Wednesday, November 19, 2014


I was away at the weekend at Kirriemuir in Angus for a 28mm Crimean War event.  Over the 2 days 12 gamers attended from the LOGW.  All the scenarios were developed by Bob Lauder who also supplied 95%+ of the 4,700 Figures.

The camp of the British Cavalry Division
On the first day there was a choice of 4 tables with differing scenarios.   Each of the players played 3 games on a different table.  The scenarios were a naval landing at Kerch, a cavalry action at the Bulganak, an attack on 3 Causeway Redoubts at the start of Balaclava and the Traktir Bridge part of the Battle of the Tchernaya River. I played the first 3 scenarios as a Russian coming out with a draw at Kerch, victory at the Bulganak and a resounding defeat at the Redoubts were we failed to take a single redoubt in 18 turns play.

The Mighty Kerch Fortress - provided by Charles Grant - a superb Ian Weekly model.

The Bulganak - my cavalry drive back the Light Brigade commanded by Charlie Grant

The Redoubts - another failed assault

On the Sunday we played a single big game – a version of the Battle of Balaclava with the main Russian forces crossing the heights.  The table was 18ft by 16ft with an 8 ft cutaway in the middle.  My role was as Major General Gribbe commanding the left flank flank column which started the game having just occupied Kamara to the west of the Tchernaya River.  From there my force advanced on Balaclava whilst the main forces on the right were overcoming the doughty Turks holding the redoubts on the Causeway.   The 93rd the Thin Red Line moved to reinforce the defenders of Balaclava and meet my advance.  I threw my Uhlans against them and succeeded in driving them back twice but my unit was then shattered and broke under the fire of the 93rd supported by guns from Balaclava.

Part of the Russian Main force advancing on the Causeway

My Composite Uhlans charge home on the Thin Red Line commanded by Charlie Grant
My 3 infantry battalions supported by 2 batteries engaged the Balaclava garrison and broke the 2 British units holding the defences – an unexpected success.  However I could not exploit the success as masses of Turks moved into the town to replace the broken units. 

Infantry columns face the defences of Balaclava now manned by the Turks
The main attack to the right finally broke thru the redoubts and engaged the British and French who had arrived from their encampments.  The brave attacks of the Russian centre could not break thru and the Allied numerical superiority was beginning to tell.  At that point the game ended.  It was judged by the scenario author Bob that the Allies were the winners.
It was an enjoyable weekend and the rules adapted from the Kevin Calder’s ACW rules worked well and were easily picked up by all the players.   My thanks to Kevin who acted as the hard working rules umpire and Bob who provided the inspiration and organisation for the very enjoyable scenarios..  All my photos with brief descriptions are on Flickr at

Tuesday, November 11, 2014


I was away at the weekend at Lundin Links in Fife for a 28mm Sudan event.  Over the 2 days 12 gamers attended from the AB1 group.  We used Black Powder with my house rules.   We made the British immune to terrifying charges and as suggested in the Zulu supplement allowed them to fire twice at charges coming from 3 moves away.

Khartoum with it's garrison manning the walls
On the first day we split into 2 groups and played games based on the River Column and the Desert Column each on a 15ft long table.  The Desert Column advanced 3ft 6in onto its table met the Madhists and then went slowly backwards but held of the repeated attacks of 20 Madhist warbands.  The River Column got half way along its table met a mass of Madhists and engaged in a desperate struggle which ended in tragedy when it was taken in the rear and dissolved – only a single battalion escaped to the surviving river steamer. 

Desert Column - British cavalry in action

River Column - steamer springs ambush - Sir they have heavy guns!

River column faces massive attack
On the Sunday we played a single big game – the assault on the town of Khartoum.  We reinforced the Egyptian town garrison with a British Brigade which camped in the suburbs facing the Nile.  Despite the valiant resistance of the Egyptians the town walls were was stormed by the Madhists who braved the explosions of General Gordon’s concealed electrical mines.   The British Brigade fought a spirited action but again only a single battalion escaped to the refuge of the River Columns steamer which had fought its way thru to Khartoum. 

Khartoum - early morning - Madhists mass for the attack

First rush at the walls

Madhists celebrate capture of the first tower

My thanks to Dave Imrie for organising the venue, to Chris Henry for working up the scenarios and to everyone who painted up for figures for the game in the past 6 months.   
All my photos are on Flickr at

Bart’s report at

Jack’s report at

John's report of the last day at Khartoum
Here are the troop ratings we used
Madhist SpearmenSpears614+3Fanatic, Warband
Madhist RiflemenBL Rifles624+3Fanatic, Warband
Madhist SkirmishersBL rifles424+2Skirmish, Small,
No Skirmish +
Nile ArabsSpears515+3Warband
Madhist CavalrySpears6--5+3Warband
Madhist CamelrySpears614+3Warband
ArtilleryFG How13/25+1--
HighlandersBL rifles734+4Stoic
British InfantryBL rifles634+4Stoic
British Inf KRRCBL rifles644+3Stoic
Naval BrigadeBL rifles634+3Stoic
Gatling/Gardener MG BRMG1Special4+1Stoic
Artillery BRFG How13/24+1Stoic
Hales Rocket BRRocket1Special4+1Stoic
British CavalryBL carbine914+3Marauders
British Mounted InfantryBL rifles425+2Marauders, Skirmishers, Small
Egyptian infantryBL rifles634+3Unreliable, Levy 4+
BazingersML Rifles634+3Unreliable, Levy 4+
Bashi Bazouk InfML Rifles415+2Unreliable,Wavering, Small, Levy 4+
Bashi Bazouk CavSwords6--5+3Unreliable,Wavering, Levy 4+
Egyptian Armoured CavalrySwords6--4+3Unreliable, Heavy Cav +1, Levy 4+
ArtilleryFG How13/24+1--
FanaticFerocious and Terrifying charge
Ferocious ChargeReroll combat misses when they charge
Heavy cavAdd + to result of combat
Levy 4+Roll 4+ to remove disorder at end of turn
SkirmishCan adopt skirmish formation
StoicReroll first break test if required
Terrifying ChargeCharged enemy must take a Break Test
UnreliableNo move on equal command roll
WaveringTake a break test whenever they suffer a casualty
British UnitsImmune to Terrifying charge

Tuesday, November 4, 2014


On Tuesday Colin Jack, Hugh Wilson and Dave Paterson visited to play the second scenario in the Black Powder Rebellion Supplement – the action at Chatterton’s Hill 1776.

Patriot main line at start of battle
 We played the game on a 10ft by 6ft table.  We used 66% scale movement and ranges.  We used the troop ratings and rules suggested in the scenario except that I increased the weight of guns to compensate for the 66% scale and only gave troops behind fences a +1 morale save but did not make them unclear targets.  In addition I changed the rules for crossing the river.  It took 1 move for a unit to cross the ford or bridge and 2 complete moves to cross the river elsewhere.  If a unit did not get 2 moves in a turn it could not cross the river.  For this game my standard sized units had 20 figures, large units 28 figures and small units 10 to 12 figures.  As with all our recent BP games we used the alternate turn sequence.  As per the scenario the Hessians could only ever have 2 moves in a turn.

British grand battery - after turn1 it did not prove a battle winning concept
Dave commanded the British, I commanded the Hessians while Colin and Hugh commanded the Patriots.  The Patriots deployed their rifle unit in the wood on the south bank of the Bronx River and this disrupted the deployment of Maitland’s brigade.   It took Maitland’s brigade 3 turns to wipe out the riflemen and after that they repeatedly failed in their attempts to cross the river. 

With their expected precision British approach the Patriot line
The massed British artillery broke one of the large militia units with their first round of firing but that was their only real success of the day.  Leslie’s brigade rapidly crossed the river and forming up in a single line engaged the Patriots on the hill.  This began a long drawn out firefight with the Patriots having the advantage of holding a fence line while the British were supported by the fire of their grand battery. 

Hessians engage the New York militia
On the British left Rall’s Hessians took some time to struggle thru the woods and then cross the river.  They were met by the New York militia which held up the right flank unit for 3 turns before they broke and fled.  The Hessian brigade then wheeled to attack the right of the Patriot line.  On turn 8 Von Donop’s brigade arrived and moving rapidly reinforced Leslie’s faltering attack on the hill.  One unit of Hessians heroically charged the fenceline and drove back the Delaware Regiment.  One move later the game ended.

With unexpected alacrity Von Donop arrives to reinforce the British attack.
At the end of the 12 moves allowed in the scenario despite the success of the Hessians the Patriots were still strongly holding the hill – they had lost 3 units and British 1 unit.  It was a Patriot victory.

One of the problems with the scenario is that it mentions numerous walled fields but these important obstacles/ defence lines are not shown on the deployment map.  I replaced them with quite extensive fence lines.  The Patriots also get 2 of the best 3 units in the game -the Delaware and Maryland regiments whilst the British have 1 battalion of elites.  Standing behind a fence they have a morale value of 2+.  The British found they were very hard to beat.  The 4 British line units are vanilla troops like the 3 standard Continental units.  I think in 1776 the British line were superior to most Continental units.  I may leave the game setup and replay it with some revision to the troop types.

All the photos with descriptions

Here is the OB for the game


Maryland Regt
1st New York Continentals
3rd New York Continentals
19th Continentals
1st Continental Rifle Regt
6pdr Field gun

Delaware Regt
1st Connecticut State Levies
2nd Connecticut State Levies
Brook’s Massachusetts Militia
Mosley’s Massachusetts Militia
Graham’s New York militia


3rd Light Infantry (used Grenadiers)
1st Hesse-Cassel Jaegers
2nd Hesse-Cassel Jaegers
17th Light Dragoons
3 6pdr Field guns
3 12pdr Field guns

5th Foot
28th Foot
35th Foot
49th Foot

Leib Regt
Gren Regt Rall
Fus Regt Knyphausen

Gren Btn Von Bock
Gren Btn Von Minnigerode
Gren Btn Von Linsingen

This brigade arrives on turn 8.


Maryland Regt Musket 8 4 3+ 4 Large unit
Delaware Regt Musket 6 3 3+ 3
Continentals Musket 6 3 4+ 3
Levies Musket 4 3 4+ 3
Militia Regt Musket 6 4 5+ 4 Large Unit, Wavering
NY Militia Musket 2 2 5+ 2 Small Unit
Rifles Rifles 3 2 4+ 2 Marauders, Small Unit
Artillery smoothbore 1 3-2-1 4+ 2
Marauders Ignore command distance
Wavering Break test whenever they suffer 1 or more casualties
Elite infantry Musket 6 3 3+ 3 Marauders
Regular Infantry Musket 6 3 4+ 3
Hessians Musket 8 4 4+ 4 Large Unit
Jagers Rifle 3 2 3+ 2 Marauders, Small Unit
British Cavalry Sabre 6 -- 3+ 3 Marauders
Hvy Artillery smoothbore 1 3-2-1 4+ 2 --
Artillery smoothbore 1 3-2-1 4+ 2 --
Marauders Ignore command distance