For Sale 15mm Benin

Priced at £1.50 per piece , selling the army for £500

Over 800pts Benin army , just needs a dutch ally to max out to 900pt. More warriors than you can throw a stick at. They are the Irregular miniatures Benin, BUT .. they are the first spins of the mould (they weren’t out when I got these) , so the castings as as clean as you can get from Irregular




28TH & 29TH JANUARY 2017


Firestorm Games (Cardiff) (Tel: 02920 227117)
Trade Street
Penarth Road
CF10 5DT
United Kingdom

Mortem et Gloriam

Any published army
The list submitted must not exceed 12000 points.
Umpire and list checker: Alasdair Harley

Field of Glory: Ancient/Medieval


Any army from 600 AD.
The list submitted must not exceed 900 points.
Umpire and list checker: Richard Bodley Scott.
Rules: See below

Field of Glory: Renaissance


Any European army 1618-1648 (including Russia and Turkey).
The following list modifications and additional restrictions will apply:

To represent usual historical proportions in European armies of this period, ignoring artillery, the army cannot include more than 1 battle foot unit more than it has battle mounted units. (e.g. If you have 5 BGs of mounted battle troops, you can have up to 6 BGs of foot battle troops).

No more than half of all mounted battle troops can be Superior or Elite. Armies with insufficient Superior mounted battle troops in their army list to achieve this limit can upgrade whichever type of Average mounted troops in their list is most expensive in points to Superior to achieve the above limit.

No more than half of all foot battle troops can be Superior or Elite.
The army must have at least 6 bases of foot battle troops per heavy or medium artillery base.

The list submitted must not exceed 900 points.
Umpire and list checker: Richard Bodley Scott.
Rules: See below


Any army. List not to exceed 500 points.

Umpire and list checker: John Graham-Leigh

L’Art de la Guerre

400 points doubles, made up of 2 x 200 point armies (each army must be no more than 210 points with a total combined army size of maximum 400 points). The armies chosen must be listed as potential allies in either army list.

Armies drawn from Ancient Period, Classical Period and Roman Period lists (1-124 inclusive)

4 Games, same games times as the other periods

Umpire and list checker: Mike Baldwin


Cost: £ 25.00 per team of 2.

(Food will be available on site, but is not included in the entry price).
Tickets are available from Firestorm’s web site:



Firestorm Games (Cardiff)
Trade Street
Penarth Road
CF10 5DT
United Kingdom
Tel: +44 (0) 2920 227117


TIME: 8.30 – 9.00 – Registration time on Saturday

Games will be:

Saturday: 9.30 – 1.00 and 2.00 – 5.30
Sunday: 9.00 – 12.30 and 1.30 – 5.00

ENTRANCE: £ 25.00 per team of 2. (Food will be available on site, but is not included in the entry price). Tickets are available from Firestorm’s web site:


If you are able to make a long weekend of it, there are numerous local historical attractions relevant to our period. These include the Roman Legionary Fortress and Museum at Caerleon and the Roman walled city of Caerwent. Among the many local castles, the best are Chepstow, Raglan, White Castle (at Llantilio Croesenny) and Caerphilly. Caerphilly castle has a permanent exhibition of full size working medieval siege engines including ballista, mangonel, trebuchet and perrier. The Welsh Folk Museum at St. Fagans is worth a visit. The Brecon Beacons National Park and the picturesque Wye Valley are also nearby.

QUERIES: Richard Bodley Scott, 28, Priory Gardens, Usk, Gwent, NP5 1AJ. (



1) Godendag is a Doubles competition. Each army is to be commanded by 2 players. Consideration will be given, however, to entries with only one player or three players if there are special circumstances.
2) The rules to be used are the current Field of Glory rules, together with the latest errata and FAQ posted on the official Field of Glory web site.
3) The competition will use the full rules including the terrain and set-up appendices. There will be no formal division of the battle groups comprising each army between the members of a team. It is usual, however, for each player to take control of the troops on about half of the battlefield.
4) The scoring system will be the standard FOG tournament scoring system, where 25 points are up for grabs each game.

5) Army lists must specify the number and size of battle groups and their order of march for deployment, and the number and type of commanders chosen. They should also include the total pre-battle initiative modifier and the territories list for the army. If the detached shot option is to be used, a second list differing only in this regard must be submitted. Once an army list has been submitted it may not be changed or altered other than to correct any errors. Players may only correct their errors by making reasonable changes to their list. It is not allowed to completely re-write the list, and the list checkers decision on this is final.
6) Please note that the Godendag 2017 Field of Glory event is a single list format. Any incorrect list discovered after a game has commenced (after set up dice have been rolled) must be corrected prior to deployment if spotted in time, and fully corrected in any case before the next match.
7) Army lists must be submitted for checking in advance and must be received by the Tournament Organiser by 14th JANUARY 2017.
8) The Tournament Organiser and List Checker is Richard Bodley Scott ( 28 Priory Gardens, Usk, Monmouthshire, NP5 1AJ.
9) Players must fully define their troops as they are placed on table. Figures must provide a reasonably accurate representation of the troops they are trying to represent – they must not look deliberately misleading.
10) Table size is 6′ x 4′ and players must supply their own terrain pieces. These must be to an acceptable standard, and umpires will have the discretion to remove unsightly items. In addition all figures must be representative and painted and based to an acceptable standard.
11) Players must be present and ready to start the match at the appointed time. Where a player has a reasonable excuse for arriving late the match start will be delayed by up to 30 minutes. After which time the affected player will be awarded a bye. No player will be awarded more than one bye for any reason.
12) If a player resigns from a game at any stage after the first set up dice have been rolled their opponents will be awarded maximum points, and they will be awarded 0 points.
13) Time will be called after 3 hours 20 minutes plus up to 10 minutes. Play will stop at the end of the current phase. Players may always commence games earlier than the stated time by mutual consent, in which case their game continues until time is officially called as normal.
14) Admission to the tournament is at the sole discretion of the organisers and their decision on all matters is final. CONTACT: Richard Bodley Scott, 28 Priory Gardens, Usk, Monmouthshire, NP5 1AJ

Battle of Sekigahara – club refight

Battle of Sekigahara, (Oct. 20, 1600), in Japanese history, conflict that established the hegemony of the Tokugawa family, a hegemony that lasted until 1868.


The chief contenders for power in Japan at this time were Tokugawa Ieyasu (Red markers in the game) and Ishida Mitsunari (Blue markers in the game), both of whom were members of a delicately balanced oligarchy that had been established by the former national leader Toyotomi Hideyoshi to keep Japan united under his descendants. When Hideyoshi died leaving only an infant son, Toyotomi Hideyori, to succeed him, Ieyasu, as head of the regency council for Hideyori, began to assume power. Ishida, another member of the council, challenged him, and two great armies of feudal lords faced each other at Sekigahara, a strategically located narrow pass between the two plains at Lake Biwa and Nagoya. Ishida and his allies were defeated; he was executed; and most of the lords who had supported him were either banished or deprived of their domains.

Immediately after his triumph, Ieyasu began a redistribution of fiefs to consolidate his rule, establishing the machinery for the 265-year Tokugawa shogunate, or military dictatorship, of Japan.
We refought this battle as a one day game. As events would have it we ended up playing the game twice over the course of the day.

To avoid it being a straight recreation of the historical events and make it more of a game I changed some of the events that occurred to give both sides more of a chance. The mechanism for this was a ‘pot’ of dice that would accuse each turn. Each time that each side did something positive then a dice would be added to the pot. The positive events were –

  • Killing and enemy base
  • Causing a cohesion drop
  • Rallying a cohesion state

Each turn 3 dice would be added as a ‘default’. This would always give a 50% of each player being able to remove a counter each turn)

At the end of each turn the pot of dice would be emptied and thrown, each 6 rolled could be used to increase the  ‘activation’ of troops that at this point were taking no part in the battle. Each pool of reinforcements had a pool of counters indicating there indecision or tardy action. Each 6 rolled could remove one of these counters. When all the counters were gone then those troops would activate.

Outside of the main battle we had the following re-enforcements.

Loyalist Turncoats. (4 red, 4 blue, 2 white counters)

In history the defection of Hideaki was the key event of the battle. I allowed an even chance that he would join either side. Therefore it had 4 loyalist(blue), 4 rebel (red) and 2 white. The white counters could be removed by either player but could only be removed when all the counters of their own colour was gone. When the last white counter was removed then Hideaki would activate under the command of the team removing the last counter

Ieyasu (5 red army counters, 2 red general counters)

To simulate his inaction on the day he had 7 counters to be removed. 2 to get the great man to join to fray personally and 5 to commit his troops to battle

Hidemoto (6 blue counters)

This was a deviation from history as Hidemoto took no part in the battle as he was deployed on the far side of Mount Nangu, threatening the rear of the rebel army and was the back door of the trap that Mitsunari was trying to spring. The removal of the hist counters represented his movement back across the mountains to bolster the loyalists. This was added just to give the loyalists more of a level playing field, and try an capture a feeling of the ‘unknown’ that occurred in the battle.

There were a couple of minor events too

Fukishima (1 red counter)

Representing his inaction following his slight after the honour of leading the attack was stolen by Naomasa

Yukinaga (2 blue counters)

Representing his inaction on the day

So a total of 12 each.

As the game started it would be a slow build up as each side would only get 3 dice, and events wouldn’t be triggered too quickly. As the armies engaged this pot of dice could grow up to 12 dice ,thus accelerating activation of troops on the side that were performing well.

The rules for battle were using the Field of Glory :Renaissance rules. There were a few tweaks that were made. The armies were drawn up from the orbats that are dotted around the internet and the maps and dispositions of the forces from the Osprey book. The combatants on each side were about 85K troops and we used a scale of 1 base = 500 troops (with a bit of rounding for flavour).



Each samurai lord would be represented on the battlefield (as a named flag) , mostly where a force was less than 4000 troops that would be a single battle group. I allowed the troops in the battle group to be mixed. So there was a representation of Samurai and Ashigaru spearman and Arquebusiers. The lord would be integral to the BG so it would always benefit from his ‘command’  – but not for the ‘fighting in the front rank bonus’. I also allowed a tweak for the spearmen to ‘protect’ the bow and arquebus in the BG. What that meant really was they there were very few POA in combats , as most troops were the same. It was kept simple to manage the 200+ bases per side that we would have to manage. The only chrome was that the samurai would re-roll the 1’s (being superior). Which just meant keeping those dice a separate colour. It seems to work well enough.

I allowed Arquebus to fire 4” and all the foot moved 3” as a rule.

The brief of the Loyalists started to enact the trap box the rebels in. Secondary was to keep the pass blocked and that Mitsunari would survive.

The brief of the Rebels was to break through the pass, and destroy the loyalist army.


Game 1 with the troops array for battle. The table was a 10′ x 6′ L shape. You can just see Hidemoto on a separate table (behind Simon) making his way across the mountains

We ended up playing this game twice. The first one took just under 2 hours to play.


You can see here that the Hideaki turncoats flags turn yellow with indecision

This was as a result of Pete playing the part of Mitsunari having his command position crumble away in just of over 4 turns. This was a rather unfortunate series of events where a handful of arquebusiers were potting away at some troops behind barricades. This in game terms was 3-4 dice needing 5s to hit, causing a single casualty and then Pete throwing a 1 to lose a base. There was 1/18 chance of this happening each turn. Pete managed this 4 times in a row. This caused quick breaks … this also meant that the Rebels pot of motivation dice green quickly and they activated Hideaki to the the rebel cause quickly.  Mitsunari committed his troops to leave their uphill positions and charge downhill to throw the rebels back over the bamboo barricades , but that simultaneously failed also through atrocious dice.


With the turncoats activated and a breakthrough achieved we called it there as there was no chance that the Loyalists would fight back from this position.

sekigahara5Break through over the barricade to the Mitsunari’s command post complete ! the game is up



After a break for lunch we reset the game an played again.


Teams were reversed and it was a chance for honour to be restored.  The second game played out a lot longer.


Naomasa and his red devils did charge up the hill , but were swiftly routed. This did draw out some of the Hideie’s troops from their uphill positions.  Steve this time in change of Mitsunari held like a stonewall against all that Wayne and Pete could throw at him. This time the arquebus shooting was irrelevant , and the fighting in the pass was fierce. The loyalists has committed all their reserves but they did hold.


This fierce fighting meant the pot of dice for activation did grow quickly and both sides jockeyed for Hideakis’s troops. As most the coloured countered had been removed there was some strategic choice of whether of not to remove the last white counters, as I made them alternate spending the dice based on the phasing team. It got down to the white… but in an imperious turn of combat the Reds received a boatload of dice and convinced Hideaki to join the rebels for a second time that day.  The fighting was fierce and soon all troops were active Ieyasu and Hidemoto had entered the rear of the field.


The end of the loyalist line was beginning to crumble again as the turncoats collapsed the flank. But the centre was holding. The 17000 troops that Hidemoto were just a little to few and a little too late, and it looked like the Reds would carry the day a second time. However, when we called time, and night fell on our Autumnal Japanese battlefield, the loyalist line still held and so a minor victory was awarded the loyalists for holding on in the face of overwhelming odds.

The teams were –

Wasabi peas and 1’s

  • Wayne
  • Lynnette
  • Pete
  • Dene

Rice cakes and 6’s

  • Steve
  • Andy
  • Ian
  • Simon

So congratulations to Steve, Andy, Ian and Simon as the morning rebels slaughtering all in front of them, and then holding on in the afternoon as the loyalists in the face of really overwhelming odds!

a resounding 2-0 !

Thanks all for taking part and entering the spirit in which the game was attended!



FoG:R at Stoke Challenge

Stoke Challenge is a small competition only event, with FoG:R, DBMM and Saga. Being local, my arm was twisted to participate , despite trying to cut back on FoG:R this year. I picked Japanese for no other reason than an army had made its way into my possession.

The army was (650pt)



The Runners and riders

So actually a good set for the Japanese with a lot of bow based armies.

Game 1 Ray with Qing Chinese.
Not a good matchup for the Chinese. These dastardly fellows are designed and drive away nomadic horsemen (and rather anachronistically, in a quirk of the rules European pike and shot!). Though of armoured warrior swordsmen would not appeal. The game was straight up Ray has ½ a dozen big bow blocks with regimental guns, and a couple of old school armoured bow cavalry. The Japanese just matched the bow frontage. I had had offered up a couple of end units up as bait to allow the warriors to arrive en-masse.stoke_quing3

Everything went reasonable well. The shooting had little effect , as expected, and there was about 2’of troops in melee in about turn 4. The impact had swung in favour of the Chinese. Having a regimental gun and light spear , meant that the spearmen were slightly trumped, and a few units did disrupt. However in the ensuing melee being armoured with a sword against unarmoured with no sword meant that the butchery work could being (rolling 3+s , re-rolling 1s vs rolling 5+ not re-rolling – that is how we like it)

Rays army caved in. But the detail had meant that he did nibble off a too many end units , so the Japanese didn’t escape unscathed.stoke_quing1
The Hatamoto offered up to protect the flank. they died in all three games

Score was 16-9 to the Japanese

Game 2 Keith with Western Sudanese
It was looking like this was going to be a day for the glory of the Shogun. More unarmoured warriors to deal with. These big bow armies can catch the ‘typical’ western Pike and Shot armies out because they are voluminous and can win an attrition war. However, this is trumped by another ‘behind the time’ genre where they haven’t realised that gun powder isn’t the way forward. Keith was actually worse off that Ray , as his troops didn’t have the regimental guns or the light spear. I thought I’d follow the same plan as before offering up a couple of sacrificial units on the ends to delay while the main event sorted itself out.

stoke_sudanese2This worked out pretty much as planned. Even Keith’s mounted wing of Tuareg camels didn’t face charging armoured spear frontally. So they tried to sneak their way around. There was one section where his guard bow and armoured spear (but average) tried to make a stand. But even where we were on par, the Japanese had more luck, and prevailed quickly. When the main body of samurai contacted the Sudanese archers it was quick work.


Score was 21-4 to the Japanese

Game 3 Steve with Later Swede.
So sitting on top with 40 point , the next closest was Steve with 35. It was a good lead , but I would need a win to guarantee the competition. A less favourable matchup for me. Salvo foot with regimental guns, with impact cavalry. My only hope was to swamp them with numbers. Steve had obviously had this in his plan , so rather than picking all the usual superior units has selected an army of entirely average troops (not often seen in the modern game). Consequently his army was bigger than mine, so I’d have to hope that my superiors would be able to grind it out. This is not unreasonable as the average pike and shot BGs are brittle. If I could hold on and try to get a protracted melee then it might pan out ok. It wasn’t going to plan though. Our centres closed and the salvo with regimental guns soon started to pay. The impact was brutal. Being at a — POA meant that the warrior had some painful tests to make, and many disrupted and lost bases (some even losing 2 bases on first contact).


After that it was rather unfavourable. The fight settled down to who could throw the most 4’s. But losing a 3rd of bases for being disrupted, and having lost bases, meant that my opponent would be throwing twice as many dice. Even re-rolling 1’s & 2s, after committing the generals to the front rank to try and fight my way out of the situation, meant that it was unlikely that I would win. However, average troops being just that I did start having a bit of luck. One BG of samurai had rallied and defeated their opponents and then crashed into the supporting cavalry behind. After surviving another horrible impact the spears actually put the average cavalry to flight . One the other flanks some Japanese archers had put some dragoons to flight and then lucked out against a pike and shot unit next to them. So both sides were haemorrhaging units. The Swede would win just by sticking to the plan, there were plenty more units that were lined up. The Samurai could win but finding those points would be more tricky as the favourable match ups we few and far between.

The battle group score teetered perilously for both sides with a point to spare. The Japanese has lost 9 out of 10 , and the Swedes 10 out of 11.

The deciding factor came down to a fight where samurai had broken a units of pike and shot who were routing, behind which lay the Swedish guns. Capturing those would secure the game (and the competition). However, being warrior meant that I would either have to break contact with the routers and then make a rallying test out that the swedes would pass through and I could capture them that way. This was not to be. The swedes had obviously had lead lined boots. They rolls three 1s for the route moves moving only a grand total of 3” out of an average of 9”. The warriors being more speedy could then never lose contact. So even a cheeky shot with 2 archers who were about 1” away from the guns (who were disrupted) could fragment (and win that way). But it was not to be. The swedes hovered up the 2nd line Ashigaru and won the day.

The score was 9-16 to the Swedes.

This left me on 49. Steve scored a total of 51 to secure 2nd. But Dene leap frogged us all to 52 after a masterclass of cohesion tests against Bob.


Not a good day at the office for Bob’s Quing against Dene’s dice










Great games. I like the Japanese , simple and effective – great fun to play with.

Final standings


Kudos to Ancient and Modern Army Supplies (Donnington miniatures)

I’ve been roped into playing as the competition at Daventry (Campaign 2014) next week. Its teams of three, 5 games over 2 days. 6 teams so its round robin event. The periods are –

Period 1: The Fight for Dutch Independence(1568-1633) : – Early Imperial Spanish; Elizabethan English; Early Eighty Years war Dutch; Later Eighty Years War Dutch; Later Imperial Spanish (Army of Flanders); French Huguenot; French Catholic.

Period 2: Trouble in the East 1577- 1589 – Early Ottoman Turks; Wallachian, Moldavian and Transylvanian; Early Russian; Vasa Swedish; Cossack; Later Imperial Austrian; Polish-Lithuanian Commonwealth; Early Venetian Colonial.

Period 3: Armies of Asia, Africa and America, between the Tropics of Cancer and Capricorn 1500 – 1644: – Muslim Indian, Hindu Indian, Indonesian or Malaccan; Thai, Burmese and Khmer; Vietnamese; Horn of Africa; Hawaiian; Mughal; Aztec; Tlaxcalan, Huaxtec or Otomi; Tarascan; Zapotec or Mixtec; Chinatec; Mayan; Inca; Mapuche or Araucanian; Tupi; Amazonian Forest Tribes; Chichimec; Western Sudanese; Central African; Central Sudanese; West African Forest; Mossi. (European Allies allowed – no more than 4 BG’s)

The group I’ve been put into is period 1 , So I thought I’d give my Spanish a run out.

As its an early period the foot is later tercio which I’ve never been particularly enamoured with. So I’ thought I’d play a mounted heavy version. This required some extra figures for a German ally. With 7 days before the event , I contacted Damian at A&M about a rush order for the extra figures. With no complaint the figures were dispatched that same day, and arrived the next day. So kudos to Damian for a great service.

Painted the next day, here they are –

I love these Bandolier Reiter, useless in the game  (poor, unarmoured carbine/pistol). But really charismatic. Its like they know what is in store for them 😉

horse1 dragoon1



FoG:R Western Sudanese

This collection came into my possession recently. Painted by John Munro, this lot won Britcon 2012 using the following list


West Sudanese – 800AP, winner of Britcon 2012

  • Great Commander, two TC’s and one Tuareg Ally TC
  • 1 unit Avg Lf bow 6 stands
  • 1 unit Avg LF Jls 6 stands
  • 7 units Warriors Avge Bow each of 6 stands
  • 4 units Tuareg camels Superior Light Lance Swd each of 4 stands
  • 4 units of LH Avge Light Lance Jls
  • 1 unit Cavalry Superior, Armoured Light lance, Swd 4 stands

All units unprotected other than the cavalry unit above

There is full gallery in the pages above (or)

But here are a couple of shots –

Hausa11 Hausa2



Britcon Game 6 – Japanese

Game 6 – Japanese – Lynnette

So last game saw me on table 4. A good result here would probably get me somewhere near the top. Lynette hails from the same club as I, and I have fought with and against her Samurai many times. I knew cavalry weren’t a problem or artillery. So that was something to be grateful for. I just had to come up with a plan against the heavily armoured spearmen! I ran through a few scenarios, and my main plan would be get the spearmen no counting as ‘steady’ meaning giving them a case of disorder. This would allow my sword POA to count.  I’d be up in the impact and level in the melee. The Samurai are not shock so would not be able to break off from me but I would should anything go wrong. As I could shoot and the Japanese not, then the Samurai would have to charge me, giving me a turn to break off and rally should the plan got south. Sounded reasonable! So, woods again!

With the benefit of hindsight I should gone for Agricultural, the enclosed fields that would have given me would give me ‘protection’ against the spearmen (meaning they wouldn’t count the spear POA), without getting any disorder!


The terrain ended up looking familiar with bit woods on the flanks with a 1m section of clear ground in the centre. There was a lot to play for here as a good result for either of use might result in a podium finish.game6_2

There was a bit of desultory skirmishing on both flanks, but nothing to write home about. The main event would be in the centre. On either flanks I had highlanders in wood slightly in advance hoping to win there and envelop the Samurai. However, the Samurai hadn’t read this plan.

The line advanced to 6” and shooting. But shooting at armoured opponents (needing 5’s ) resulted in very little effect. It did, however, have the effect of lighting the blue touch paper. So

  • Samurai closed to 4”
  • Scots closed to 3” to get close range shooting
  • Samurai charged. I had knocked off a few bases

I was unusual having someone do to me what I had been doing to everyone else all weekend!


The lines clashed. In the impact the Scots had the upper hand (as you would expect), but none of the Samurai failed their COH tests L. Then it was grim, I did have some places where base loses had denuded the back rank of the spearmen so we’d be on level. But I had a lot where I needed 5’s game6_3

Every unit in my centre had a general in tow, or was superior. The Samurai were mostly superior also. (with some elites thrown in !) game6_5

The way the lines fell meant we had 1 massive scrum , where most units were fighting multiple units. We only had a couple of 1 on 1s

On the flanks things weren’t going too well either. In one wood fighting against average bowmen (against whom I was +POA) and average spearmen (against whom I was level). I kept losing bases, for no effect. On the opposite flanks 2 spearmen BGs against 2 highlander BGs. I fragmented 1 spear unit, but after doing so could not inflict another on it for the remainder of the game. They stayed for so long Japanese cavalry marched thought the wood (yes that’s right at 1” a turn), and charged my flank to rout me … the spearmen still being fragmented! game6_6

In the end my troops started to disrupt and then break off. But even with a great commander would not rally. I had broken a couple of units but my casualties were mounting.

In the end time was called and I was 2 points off breaking. I had inflicted 6~ but on a far larger army , so it ended up as a 4-16 or therebouts. Another turn would have secured Lynette the win though (with a +5) which would have pushed her top four.

Overall a great competition. I enjoyed the Jacobites. Certainly they have frailties, and I never came across a big cavalry army. Also winning the PBI roll off helped immensely being able to pick big bits of terrain and avoid ‘tricksy’ open spaces. In the final rankings I came 8th , which I think isn’t too bad with a weak army

Britcon Game 5 – Anglo Dutch

Game 5 – Anglo Dutch – Ray

Sunday morning and faced with mid table mediocrity ( which actually was better than I was anticipating) facing Ray and his Anglo Dutch. Rey had picked the army of Flanders and not Ireland. So instead of increased Danes he had drafted in some Swedes.


Again woodland, and both flanks seemed secure with woods, although I knew Ray wouldn’t have much cavalry. His army is well known to me and offered few surprises. 3 guard units, 2 Danes (1 superior), 2 Swedish , 8 dragoons and 1 unit of rubbish cavalry & 2 compulsory line units and 1 BG of medium Art. They were all arrayed in a line across the table.


The Scots advance echeloning back on the left.


Ray faced the quandary of long range shooting where he was no better off, or closing to short , delivering the volley and receiving the charge. He chose the former, but the canny Scots closed to just outside 3” where they could charge at a point that suited then while still being al long range for musket fire. After realising this Ray had little choice to close to 3” and hope. The resulting fire was desultory. A few bases were lost but with a great commander and rear support then it was unlikely that morale would falter. game5_3

The Scots delivered their glorious charge in good order. It was broadly successful, and over the next couple of bounds then the core of the Anglo Dutch left flank and centre crumpled. One guard unit put up a valiant fight and routed the highlanders in front of it. These then threatened the Irish that had been trying to help secure this flank. However, with a few big accrued on the left flanks the Williamites threw in the towel. game5_5

20-5 to the Jacobites. A game were they had read the plan. This game was not plagued with swinging dice results and was and was an easy/pleasant Sunday morning start.

Britcon Game 4 – Later Imperial Spanish

Game 4 – Later Imperial Spanish – Richard B S

I had originally planned to miss the Saturday night game as it is a bit of a killer. However, it seemed that most people were playing all 6 games, so with a bit of reconsideration I decided to play.


The draw wasn’t great Spanish, the good (ex)Dr’s list had maximised the good quality foot, and he had 7 superior Tercios (4&2), with 4 heavy guns and only 2 units of cavalry.

The Scots won the PBI (in fact I went on to win it all six times over the weekend), so stuck to woodland. Again dense woodland bisected the tables roughly into 2 halves.


RBS set up his Spanish in the clear corner. The Scots deployed in the wood. It seemed likely that we would face a uneventful game as he wasn’t coming in and crossing the plains into the guns wouldn’t be beneficial to my health, so we agreed a draw.


To pass the time we played it out and the Scots marched over the table to attack the Spanish positions.


After setting up a rather daunting ‘Picketts charge’ type deployment my decision to agree a draw was vindicated as the Scots were wiped out to a man for no loss to the Spanish.  Charging toward 4 heavy guns and 28 superior muskets is only going to end one way!

10-10 draw



Britcon Game 3 – Later Royalists

Britcon Game 3 – Later Royalists, Martin V – T

Oh well, it had to happen. Looking at the list the compulsory 16 bases of cavalry gave me that sinking feeling. I hadn’t played Martin since the beta testing. I won the PBI and again picked woodland. Again it gave me a point on which to anchor. But I couldn’t really afford to be static as Martin could just pick his point and mount his best charge with the Cavaliers.


Fortunately Martin was afraid of my army as I was of his!  His army only had 16 bases of mounted , of which 4 were average. They were nasty pistol /pistols types. I looked forward to – – POA in the impact and  – POA in the melee 🙁 The rest of this army was the usual 4 and 2s and some superior shot types (6 musket)

The game was cagey as neither side wanted to over commit, and the armies both rotated anticlockwise to turn the game sideways.

The pivotal event that made the game come alive was on the right flanks. 4 dragoons had tried to pin back the Lochiel skirmishers.  Fortune had seen the Scots cause 2 hits and the dragoons fail the test.  In the subsequent Scottish turn the LF closed and exchanged fire at close range. Again 2 hits… the dragoons then fragmented. Martin then tried to get them out of the soup, and retired them past a BG of Cavalry. However, the Scots again hit twice in a fortuitous series of dice rolls.  Not only that the Cavalry next to them took a hit – and rolled the ubiquitous 1!  This seemed to unlock this flank. The cavalry were only average and therefore only 1 base from destruction. The dragoons were broken. There was another cavalry BG, which was floating about (superior Pistols :-/) but there was only 1 BG and could possibly gang up with 2-3 Bgs of highlanders.

On the Scottish left flanks the Royalists had committed to a long march around the edge of the table to try and put pressure on that flank.


The centres closed the Scots again got the upper hand at the shooting. The Royalist centre started to collapse, a highland charge and 2 pike and shot units were off. However, the broken dragoons then rallied.  The game bogged down a little. The P&S units that were broken in the centre also rallied, but the Average Cavalier BG had been shot to death. Their superior compatriots had mounted a charge into some better quality highlanders , but had bogged.


In a final desperate action I committed highlanders to fights they couldn’t win to avoid interception of charge where they could! The crowning moment was Dundee dragoons (Superior pistol/pistol) with general got a charge of against some unprotected musketeers in the open.  On a ++ POA they needed threes, re-rolling 1 & 2s  … they managed to get 1 hit. The musketeers threw 4 5’s and with the death roll on a 1 the Scottish cavalry ‘popped’

The game then timed out. It ended up at a 9-11  against , so a close draw. Given another hour I could see the Jacobites routing though!



Britcon Game 2 – Later Savoyard

Britcon Game 2 – Later Savoyard, Simon L- M

Saturday morning heralded a much better draw. Savoyard was just the sort of draw I was hoping for, lots of infantry where I could stuck into. I won the PBI ,again, and stuck to the plan – woodland. Large woods scattered across the table and gave me what I hoped would be a safe route across the table.game2_2

It was looking favourable. Simon’s army was mini-maxed on the foot. Minimum horse (1 BG of AVG), and about 10 BGs of foot, mostly 5&1s with a couple of ‘superior’ and German types (with bayonet). Even his artillery was light so would have no effect on the game.


The game couldn’t have started better , both sides closed. I’d echeloned back on my left wing and Savoyards marching by division to close that gap. Again the shooting at long range wasn’t as effective as my opponent would like. With a Regimental gun each BG was only putting out 3 shots. Giving that there were ‘gaps’ between each regiment they were receiving either 3 or 4 in return.


In the vanguard of the Savoyard attack was some Superior guards (6 with a bayonet). They took a pummelling and lose 2 bases. Then, in trying to redress his ranks by contracting, to allow some more troops through, he strayed just to within 4” of some highlanders. On that very turn the shooting resulted in a test that caused him to drop. The Highlanders charged, it wasn’t a great match up as they were only average, but the charge allowed them to set forward into an average pike and shot behind. The impact was splendid and the guards dropped, as did the average boys behind. In the melee both Savoyards lost causing the guards to break. This break cascades to the average troops behind , who also broke. During the rout , as troops were queued up behind they too were burst through, including the Savoyard cavalry. In the following Savoyard turn the cavalry lost impact against pursuing highlanders and lost a base. They then too quickly broke. The whole of the Savoyard left flanks was falling apart as a result of one charge. game2_4

More troops go involved and soon the Scots had taken 10 out of the required 13~ attrition points to win the game, for no loss.

However, to use the adage ‘game of two halves’. The tide was turning the Savoyards where starting to overwhelm the Scottish left where they had a numerical advantage. The breakthrough in the centre had stalled somewhat with the key unit fragmenting (it had just become too isolated, in its ‘warrior’ pursuit). The Scottish attrition points started to mount up.


An hour later the Scots broke, unable to get the last few points needed! I was genuinely surprised at that result. The first hour couldn’t get any better and I was assuming that all that all that would be need would be a mop up exercise. But the Savoyard held on. The excess of spare units had started to tell, and the small BG count of the Scots would be telling.

I think both my opponent and I were surprised when the Scottish army broke.

The final result was 9-16, so we had taken 90% of the Savoyards in a very bloody battle. After the event this ‘glorious charge’ was definitely my favourite of the weekend, a pity it didn’t result in a win!