Sunday, 8 June 2014

Deus Vult - March to Tiberius


Yesterday, I had the pleasure of playing a 28mm Crusader game in our annual Summer Extravaganza to North Devon hosted by my old friend and fellow Devon Wargames member Charles "Chas" Carter.

Chas has regularly hosted this event in our calender, with last years game portraying the Battle of Balaclava. This year's game was based loosely of the Battle of Hattin 1187 when the Crusader army under Guy of Lusignan of about 20,000 men was destroyed by the Muslim army of Saladin numbering about 30,000 men.

Our game assumed the Crusader army had discovered a suitable watering place en route and was marching determinedly to the relief of the fortress at Tiberius; the Saracen army are equally determined to see that that would not happen

Battle of Hattin

Set Up

The table shows the initial set up with the Crusader army in column of Battles with the Cross of the True Believer carried in the centre proceeded by my own Battle commanded by the "Bonking" Bishop of Acre, a fearsome warrior knight of the cloth, with a bounty on his head due to his terrible reputation for not offering quarter (We commanders, each had to draw a secret trait of our character that revealed positive and/or negative attributes, with my leader worth double the trophy points for any Saracen commander who should cause his early demise).

Players Briefing
Chas led the briefing for the day explaining the objectives for both sides and setting up the card deck that decided the order each pair of opposing commanders would activate and fight their commands, with the initiative being decided at the beginning of each turn by a die roll from the overall commanders. The basic objectives were for the Crusaders to get their army and their holy cross off the table en route to the fort at Tiberius, whilst the Saracens would attempt to prevent either or both of them. In addition trophy points could be assessed for various personal objectives achieved and opposing units destroyed.

The Vanguard of the Christian Forces
This was to be my first game playing Deus Vult and having seen the guys at club playing warm up games prior to this, the big one, I was very keen to see how they played.

The King's Battle surround the Cross of the True Believer
Having completed the briefings, the opposing senior commanders diced off to see who would have the initiative and having secretly composed their own deck of cards, each with the name of a player in their army, in order of play, began to draw out the names to start the game; with the Saracens winning the initiative but allowing the Crusaders to move off, not knowing exactly where the threat lay.

My character, the Bishop of Acre, directs his battle to cover the exits in the hills
This first move led to some confusion in Crusader ranks as we had all been given orders to move out from the column to protect various approach routes to the Cross, that remained moving forward in the centre. The Bishops orders were to move towards the high ground and rough going to prevent any surprise attack from that quarter. It was only after the positioning of Saracen entry point markers that we could see that that area was not threatened and an about face order would be required.

Unsure of where the threat lay, the Crusader forces turned outwards to protect the cross
The first attacks when they came were from Saracen forces deployed to the rear of the Crusader column. As the Saracen cavalry advanced they and their archers peppered the Crusader ranks with flights of arrows causing casualties and disorders along the serried ranks of spear men and armoured horsemen.

The Vanguard pushes forward
 Undeterred by the arrow fire, the Crusader forces advanced outwards towards their respective table edges, deploying their forces into battle formations and prepared to face the threat in their area.

The Crusaders attempt to form a protected corridor for the Cross

The Bishop of Acre's Order of Knights flank the ranks of Volunteer Pilgrims

Spear men, Sergeants at Arms and Knights form a solid block
Unknown to the Crusader commanders, was a ploy by the Saracens to draw off the centre Battles towards their columns right flank. The Saracen units were attempting to deploy closer to the rear areas and thus leave the Crusader battles of the King and the Bishop of Acre facing empty ground. The required 50/50 die roll frustrated this plan, and the Saracen force was finally deployed in front of two powerful Crusader formations. With no alternative the Saracens prepared to give battle and tie up the King's and Bishops forces for as long as possible by selling their lives dearly.

The Bishop of Acre encourages his men
The Crusader plan was almost the exact opposite in that it was decided to use the King's and Bishop's forces to aggressively destroy any Saracen forces on their right flank so as to free themselves to support the Vanguard or Rearguard as required whilst also protecting the passage of the cross creeping slowly forward at four inches per turn.

Saracens move forward to stop the advance
As the two armies gradually deployed and the initial skirmish fire attacks were concluded, the first close combats started, as both forces came to grips. Having never played these rules before I was very interested to see how the capabilities compared with what I understood of this period of warfare.

Quite clearly the Saracen forces were highly mobile, very often more lightly armoured, and practically everyone carried a bow. Thus the predictable tactics of shoot to kill and disorder the more heavily armoured Christian troops, preceding a furious charge by the more fanatical or better armoured elements of the Saracen forces, in an attempt to capitalise on the earlier shooting. The combat system works, using a fairly standard approach, of trying to get as many 4, 5, or 6's on as many d6's as you can muster; with the 6's likely to cause figure losses to the unit affected and the 4 and 5's adding to the number of potential disorder checks needed to be avoided.

Saracens, "fousands of em"
The two big "no no's" to avoid are being hit by a charge, i.e. you want to be the charger, and if you are hit, try not to be disordered when it happens. Both these situations increase the risk of you having a horrible day. If your opponent happens to be riding a big horse with all his mates going in the same direction and they are covered, head to foot, in the latest all metal battle suits from their favourite gentleman's outfitters for "everything you need to wear on the Crusades" and also happen to be carrying a large wooden pole with a sharp pointy bit on the end, then your horrible day is about to get a lot worse.

The battle lines are drawn up
Obviously the best ways to avoid these no no's of playing Deus Vult is to try and get your force into a position to charge your opponent and hope that your commander is able to give you the option to charge first. Better still, try to make sure the target of your charge is disordered and try to avoid tackling men on horses covered in armour with big pointy sticks unless there are not many of them and they too are disordered, and even then be careful. The last point really applies to Saracen commanders.

With these few pointers, quickly mastered and absorbed, I waded into battle.

Saracens attack the rear guard
The two forces came to grips first at either end of the Crusader column and with the arrow fire coming in from the Saracens and the often more effective killing power in hand to hand of the Crusaders, the fighting became a close run affair with gaps appearing in both ranks. The initiative gained by the opposing senior commanders took on an ever more important decision as sub commanders along the column vied for getting the drop on their opposite number. It was interesting to see that very often matching sub commanders were selected by their commanders without any prior knowledge of the order of choice.

Lots of spears and bows. With all the arrows flying about, many Crusaders developed a feather allergy
The Crusader forces in the Rearguard quickly established a partial control, although poor old Nathan was having a mare of a day with the dice gods.

The Saracen bows "darken the sky" with their volleys of arrows
The Vanguard forces were facing a very serious threat with large numbers of bow armed armoured Saracen cavalry supported by Ghazi infantry and spear men. The Crusaders at the head of the column would have to hold their ground for as long as possible until the centre was secured.

Crusader allied skirmish cavalry take up the challenge
 
The Saracen commander leading the attacks on the rear of the column - Nice work Nick

The view with all but one of the Saracen Battles deployed, with a large gap in the centre left. The Bishop's troops, close by the Cross, have about faced to join the King facing that potential area of threat.

The same view from the Saracen lines, with a large attack building on the rear of the Crusader column

More troops advance on to threaten the front of the column, with fanatical Ghazis closest to camera

The Saracens fire arrows into the head of the column with the Crusader spear men getting good service from their shields

Saracen spear men support hoards of bow armed light cavalry

Saracen spear men and archers make best use of the broken ground on the Crusader flank

More cavalry move to assist the Crusader vanguard in holding off the initial attacks
With both ends of the column heavily engaged, the focus on the centre became more pronounced. The Saracens were keen to tie up the heavily armed centre battles, under the King and the Bishop of Acre, for as long as possible, whilst striving for a breakthrough at the other points. For the Crusaders the exact opposite applied, and a quick resolution of the Saracen threat with as little cost as possible would free up powerful forces to assist elsewhere.

And then they appeared. The final Saracen force with the King and the Bishop of Acre's Battles ready to attack
As the Bishop, I had a front row seat in this part of the battle, and only just having counter marched my force to move alongside that of the King, the Saracen force deployed to our front.

This deployment was problematic as the counter march had separated the mounted sergeants from my direct control, and thus a powerful mounted formation would not be available to me at the start of our fight. In addition, as part of my attempt to gather all my troops under my direct command, I had left the Bishop nearer to the mounted sergeants in the hope of getting them under command in the next turn. This had left my spear men out of control, and it was they who bore the brunt of the first Saracen charge of fanatical Ghazi infantry.

Meanwhile the combat develops at the rear as knights prepare to settle matters

And the Cross advances inspiring all those who believe and see its progress through the ranks
The Ghazis bellowed out their war cry and crashed into the ranks of spear men who braced themselves for the shock. They were on their own and the Bishop could only watch and hope they could hold their ground until support from the Bishop's Order of Knights could lend a hand. Ever watchful, the Saracens deployed spear men to guard the flank of the Ghazi charge, and to counter this threat the Bishop thinned their ranks with crossbow fire from the Naval Volunteers.

The Bishops spear men, top centre, absorb the first Saracen charge by the Ghazis, as the Naval Volunteers armed with Crossbows peeper the support unit preparing the ground for the Bishops knights to attack. The Volunteer Pilgrims
look on.
The spear men fought gallantly and though pushed back by the shock of the charge only lost two of their number and avoided becoming disrupted. More importantly they had held the Ghazis in combat and drawn them closer to friendly support.

The opposing cavalry clash as the spear men prepare to engage at the rear of the Crusader column

Surprise! The Bishop's Knights charge the flak of the Ghazis, as the Mounted Sergeants cover their flank. The Bishop oversees the battle amid his infantry
With the Bishops men to have their move, the spear men fought back inflicting a couple of casualties on the Ghazis and pushing them back. The mounted sergeants finally rejoined the Bishop's command and, moving forward, covered the Knights who, instead of charging the spear men, charged into the flank of the Ghazis destroying over a quarter of the unit  and disordering them in the process. This time the Bishop very carefully positioned himself to keep all his forces well under command.

The fighting was fierce and close up at the front of the column as the Saracens attempted to create a gap towards the Cross

The Saracen reserve waited to see the outcome of their first attacks on the Crusader Vanguard
As the fight for the centre was in full sway, the rear was becoming gradually more secure as further Saracen units were either destroyed or in the case of their archers driven from the table, keen to evade men with sharp pointy sticks.

The battle of attrition was drawing in reserves from both sides as they attempted to achieve a breakthrough
The battle for the Vanguard was a more desperate affair as despite stiff resistance, gaps were appearing in Crusader ranks and some Saracen units had a clear view of the Cross. Both sides had uncommitted heavy cavalry units and with the need for a breakthrough growing, the next few moves would probably decide the fate of the front of the Crusader column.

The fighting against the rearguard was also unremitting
The fight for the centre was still in full sway and this time the Bishops cavalry gained the initiative. The mounted sergeants charged forward into the ranks of Saracen spear men pinning the unit in combat but not strong enough to defeat them in one charge. However they had  done their job and given the knights and Crusader spear men the opportunity to destroy the Ghazis. In the return match the Saracen spear men destroyed the mounted sergeants and opened up the Bishops force of Pilgrims who were marching parallel to the Cross to a surprise flank charge from newly arrived Saracen cavalry. If that wasn't bad enough the spear men were now able to charge into the flank of the Bishops knights!

Halfway through the game and both sides are locked in battle along the length of the table with no decisive outcome and all to play for

With battle this intense, the Crusaders refresh their troops, with a few of Saladin's boys grabbing a beer as well

Units around the table were displaying large gaps in their ranks

And still the Saracens kept coming

The last reserves are fed into the battle
The battle for the centre hung in the balance as the Bishops forces braced themselves for two flank attacks. The knights struck in the flank suffered a casualty but managed to break off disordered. The Saracen cavalry then charged into the flank of the Volunteer Pilgrims destroying half the unit in the first combat, but miraculously, they held their ground. It was only the Pilgrims between the Saracen cavalry and the Cross. Something had to be done and quickly.

The Bishops knights find themselves flanked having destroyed the Ghazi infantry. The King's Battle turns in support.
The new Saracen cavalry unit top left is about to charge the Pilgrims in the flank. 
We were now into the final moves of the game and the day, and it was now that the battle turned for the last time. In the rearguard, we had a dual between opposing commanders which went the way of the Saracens. This was inconsequential as the fighting was over with Crusader units in control of the situation.

The battle of the Vanguard reaches it's crescendo
In the centre the King got the drop on the Saracens and before they knew what had hit them, the last unit of spear men and the cavalry in combat with the pilgrims were charged in the rear by the King's men and destroyed in situ. The Cross was secure.

Frankish spear men at bay with Ghazis to their front and cavalry on their flank

The Volunteer Pilgrims are decimated by a Saracen cavalry charge on their flank as the King's troops close in to support the Bishop's forces and protect the Cross

The Kings forces close in ready to destroy the Saracen force to their front. The Pilgrims fight desperately to hold their ground.
The final hurrah came from the Crusader force in the Vanguard as both sides committed their remaining heavy cavalry forces to decide events in their area. After all the dust had settled two Saracen cavalry units were destroyed and the balance in the area had swung back to the forces of Christendom.

The Saracen attacks on the rearguard start to fall apart

Crusader knights take control at the rear of the column
 
The front of the column is still heavily contested as Saracen attacks fall away elsewhere

The King's knights with the aid of the Bishop's infantry remove the threat to the Cross in the centre
With dinner ready to be served we called it a day. We had been playing from 10.30am and finished at 7.45pm. We had on the table, for the Crusaders, 150 cavalry, 300 infantry and for the Saracens, 200 cavalry and 350 infantry. The game had progressed along at a good pace and there was as usual plenty of good humoured banter and lots of laughs.


I really enjoyed my first game of Deus Vult, it is obvious that they were written with a passion for this period in history and seem to capture that very well. I don't think the rule book is the easiest to follow, set of rules I have read, but that is the only small issue I could point to.

This kind of game takes a lot of planning and preparation and I would like to thank Chas for pulling the day together and to my fellow gamers, Steve H, Steve M, Nick, Mike, Clive, John, Vince, Andy and Nathan for an excellent weekend. Good Times.

Friday, 6 June 2014

D Day - 70th Anniversary


Today is the 70th anniversary of the greatest naval invasion the world has ever seen and for me, the son of a former member of the British 21st Army, it is very moving to hear the memories of the last surviving veterans.

My father landed on D+4 as a member of the advanced party of Guards Armoured Division and I remember his vivid descriptions of the beachhead when he arrived in Normandy and the later battles of the campaign.

With the passing years and with fewer veterans still surviving, my Dad passed away in 2003, the likelihood is that this will be the last significant commemoration of a campaign that dramatically changed the course of WWII and the history of our world today.

My blog since its beginning back in December 2012 has had a strong theme around the Peninsular War as a period that I have chosen to focus on for the foreseeable future.

Prior to it I had spent the previous three years building up a large collection of WWII Normandy forces for my own home brewed WWII rules and latterly IABSM. Those figures have taken a "back seat" in recent times but were regularly featured in games that I reported on the Devon Wargames Group Blog.

With the importance of today's commemoration, I thought I would pay my tribute to the events of seventy years ago by highlighting those postings that were part of a campaign run back in 2010 and that is still to be completed, and will be returned to later. As the map shows we had all the beaches to fight except Utah in the first turn.


So first up, the battles for the beaches beginning with Juno

The landing on Juno Beach

The second game featured Bloody Omaha

No quarter asked or given on Omaha


The third game was fought out on Sword beach

Solid landing on Sword


And last but not least, Gold

The first breach made on Gold


The position at the end of D Day



Monday, 2 June 2014

Oporto - Game Two


It was with much anticipation that I approached the second game of Oporto with all the ideas and discussion still fresh in my mind from the anniversary game last month.

The table all set up ready to go

I was up early Sunday morning putting the finishing touches to the set up and my notes for briefing today's players; two friends from the Devon Wargames Group, Vince and Martin who would be playing Wellesley and Soult respectively.

Part of the briefing included a few changes from last month with Cotton's cavalry added to the variable reinforcements and changes to the "Battle for the Seminary Rules" to  reward the French for attacking the strong-point. These changes are designed to fine tune the scenario before making it available for others and will enable me to add alternative options to the final brief.

Foy leads the 17e Legere straight on towards the Seminary

This game was to prove a quite different affair from last month's right from the start, as Foy decided to get the 17e Legere moving out of the city on turn one and making straight for the nearest part of the Seminary wall. This was audacious in that it immediately put his brigade into contesting the Seminary from turn one but also put two of his battalions into medium range of the British guns. The French are required to contest the Seminary by having a unit/units within 525 paces of the wall for a minimum of five turns to count as having contested the building. This primarily stops the French from simply ignoring it and retreating. 

Foy's infantry are saluted by the RFA and KGL guns

This aggressive move by Foy almost seemed to faze Wellesley, and the movement put immediate pressure on General Hill and the 66th Foot as they made their way up the cliffs from the river. The response from the guns seemed to settle the British command as round-shot and shrapnel started to take a toll on Foy's men.

The Legere start to take casualties from the artillery fire to their flank

With turn three the 70th Ligne came marching out from their billets and preceded by the Voltigeur battalion immediately pushed through the vineyards looking to threaten the front of the Seminary and drive off the British skirmish line. The 12e Artillerie, deployed on the outskirts, added to the discomfiture of the Seminary garrison by firing at the battalions manning the wall of the perimeter. The French had been briefed that if they put in a charge against the perimeter regardless of the outcome, that would reduce the number of turns needed to contest the building by one for every charge move made. However because General Foy's command are initially set up on "Defend" orders under C&GII, they can only make a charge move when the General attaches to a unit.

The 70e Ligne pour out of Oporto to support the Legere

Foy's Voltigeur battalion were as aggressive as their commander forcing the Light Bobs to give ground as they moved forward firing as they came on. To reinforce the point the 2/70e Ligne moved up behind in column.

The French drive back Hill's Light Battalion as they look to seal off the Seminary

Close up skirmish battle

The turn also saw the arrival of General Foy's messenger at Soult's HQ and requiring a 4, 5 or 6 to wake the Marshal and start the retreat, the French rolled a 4 and a flurry of messengers went out to alert the garrison for the need to start to withdraw.

The first units to move out and onto the table were General Franceschi and his two cavalry brigades, immediately working their way around the back of the city to move onto Windmill Hill.
The process of monitoring where the French and British off table forces were and how quickly they would appear on the table was by using the Cyberboard map that allowed me to move markers as directed by the two commanders



The cyberboard map was used during the game to re-position off table commands at the direction of the players. For example Debelle is shown below Soult in the city. Commanding a cavalry brigade he is able to move two squares in any direction including diagonally. On receipt of his orders from Soult he moved directly to 1-1 to appear on table on turn four. The distance from Soult also enables a quick reckoning on how far messengers had to travel. I allowed 600 paces per square moved or 300 paces if occupying the same square.


Franceschi's cavalry arrive en mass
With more and more French troops starting to respond to their commanders orders, Sir Arthur turned his gaze to the road from the east. Where was Sir John Murray, where was Cotton and his cavalry? As mentioned earlier I had randomised both the commands for their arrival times. I knew that Cotton would not make it in time but kept that information from the British. The KGL brigade was expected on turn six. The lack of cavalry would force the British to play a very different game from last month, and given the much quicker response from Soult to the alarm given by General Foy the pressure to stop the retreat was very much on the British command

The French start to evacuate the city
With more French troops starting to make their way into the city outskirts General Foy pressed his attack on the 66th Foot with General Hill commanding. Both generals steadied their men and prepared to exchange volleys and the British fire power soon took effect as the Legere reeled under the fire, and Foy was unhorsed as his mount collapsed from several hits.

General Hill dresses the ranks of the 66th Foot
With his men under continual attack from the British guns he was compelled to keep close to the British infantry and take the fight to them. So remounting, he moved ever closer to maximise the effect of his troops firing. The volleys were intense and devastating particularly from the British and Foy went down again, this time with a musket shot to his belly. The wound looked serious and his aides carried him to the rear.

Sir Arthur oversees the artillery support for on forces on the far bank
The affect on the men seeing their general wounded was more than enough and the 1/17e Legere fell back to the city outskirts their retreat turning to a rout as they disappeared into the narrow streets.

General Foy's aide attempts to rally the 17e Legere as they fall back from the Seminary
As the game moved to the midway stage and still no British cavalry had appeared, Wellesley turned to his Guards to lead the crossing into the now vacated waterfront area and to begin the pursuit through the city.
As he gave his orders for the embarkation, a dispatch arrived announcing the imminent arrival of General Murray and the KGL infantry brigade.

The French start to organise their units to pull out
The French had had a perfect start to their game and apart from the casualties to the 17e Legere, Soult had responded immediately and his commanders had followed suit by getting their troops on the march.
Now however, the situation required the French force to move from the offence around the Seminary to a staged withdrawal with an active rearguard keeping back British attempts to disrupt the units attempting to leave.

The first battalion start to exit the road off

Sir John Murray and the KGL double march to attack the retreat route

General Hill brings the 66th Foot forward
As more French units moved through the city the RFA and KGL guns continued to take a toll, but the effort of maintaining this barrage was causing great fatigue to the gun teams, and their accuracy and fire started to slacken. The effect of the artillery on the French units was to have an effect as the game moved in to the last moves, as the French commander felt compelled to issue orders for his men to double march along the road to get off the table.

General Reynaud oversees his brigades march out of the city. General Franceschi's cavalry are top left on Windmill Hill facing off against the Guards approach. The KGL are top right with skirmish lines closing in on the road.
As the British guns started to fall silent the allied infantry started to press the rear most French troops bringing them under ever increasing musketry and forcing some to change formation and attempt to hold back their pursuit.

General Archibald Campbell's brigade pushes on into the outskirts of Oporto. Note the Portuguese Infantry making their on table debut rear top right.
2nd Guards shake out into line, with the Guards Light Battalion up ahead
A major threat started to develop as the Guards brigade under General Henry Campbell started to move out from the rear suburbs and shake out into line on the forward slopes of Windmill Hill, the British name for the high ground, close to the French retreat route.

General Henery Cambell leads the Guards out of the city to the top of Windmill Hill
The French could not allow the British Guardsmen to continue their march and deployed their horse artillery together with the chasseurs and dragoons of General Girardin's brigade on top of the hill.
Meanwhile, on the opposite side of the road, the KGL battalions preceded by Hill's and Murray's light battalions advanced to pressure the retreat; as well as forcing the 1e Hussars and 22e Chasseurs of General Debelle's brigade to move out in line to oppose them.

General Foy and the 2/17e Legere make their way away from the pursuing British

General Hill brings the 66th into the line of pursuing allied troops

The game was reaching a climax as the French brigades were strung out along the escape road, with more and more British units closing in on it from various directions. The French rearguard units were forced to deploy to buy time for the army to make good its escape.

The Guards start to attack the French retreat 
The French command were keen to avoid any close engagement by their rearguard units, thus allowing them to give ground gradually, but eventually the pressure told and bugle calls from both French cavalry brigades announced charge moves from the 8e Dragoons against the 1/3rd Guards pressing forward through the cork trees on Windmill Hill and by the 1e Hussars on Hill's Light Battalion which had pressed forward and had become disordered by a well directed open order volley from Foy's Voltigeurs.

French Horse artillery supported by Chasseurs look to hold off the British Guards

The French retreat is fully underway

The French 1st Hussars pull out having destroyed Hill's Light Battalion

The two cavalry charges moved out from the French lines with the Hussars proving irresistible to the British Light Bobs who, turning tail, in a vain attempt to reach the KGL infantry to their rear, were caught and cut down to a man. On the other side of the road, the result was quite different as the 8e Dragoons underestimated the effect of the cork groves would have on their charge reaching the Guards line. The Guardsmen were totally unmoved by the French heavy cavalry struggling to maintain order among the small trees and with the French charge falling short delivered a crashing first volley into their ranks knocking down over 200 of their number and sending the regiment reeling back upon its supports.

The 66th Foot advance on the French rear guard
With both sides taking stock of the last combats of the day the French looked to double march as many of their battalions off the table as they could. It was now that the RFA/KGL gunners had their last say in this battle as, together with the heat of the day and the depleted morale and fatigue caused by their barrage on the town, several French battalions bringing up the rear halted and were forced to reorder their ranks.
French general officers including Marshal Soult himself joined the affected battalions in an attempt to get the men moving, but to no avail, and it was decided that several of these units would not escape the final pursuit.
C&GII is really good at bringing in this kind of granularity to a game that other rule sets struggle to model. The fatigue effects really make command in the game a constant balancing act as players have to struggle with doing things they need to with their troops but not overworking them and finding their orders going unheeded. As the game progressed the day was getting hotter and the fatigue effects were multiplying.


General Foy's Voltigeur battalion hold off the KGL

The French had had an excellent result in comparison to the actual events with at least half of Soult's units deemed to have got away from the city. In addition, the prompt movements of General Foy's troops had allowed them to contest the Seminary and pull back on turn 6. Thus the French had achieved both of their tactical objectives, with the bonus of General Foy reappearing at his brigade HQ with his wounds dressed and a bloodied uniform that raised cheers from his men.

However the British had responded well to events in the game and their constant barrage of artillery on specific targets together with the musketry brought to bear on retreating French troops; particularly from the Guards and the 66th Foot had seriously dented the French army morale and left a significant casualty bill of around 1500 men. As in the actual battle the lack of cavalry would prevent an immediate pursuit, but with the morale effects on the French force any later pursuit would likely be very damaging.

The French rear guard seen from Sir John Murray's KGL brigade
The final result on the C&G score board indicated a Major Victory to the British force, but as the French had successfully contested the Seminary that prevented any improvement to the result for the British, and with the number of French troops getting away by game end, they improved the result in their favour to a Minor Victory to the British.

Map illustrating principle moves during the game

[W] denotes No Advance
[R] denotes Halt or Retire
[Y] denotes Routing
[D] denotes Dispersed and removed from the field




Thanks to Vince and Martin for providing the entertainment on what proved in the end a very close run thing.

The post script to this account was the amusement caused to all when announcing the units that gained honours in the battle. All through the day the 66th Foot had become very "sticky" announcing that it would not advance on the enemy unless accompanied by a general officer and requiring morale checks at the end of several moves in succession. It had undoubtedly caused the rout of the 1/17e Legere with its well directed volley fire together with seriously wounding General Foy in the process. The continual "stickiness" meant the General Hill was with the battalion through out the day keeping it moving forward and it was pressing the rearguard to the end, if a little reluctantly. Great stuff, another memory to savour.