couple of breakthroughs saw several Hun units pocketed and a losses mounted as I failed to extract all but a few.

The inexorable advance of the Red Army then ensued and cities changed hands with VPs mounting in Soviet favour, and their early entry into Romania saw loss of Polesti oilfields and writing on wall for my lot as Soviets ground down the Whermacht and entered Germany itself.

This was a truly excellent game experience and by far the furthest I have ever gone with this game in physical form as either an earlier auto-win or simply running out of time usual game enders.

Never been to into 1945 phases and this only rule section we struggled with as to how to recalculate VP levels otherwise pretty smooth sailing throughout which is seldom the case.

As Germans I felt the elation of early offensives and near misses and then the relentless pressure of Red Army (literally turning from low factor brown units into high factor red units) and other world events (like Italian Invasion, D-Day) becoming a drain on German abilities.

Weather was pretty much historical (first winter is brutal) with only a couple of turns when I could have done without the extra mud conditions.

Whilst highly abstract NR retains a deep historical flavour and full immersion in the grand campaign with a low unit density and not too many special rules or exceptions, the cards doing a lot of heavy lifting in this regard, one of most enjoyable games I own.


Overview of game end with imminent German collapse fully evident







German sector with weakened forces and strong Soviets units poised for drive on Berlin







Southern sectors with Budapest, Belgrade and Vienna all in danger







The Turn and Victory Tracks at end of Turn 23 and German losses evident (so hard to rebuild units in later part of game)



Sunday, March 09, 2025

Combat Mission - Cheux Pbem scenario completed






Finished PBEM game today which has been ongoing with 'NJ John' of the Normandy based scenario 'Cheux'

Scenario ended with a narrow Minor Victory for my German defenders although another turn or two and I would have likely lost the single Flag Objective in village center, losses pretty severe on both sides.

John to select next scenario



The end result with a bloody toll.









Only surviving Stug (of three) with some in game unit detail



Thursday, March 06, 2025

Brigade Fire & Fury - Champion Hill scenario

Game at Stephens today and he chose to use latest iteration of Brigade Fire and Fury (look away Ray) and whilst I have played several games using the Regimental set its is 20+ years since I used original Brigade level set so interesting to see this new version.

Scenario was an official scenario 'Champion Hill' from Vicksburg campaign with Stephen as attacking Feds and me as outnumbered Rebs in defence.

Good scenario (as are most F&F scenarios) with not too many special rules (main one being delay of Union flanking division which cannot advance closer than musket range for 7 turns).

Losses were initially very even but on turns 5 and 6 the Union charges managed to sweep 2 of my units from the field completely annihilating them after wearing them down and breaking another (D10 results can be vicious) for loss of 15+ stands and giving my Rebs a -2 to all future Maneuver rolls. 

I did have some Crack reserves arriving but decided that no real way back with Union reserves also appearing so called it early. 

Whilst there are a few subtle changes from original set and of course from Regt set the game was very easy to play as still same good old F&F system at heart and we had only a couple of rules to look up (although we did make a mistake with artillery targeting early on) and managed a full 8 turns from 12.


All kit and terrain from Stephens 15mm collection


Small Reb Brigade holds off outflanking Fed division 






Main Reb lines in woods and on hill with crossroad objective just visible






Two large Reb Brigades face off attacking Union Brigades






More Fed arive on flank but thankfully still stymied







Several disorders and low ammo results and stand losses on both sides






Later stages and my left has collapsed 






And defenders on hill have routed almost off table







Flanking Fed Division about to activate







The central Reb Brigade was soon to be swept away (it has already fallen back out of wood)

Saturday, March 01, 2025

Battle Command: Ancient and Medieval a solo playtest

Managed to print off rules from PDF and decided to have a solo run through with system.

Set up my 15mm Republican Romans against a Gallic horde and used random unit value generation (in hindsight I would likely go with standardized values as several of the lowly Psiloi types ended up with very potent shooting).

I used a mix of troops with Romans having Heavy and Medium Legions (armed with single shot Pilum) with similar cavalry supported by Velites (classed as Peltasts or LMI) with some subject Light Cavalry and Foot, the Gauls mainly Medium Foot but with a few Heavy types backed by Heavy and Medium cavalry, some Psiloi with Bows, Slings or Javelins and a couple of Light Chariot units for variety.   

Fielded 28 Gaul units (29 AMP) versus 23 Roman (21 AMP) and used 2 of my 40mm bases per unit so used half ranges/moves (as this is pretty much half the standard 6" unit widths from rules) which I thought might prove too much to handle, but thankfully not and did give me a good go with system.

The Roman ended up poor with a D10 commander and a couple of D8 underlings whilst the Gauls were Skilled and all officers were D12

A few new nuances for Ancients period especially with the deck which has 9 cards but with a Move (whole Army) and a Move/Shoot (again whole army) cards along with usual cards with a main 'event' and possible secondary action.

Took a bit to 'un-FOB' my brain to Battle Command but smooth once I got going.

Being Ancients there are a few differences in system with more in depth Evasion and Skirmish Moves (quite powerful option to 'shoot and scoot') and varied unit UI levels (heavy foot are 4UI, Psiloi types 2UI and so on) and of course levels of armour protection and more varied movement rates to take into account, but all fairly intuitive. 

As stated above some of the Psiloi shooting seemed very powerful (good rolls vs very bad not helping) with couple of Gallic heavy foot being Routed early on.

In fact the Gaul heavies were pretty poor throughout despite being classed as Crack and seemed to lose every encounter along with their cavalry.

The Gaul mediums fared much better against the Roman subjects but the losses mounted and soon the Gallic Morale had collapsed and they yielded despite better AMP and command quality.

Game flowed well although with more reference to rules than usual as I learnt going along.

System is broad brush in its treatment of ancient weaponry and suchlike (certainly compared to LADG etc) but thereby it retains its fast play and fun pedigree which is a major bonus.




Roman right and center await the barbarian onslaught (terrain set up using a Seasons of Battle card)






Subjects on left with cavalry on central hill (I later placed hills under battlemat)






The under performing Gallic left with heavy foot and light chariots






Their cavalry also utilising the central ridge with numerous medium warbands on right 







Eleven medium units with a light chariot and some psiloi units in tow







The Roman subjects facing this horde (Numidian light cavalry and some Spanish foot)






Birds eye view






Roman right failed to Move on initial cards (ridge now 'under cover') 








Gallic mounted arm pushing forward along with horde







Heavies also made headway








Gallic mounted out numbered Romans but failed to make use of this advantage







Roman right fully engaged (several Gaul units have routed)








Cavalry engagement in center going Romes way







Horde try to overwhelm the delaying subjects







Romans chasing off Gaul cavalry






Lots of disordered units on both sides






Romans hold.